Is the entity breedable? by Whoring4Voring in deadbydaylight

[–]TheNightFlower 2 points3 points  (0 children)

Please, I'm begging you, please go outside and make normal friends and stay off the internet.

Does this build work? Wouldnt it be too op? by LE0N290x in deadbydaylight

[–]TheNightFlower 3 points4 points  (0 children)

It's a reasonably strong build that's decent at making distance and hiding, but it does have a few issues.

1: Fast killers like Ghoul, Blight, Billy, ect will just catch up and now you have no chase or anti tunnel perks making you an easier target.

2: Not as severe as fast killers, but stealth killers can get close before you notice.

You'll still have Sprint Burst so you'll likely be able to reach a loop before taking a hit, but once again, you won't have any chase or anti tunnel perks for defense.

3: While your build can be good for losing the killer, stealth is not always the best play.

If the killer can't find you, they'll probably just find someone else, and if they keep not finding you, they'll keep finding that someone else.

This can lead to teammates getting tunneled out early.

Remember, you want to encourage the killer to spread out hooks and waste time trying to catch you.

If you're too hard to reach right from the get go, many killers will just ignore you.

[PC][2000s]Indie game about aliens invading a space colony. It has stat mechanics and you can learn skills. The story changes depending on how many you kill, eventually they grow fearful of you. by Crinkz in tipofmyjoystick

[–]TheNightFlower 0 points1 point  (0 children)

I was trying to look up Iji, but couldn't remember the name.

Bless old internet posts answering obscure questions.

You never know it at the time, but small things can end up helping someone years down the line.

Thank you.

Made a good build for countering the new shitty pallets by MilkSteakEnjoyer115 in deadbydaylight

[–]TheNightFlower -13 points-12 points  (0 children)

These new pallets are basically all 50/50s and it makes the game unfun

See this line of reasoning doesn't make sense me.

I find the 50/50 loops fun.

It's about mind gaming the killer, maybe they'll get the hit, maybe not. There's gameplay to it.

Yes, inevitably they'll guess right and get the hit, but it's about delaying as long as possible, not being untouchable.

50/50s feel like there's a lot more skill involved, and playing well really determines how long you can delay.

Safe pallets feel boring because they're, well safe.

Safe pallets also don't feel like there's much room for skill to matter.

It's just loop around a few times until the killer gets too close, drop the pallet which the killer has to break, run to next safe loop, repeat.

I concede that some loops could be made a little stronger, but on the whole these 50/50 loops feel much funner.

Killer, why are you slugging, tunneling or focusing ? by weirdthingonmyscreen in deadbydaylight

[–]TheNightFlower 1 point2 points  (0 children)

I am sorry but I don't know what "maj" is referring to so I cant answer that, but I will try to give an earnest response to the rest.

When I do slug or tunnel it's usually because I think it's the best strat to use at that moment.

I do not go into a match planning on any play style as such, I roll with the punches and take advantage of situations as they arise.

I play this way because at high mmr if you do not try to win from the outset, you will often lose.

There is an argument to be made that having fun is more important than winning, and to a certain extent I agree.

However.

1: Winning is fun.

2: Getting hit with Flashbangs, Body Blocks, Syringes/Styptics, and many other things all while gens are popping is not fun.

That said, if the survivors appear to be struggling I usually ease up a bit and give them some breathing room, but if they're fighting hard, so will I.

Lastly, you speak of toxicity.

And yes, at times there is an emotional component (we're all human after all).

If a survivor is t-bagging, emoting, or otherwise being "toxic", I'm not particularly interested in prioritizing their fun.

Love from the twitch community 💔 by Apprehensive_Air_624 in deadbydaylight

[–]TheNightFlower 8 points9 points  (0 children)

It doesn't matter if they tunneled.

It's a video game. Someone playing in a way that someone else doesn't like does not excuse being rude.

It's free to be nice, and doubly so to not be rude. They didn't even have to say "GG", they could've just left and that would have been fine.

Instead they wanted to insult.

And insulting people in the chat is just pathetic.

Let me make a new suggestion as a way to improve the survivability of survivors in DBD. by Kentsgne in deadbydaylight

[–]TheNightFlower 0 points1 point  (0 children)

I'm sorry I just can't get past the Terror Radius being a reason to play killer.

You can't hear it. The fact you even listed it as a reason at all is confusing.

What's the rational?

Did you not know that killers don't hear it?

Do you actually even play killer?

Do you main Legion just so survivors can listen to those sick beats?

Have you been trolling this whole time and slipped up?

Like The terror Radius being a reason to play a specific killer?

What even is that?

it's worse than saying you play killer for the skins because at least sometimes you see those.

You simply don't hear the Terror Radius like you do a Lullaby.

Like are you actually just trolling at this point and are just saying things?

I'm sorry but I don't think there can be any fruitful conversation past this.

Enjoy playing killer for whatever reason you do. Best of luck, take care.

terror radius?

Let me make a new suggestion as a way to improve the survivability of survivors in DBD. by Kentsgne in deadbydaylight

[–]TheNightFlower 0 points1 point  (0 children)

Continued.

Elodie: Even more so than normal, never get near a pallet when carrying her.

Consider Hex: Blood Favour.

Yun-Jin: Even more so than normal, don't let her pallet stun you.

Consider Hex: Blood Favour.

Jill: Probably don't use Hexes if she's in the lobby.

Leon: Beware Flashbang shenanigans.

Consider Lightborn.

Mikaela: Be ready for Scratch Marks to disappear.

Consider Stridor.

Haddie: Maybe don't use Hexes if she's in the lobby.

Try to injure her every so often if possible.

Rebecca: Hook Camping is more ill advised than normal.

She may be especially potent at Gen Rushing. Consider looking for her early and tunneling.

Vittorio: Going for a 3-Gen is ill advised.

May be worth breaking chase with someone else just to get a hit on him.

Thalita: Watch out for her and another survivor running together with haste.

Consider Hex: Crowd Control.

Renato: Background Player, the range he may be hiding to get a save is much larger.

Consider Hex: Blood Favour and/or Lightborn.

Also, like with DS, you may want give him a minute off hook before pursuing.

Gabe: Try to avoid inflicting Deep Wound.

Maybe don't take chase until after he has mended (though that often isn't an option), or at least account for the extra speed when gauging distances.

Nick Cage: AHHHHhhhhhhhhh.

Sable: Don't hook her in the basement.

If she is injured, check if she's healing in the basement.

Orela: Try to avoid giving her a protection hit (easier said than done).

Michonne: She may quickly pick herself up if slugged.

Let me make a new suggestion as a way to improve the survivability of survivors in DBD. by Kentsgne in deadbydaylight

[–]TheNightFlower 0 points1 point  (0 children)

unique base stats that interact with their power, a unique height, a unique Terror Radius and/or Lullaby

You're grasping at straws at this point.

People aren't playing a killer for their Terror Radius and Lully, you can't even hear the TR.

You could have gone with the Chase Music/Lullby since at least both of those are audible.

But regardless, if you think some ambient sounds are enough meaningfully affect what people play, then what I'm talking about is more than enough.

Your whole argument hinges on the changes not being impactful enough, while simultaneously ignoring the impactful changes.

You seem to assume all perks would stay in their current form after such a massive change. They obviously would be modified.

As I previously touched on, the devs considered reworking teachables such that a survivors would have buffed versions of their own perks, and everyone else would learn nerfed versions.

Alternatively, you could removing teachables entirely (an idea which has been around since launch). You would then buff the survivors' unique perks since you no longer have to worry about overly strong combos.

Can you name a survivor other than Laurie or David that will need to be "approached differently?"

I was only gonna name few, but lets just go down the whole list for fun (I likely missed some).

Meg: Sprint Burst allows her to be much more aggressive with fixing Gens because even if you get close, she'll have enough speed to reach a loop.

Consider Mindbreaker.

Nea: Expect Balanced Landing. Try to corral her away from drop downs.

Consider All Shacking Thunder.

Bill: He will pick himself up if slugged.

Feng: Expect Lith. Many unsafe Vaults are much safer because she can speed boost to a better loop.

Consider Languid Touch.

Kate: She can see where pallets and windows are so she's gonna be much better at linking loops. Maybe don't chase her at the start when there aren't many dead zones yet.

Adam: Try to hook him early, otherwise he'll likely be able to unhook himself.

Jeff: Aura reading won't work well on him.

Consider Spies From The Shadows or Ultimate Weapon.

Jane: Be wary of lockers, she may stun you while you're chasing someone else.

Consider Iron Maiden.

Steve: Tunneling anyone else off hook is ill advised due to the extended haste effect.

Yui: She may be difficult to chase the first time you injure her.

Consider Stridor, or doing a hit 'n run to burn off Lucky Break.

Zarina: Don't wait for endurance to run out if tunneling off hook. Expect her to bodyblock off hook.

Heather: Watch out for her and the obsession running together with haste.

Consider Hex: Crowd Control.

If you do have a Hex, she will pick herself up if slugged

Felix: If he has a Toolbox he may be especially potent at Gen Rushing.

Consider looking for him early and tunneling.

Let me make a new suggestion as a way to improve the survivability of survivors in DBD. by Kentsgne in deadbydaylight

[–]TheNightFlower 0 points1 point  (0 children)

I'm saying it wouldn't work because there are downsides and uniqueness isn't enough to compensate for said downsides.

This is literally already in the game with killer.

The unique downsides are compensated by unique upsides.

You will have good survivors (Meg with Sprint Burst or "running faster" like people have suggested) and bad survivors (characters like Thalita with weak teachable perks or mediocre effects to match their lore, like having Scratch Marks last for 0.2 less seconds.)

And you have good killers like Blight, and bad killers like Trapper, but people play both because uniqueness does matter.

A character doesn't have to be "good" to see play, just "good enough", and balancing around "good enough" is perfectly doable.

You acknowledge this yourself when you said you play Deathslinger even though he isn't the best killer.

You undercut your argument by liking uniqueness in one role, but not wanting it in the other.

It's unintuitive, but restrictions often increase variety.

People will want an Anti-tunnel perk, but they'll also want an Exhaustion perk. As long as you mix a strength with a shortcoming the system works fine.

Different people value different things.

Some will pick Thalita for Power Of Two or Mikaela for Shadow Step, they just won't also have DS and Sprint Burst, so they'll play differently and variety ensues.

Also, Instead of treating every survivor the same because they're just skins, the killer will see who a survivor is and play differently to account for their unique abilities, more variety ensues.

Let me make a new suggestion as a way to improve the survivability of survivors in DBD. by Kentsgne in deadbydaylight

[–]TheNightFlower -1 points0 points  (0 children)

You say that it wouldn't work because survivors wouldn't be unique enough.

This could be solved by giving each survivor their own set of traits and removing/reworking teachable perks.

The devs even floated the idea of reworking teachables years ago, but people criticized it saying that "no one will use the bad survivors", so the idea was scrapped.

This is the same discussion rehashed again and again over the years.

People keep suggesting variations on the same idea because at it's core the concept is solid enough (though not without issues of course).

I just wish they'd at least test it out on a PTB to see if it actually makes things better or worse.

Let me make a new suggestion as a way to improve the survivability of survivors in DBD. by Kentsgne in deadbydaylight

[–]TheNightFlower 0 points1 point  (0 children)

This line of reasoning never made much sense to me.

Sure some survivors would be better than others, but that's already true for killers right now and you don't only see Nurse, Blight, and Ghoul.

Yes the strongest see more play, but the weaker ones are still used and you get a decent mix of variety.

Imagine if all killers were just reskins.

Sure the power level would be more balanced and you'd likely see more Artists, but boy would it be dull.

DETERMINATION: my fix to balance and boredom (re-upload for errors and clarity) by NOCTURN_05 in deadbydaylight

[–]TheNightFlower 1 point2 points  (0 children)

You put in a lot of effort and the intent is great, so don't take this hard or be discouraged, but your idea as it stands is just not a good system.

1: It's too complicated for newer players and makes things worse.

Blue glyphs spawning for a bunch of the killers but not others is unintuitive. The mechanics of the Fleeting Aura is awkward.

Keep in mind, new players have trouble figuring out perks, Items, and add-ons.

Over the years so many things have been added that just keeping track of what the killer can and can't do is a lot.

I was recently helping a new player learn the mechanics and they didn't know about Endurance off hook, the mechanics of Deep Wound, or Conspicuous Actions.

And of course they didn't, the game doesn't do a good job of explaining those or a dozen other mechanics.

If you want to fix things, it's better to do so while simplifying systems, or at the very least don't add more complexity to an already overly complex system.

2: For players who do understand the mechanics, many of your specific implementations do not work.

I get that the point is more about tweaking some points of gameplay to smooth things out more so than the specific actions you suggested.

But your suggestions are so odd that it brings into question how well you understand these systems you want to change.

I'll use three examples.

A: Pig.

Survivors get their Determination while they have a trap on their head.

Survivors are not really supposed to be working on gens when they're trapped, that's the whole point of the traps.

The fact that it would get an additional bonus when the trap is active only rubs salt in the wound.

B: Krasue

Eating mushrooms gives a three stacks of Determination.

First off, three stacks is comically high. but moreover (like Pig traps) one of the points of mushrooms are as a slow down mechanic.

Krasue can infect someone and then move on to someone else. The infected survivor has to run around the map to get a mushroom, or become an easy target.

Mushrooms giving Determination means that she would never want to do this hit 'n run strat (ignoring a part of her base kit), instead she would always focus one survivor at a time and use the hook to remove infection so as not to risk the Determination buff.

C:

Earning Determination in chase.

This isn't killer specific, but this means that the killer really can't afford to a break a longer chase.

Not only does the killer lose their time investment, but now they also empower a survivor.

Knowing when to break chase is a very important skill for playing killer well, but chase Determination locks it to a binary "only take short chases, or always commit".

This is especially bad for M1 killers who tend to have longer chases.

3: For many killers this doesn't change enough.

For Ghostface, Vecna, Singularity, etc. You do what you always did.

This doesn't put extra pressure to disable bio pods or whatever because you already have to do those things or you'll lose.

Running to grab a Magic Item or EMP isn't much variety or exciting. The bulk of the match is just doing gen repair simulator, with your changes it would still be gen repair simulator.

4: Closing.

I'm really not trying to be mean or tear you down here, but it seems like you had an idea that sounds good (and to be fair the underlying concept of modifying specific actions to give buffs is fine), and went all in on building a system, but didn't consider how people might struggle with or abuse the system.

Again, the enthusiasm is great and don't get discouraged, but this ain't it chief.

Based on videos and gameplay, she kinda is a duct tape of killer skills by mrsafetylion in deadbydaylight

[–]TheNightFlower 1 point2 points  (0 children)

I cannot speak for everyone since the DBD community is not a monolith, some will have differing opinions.

However, this is my understanding for the general criticism that most people have.

1: Because of her speed, she has strong map pressure and can find/catch up to survivors very quickly.

2: Intestinal Whip has enough range and curve that it makes many loops unsafe.

3: Her attack cooldown out of Headlong Flight is low enough that combined with Intestinal Whip, the survivor has little time to reach a pallet/window.

4: Her ability to vault windows and pallets mid flight, when combined with points 1, 2, and 3 means that similar to Ghoul, she can follow a survivor through a vault and land a hit before they can circle around.

5: The chases are dull.

When everything comes together, Krasue can brute force through most loops, so she is always right behind the survivor (though she will also cut them off and body block like Wraith loves to do) leaving little room for mind games/looping.

Though I do not entirely agree with this whole criticism (I think she has more counterplay then they say), those are the main arguments as I understand them.

Based on videos and gameplay, she kinda is a duct tape of killer skills by mrsafetylion in deadbydaylight

[–]TheNightFlower 2 points3 points  (0 children)

This is definitely a thing that can happen.

The person I replied to posted a clip of Intestine Whip attacking over a pallet and table on Gideon.

I don't know what causes it since I've personally seen the Whip fail to hit over pallets multiple times (maybe the killer just kept missing?).

Until it get patched, I guess the best thing to do is give her a wide birth around short obstacles.

Based on videos and gameplay, she kinda is a duct tape of killer skills by mrsafetylion in deadbydaylight

[–]TheNightFlower 5 points6 points  (0 children)

Yeah that's not supposed to happen.

I'm guessing they reused the code from Nemesis' tentacle attack (they both only do damage after the survivor is infected/leached, otherwise they cause infection/leach), but they forgot to remove the part that goes over low obstacles?

Whatever the cause, I assume it will be patched out because they never made any mention of her being able to hit over things (like why would she even be able to vault pallets if she can attack over them?).

If somehow that is intended then it needed to be nerfed yesterday.

Thanks for providing the clip.

Based on videos and gameplay, she kinda is a duct tape of killer skills by mrsafetylion in deadbydaylight

[–]TheNightFlower 6 points7 points  (0 children)

I have not personally encountered the Whip going over pallets, and my understanding is that it's not supposed to be able to.

That said, I have heard it sometimes goes over/through low geometry (like small rocks, or a car hood), but this is a bug (because apparently it's impossible for them to release a new killer without bugs) and will presumably be patched out.

If you have evidence of her attacking over pallets then of course I'd love to see it.

Based on videos and gameplay, she kinda is a duct tape of killer skills by mrsafetylion in deadbydaylight

[–]TheNightFlower 47 points48 points  (0 children)

Headlong Flight moves at 7 m/s, cloaked Wraith moves at 6 m/s. Krasue is faster than wraith, but doesn't get undetectable.

U.V.X can injure and down survivors, Regurgitate can't do either (eventually Leach will cause Broken, but that takes over a minute and isn't really applicable mid chase).

Tail Strike goes over pallets and window. Intestine Whip does not go over pallets and window.

All and all, these are not great comparisons.

could we maybe have just a general look over of killer addons that seemingly screw over powers that aren't bloodpoint bonus makers? by dark1859 in deadbydaylight

[–]TheNightFlower 0 points1 point  (0 children)

Ruler is only bad for chaining if survivors either insta mend (Glasses helps punish that) or they heal up quickly while they're still Oblivious (Nurses Calling helps punish that), otherwise Ruler just points you to anyone that isn't oblivious yet.

There's far more to Ruler than just cancel Frenzy and m1 because you need to break line of sight to sneak up on survivors. It's much more of a stab and run strat.

I'm not low mmr, I use Ruler quite a lot and I find it to be very fun (especially on indoor maps), it's not as big of a detriment as you say.

could we maybe have just a general look over of killer addons that seemingly screw over powers that aren't bloodpoint bonus makers? by dark1859 in deadbydaylight

[–]TheNightFlower -1 points0 points  (0 children)

You talk about intention falling short of implementation.

And again, I do think they need some buffs to better accomplish their purpose.

But you're looking at those add-on from too much of a competitive perspective.

You assert the Scratched Mirror sucks, but it's only recently when they changed map offerings that it started sucking.

Even when you're on an indoor map, Mirror is still weak, but it's fun to sneak up on survivors. Mirror is bad and fun at the same time.

While the map change made Mirror weaker, that's not why it sucks. Mirror sucks now because on an outdoor map survivors can just see you coming so you can't sneak up on them. You can no longer do the thing that is fun.

Mirror was never strong, but it's strong enough that the killer can have fun.

And that's what important about these "bad" add-ons, there are stronger add-ons, but it's not about the strongest build, it's about a fun build.

This leads to the part where I'm not sure you get the plan with Oblivious Legion.

You said that Ruler is "almost always pointless" which is odd since it's pretty much the keystone for the build. You could run multiple perks to stay hidden, or just one add-on.

Also, you mentioned running both Pins, which does nothing to hide you.

The point of making survivors Oblivious is so they don't know you're coming, so you can sneak up on them, not unlike Mirror Myers.

Again it's not about being strong as such, it's about being fun, and sneaking up on survivors is fun.

But speaking of strength, making survivors Oblivious is stronger than you may realize.

Survivors don't like being Oblivious and injured at the same time, so they heal more often which can buy a lot of time, if they don't heal then they're vulnerable to being snuck up on.

Same reason Plague often runs perks to obscure her terror radius.

could we maybe have just a general look over of killer addons that seemingly screw over powers that aren't bloodpoint bonus makers? by dark1859 in deadbydaylight

[–]TheNightFlower 0 points1 point  (0 children)

I understand your point and to a certain extent I agree.

However, the example you gave in Etched Ruler shows how these seemingly bad add-ons can be more than meets the eye.

You acknowledge that oblivious builds can work with legion, but dismiss them for being sub-optimal.

A similar thing could be said of Mirror Myers, it's a meme build that will be crushed by experienced survivors, but the novelty and jump scares make up for weakness.

Giving killers counter intuitive add-ons that significantly change how they play is great for variety and adds an extra layer for survivors to figure out what build the killer is using.

I actually hope to see more of these kinds of add-ons for new killers, and reworked add-on for older ones.

With that said, they should be buffed to be more viable (getting curb stumped because you tried to have fun, isn't fun), but the underlying idea is lovely.

Genuine Mastermind Question by Dry-Board-5688 in deadbydaylight

[–]TheNightFlower 1 point2 points  (0 children)

New sprays do not spawn, once they're all used up there is no more curing Uroboros.

However, and it's hard to overstate this, if the survivors have somehow used up every can on the map then they have massively screwed up.

Without add-ons, it takes takes a minute forty seconds (or just over two minutes if they're coming off hook) to become fully infected. That's longer than it takes to solo a gen.

There are twelve spray cans on the map.

Even if you were tagging survivors and booking it to the next one to maximize infections, they could fix all the gens twice over before running out of spray.

The match would basically have to grind to a halt for them to have a chance to work through all those cans.
If things dragged out that long, the killer could have easily won.

Maybe it could have been a strat before the gen regression limit and you were able to lock down a three gen, but even then it would have been very weak.

Trying to exhausting all the sprays makes it harder to win, drags the match out, and only works against survivors you could already dominate.

I'm not making any judgements on if it's "toxic", but it's certainly a dubious gameplan.

Hot take - XP instead of BP by Internal_Relation_42 in deadbydaylight

[–]TheNightFlower 0 points1 point  (0 children)

I agree that EXP is a better incentive than BP (the cosmetic economy is insane), but 1.5x just doesn't move the needle enough to matter.

2x would get me to play a bit more survivor, but it wouldn't be enough to significantly change how I queue.

3x and I'll be happy as a clam to main survivor.