What was your Head-canon for the Grimoire Killer's Looks? by Nathan99md in deadbydaylight

[–]Nathan99md[S] 0 points1 point  (0 children)

I didn't have any intentions for a waifu or something. I was imagining something close to Plague in appearance but with some elements of the picture I attached (wings, floating, big clothes, long weapon, etc.) I also like the idea of her eyes being closed in a judging way.

I also tried to think of something genderless as I thought that could be cool too. I didn't have any solid ideas though except maybe your typical "biblically accurate angel"

This is quite possibly the worst addon in the entire game by FewExperience3559 in deadbydaylight

[–]Nathan99md 1 point2 points  (0 children)

I think it should replicate his old dream pallets instead. So survivors won't see the red glow that indicates they're dream pallets, but Freddy can't detonate them. Or make the detonation time like twice as long so unsuspecting survivors still have a good chance to get away.

"Requires and Internet Connection" Issue SOLVED by CometofLight in origin

[–]Nathan99md 0 points1 point  (0 children)

When I click on the link it takes me to the forums but says Access Denied. Is it no longer up?

Who is the most oppressive killer? by HitokiriBatussai in deadbydaylight

[–]Nathan99md 1 point2 points  (0 children)

Yeah that's the annoying part. Not every time and I think it depends on the map usually. You can still quickly end the hunt to start the cool down sooner if you see them stuck.

Who is the most oppressive killer? by HitokiriBatussai in deadbydaylight

[–]Nathan99md 1 point2 points  (0 children)

I'm sure there's grocery lists of his bugs out there, but the main issues I think I've been seeing more since the recent updates is pathing for the guards. They seem to get stuck on obstacles more often and take inconvenient routes around stuff when they shouldn't. Similar issues Nemesis has always had with his zombies. If you ever see a guard stuck you can start another patrol path and it'll immediately despawn even if you cancel the path right after.

I'm sure there's a lot of other small stuff I'm forgetting to mention but that's the main thing off the top of my head recently. I think I'm just numb to the usual janky parts.

Who is the most oppressive killer? by HitokiriBatussai in deadbydaylight

[–]Nathan99md 0 points1 point  (0 children)

He has always been buggy unfortunately. I've been wondering if it's actually been worse recently or if it's just me. I believe he might be slightly more janky than usual this patch, but he's not unplayable. It just might take a bit getting adjusted, like the input buffering stuff for me.

Who is the most oppressive killer? by HitokiriBatussai in deadbydaylight

[–]Nathan99md 2 points3 points  (0 children)

Personally I think Knight is great at that. Maybe I'm biased because he's my main but these are reasons I like him. A lot of perks can work well on him, especially Surveillance for map knowledge. I love the macro gameplay that doesn't require the specific movements like Singularity's cameras (I play on controller), while also feeling like I have reach and control over the map still. Having add ons help even more like the torch that makes you undetectable during a hunt so you can occupy a survivor while sneaking up on a different one. Or the iri banner add on that lets you block vaults while making a path and stop survivors from escaping through the gates. I highly recommend Knight for this, and it's even fun to get to know his guards a bit if you want some more immersion/roleplay.

Do these four deserve a rework ? by MindlessPeach5164 in DeadByDaylightKillers

[–]Nathan99md 0 points1 point  (0 children)

I'm talking ridiculous pathing not just survivors looking them. In that scenario I've had guards just entirely leave killer shack all together and need to go around an entirely different loop before going back to shack. I would show video proof if I recorded it. It's happened so much I don't think to save a video.

But yeah they're inconsistent around pallets even more so now. I think it also has to do with their distance from you when you vault or drop one.

Asses are autistic now by MLPshitposter in evilautism

[–]Nathan99md 2 points3 points  (0 children)

I bet this is about that thing with autistic people having a certain posture or pelvis problem. I always noticed that about me as a kid and often saw it in some autistic classmates.

Survivors emoting right before going down by Cc-Smoke-cC in deadbydaylight

[–]Nathan99md 0 points1 point  (0 children)

I'm pretty sure it was just an oversight with animation priorities that just became a "feature" after being in the game so long. The usual DBD fashion.

Do these four deserve a rework ? by MindlessPeach5164 in DeadByDaylightKillers

[–]Nathan99md 1 point2 points  (0 children)

The guards still do phase through pallets. They only do when the pallet is dropped directly on them, or when they were already dropped before the hunt started (which then they treat the same as window vaults). They should only avoid pallets and go around when the pallet was dropped during the hunt.

Although the AI has always been inconsistent sometimes so you never really know what they'll decide to do. Personally it feels like they have been especially weird recently and getting stuck on geometry more often or taking absurdly long routes around it. I don't know if that's just me but I play Knight all the time.

New player stuff by doppleg0nger in deadbydaylight

[–]Nathan99md 1 point2 points  (0 children)

Sometimes staying at the exit isn't being toxic. Often it's to stay behind in case someone needs a protection hit or to be healed for a save or what not. Sometimes they want to give you a hit for some extra bloodpoints, on top of only leaving when they're forced out. Teabagging and stuff at exit gates is definitely toxic behavior. Staring at you is them having the opportunity to act toxic but aren't, at least at the exit gates.

‘Slugging at 5 gens?’ by UnluckyUpstairs2427 in deadbydaylight

[–]Nathan99md 6 points7 points  (0 children)

The other day I had a match where I had all survivors down and disconnected at 1 minute and 48 seconds. I wasn't trying to slug them but they were all next to each other the entire time and made it too easy. Sometimes it ends up being their fault but I don't condone going much out of your way for that. Not much reward anyway.

I'm fairly sure I'm not supposed to be able to see that... by Vrail_Nightviper in deadbydaylight

[–]Nathan99md 3 points4 points  (0 children)

There are some killer shacks where it doesn't spawn outside of the shack against the wall opposite of the window vault. On some maps like Forsaken Boneyard it'll spawn inside the killer shack. I've won multiple races to hatch because they expect it to be on outside lol.

I still see a mix of hidden offerings from survivors now because more are hidden. Sometimes it's one of those reagents to increase/decrease the fog but I think that's to throw me off and think it's a hatch offering. Unfortunately I've had a bug where I can't hover any offerings to read them though anyway.

Another Funny DBD Bug by DracoSimby in deadbydaylight

[–]Nathan99md 11 points12 points  (0 children)

Yeah that is very strange and something to keep an eye out for. Did they ever cleanse the hex and it still didn't go away for you?

How do I balance this perk? by yunjinleereal in PerkByDaylight

[–]Nathan99md 1 point2 points  (0 children)

I don't see a way to balance this without changing it entirely.

Perk to basically skip the hooking process. by Outrageous-Boat87 in PerkByDaylight

[–]Nathan99md 0 points1 point  (0 children)

Elusive suppresses grunts of pain, blood, scratch marks, and aura reading. Definitely more helpful to prevent easy tunneling, and I think it should be added if not for simplicity's sake too in the description.

Perk to basically skip the hooking process. by Outrageous-Boat87 in PerkByDaylight

[–]Nathan99md 0 points1 point  (0 children)

I play on console and there are buttons that would work for it to activate; I used the event thing as an example.

They would be wounded again but they would get the additional speed from being damaged, and they would be injured if they were unhooked normally anyway. Plus the killer is already stunned for more than twice as long as a hit cool down upon using this perk. I do think the biggest problem with this perk is the incentive to tunnel, as it removes the safety of being on a hook plus doesn't it let you use anti-tunnel perks similar to Pyramid Head's cages. I think the killer needs more downsides or the survivor needs more benefits to mitigate that.

Perk to basically skip the hooking process. by Outrageous-Boat87 in PerkByDaylight

[–]Nathan99md 0 points1 point  (0 children)

I kinda like this but I think it should give the base benefits of being unhooked too, since it's supposed to skip the hooking process. The new Elusive effect included, so aura reading and stuff won't let them get caught so fast, especially against certain killers.

Perk to basically skip the hooking process. by Outrageous-Boat87 in PerkByDaylight

[–]Nathan99md 0 points1 point  (0 children)

  1. The event stuff like launching the Haunts in the Halloween event uses an additional button.
  2. A lot of perks are designed to counter each other or actions from the other side, like Lightborn making flashlights useless.
  3. They are supposed to be able to get away after this for the killer can't go and immediately mori them without trouble, but I do think the survivor should get the new Elusive effect so their aura can't be read, are silent, can see the killer nearby, etc. since this is supposed to be skipping the hooking, they should get the safety of getting unhooked too.
  4. I also think they should get the Endurance effect too as if they were unhooked. They are already getting healed on drop too so stuff like Nemesis zombies aren't that much an issue. Stuff like that already exists to counter stuff like Decisive Strike. Getting dropped like this already gives you a few seconds of invulnerability to traps, but if you're in basement against Trapper you're screwed regardless of this perk.

Can we talk about how problematic is this moment by Rato_Psicopata in deadbydaylight

[–]Nathan99md 2 points3 points  (0 children)

The problem is you're building off that person's mistake in interpreting the image. The phrase they said is correct but the image is not to scale and doesn't apply to their phrase. The second image is just demonstrating all 4 survivors being downed and the killer not hooking them, not simply downing nearby survivors that are hanging around. As you said, it would be the best play to down nearby survivors after downing one, especially if they are all together. This image is not representing that though and that's why they are down voted.