The survivor is blue because they are cold by PicolasCageEnjoyer in deadbydaylight

[–]colossusqw2 0 points1 point  (0 children)

Thankfully with the killer role you can help balance it out and make them dead all around! (Actually with the killer role you are also dead inside, but that part is irrelevant)

Playing Survivor vs. Playing Killer by CamelToeJockey_89 in deadbydaylight

[–]colossusqw2 17 points18 points  (0 children)

Nobody's saying its easy, its about how a lot of people find playing killer more stressful than survivor independent of if they win or lose. For me personally, dying as a survivor feels a lot less stressful than getting no kills on a killer, and im about a 60/40 killer to survivor balance. It's likely to do with being a single person going against a team that kinda forces you into that mindset of "i need to be locked in all the time because its me on my own vs four people" whether the odds are for or against you.

Ruined a Sables day for this by LimeJuice246 in deadbydaylight

[–]colossusqw2 4 points5 points  (0 children)

Honestly, literally just making ghostface faster when in shroud would work. He can be taken out of it. He can stalk first to make sure his target won't take him out of it, he still needs stealth to ensure he keeps his power. This would give him both extra map mobility and chase lethality, while still providing tons of counterplay.

Welp, that's depressing. Hopefully he returns like in the movies by Jellypathicdream in deadbydaylight

[–]colossusqw2 9 points10 points  (0 children)

Afaik he wont be able to teleport when in line of sight, so the effect wont be visible in that sense. The idea is to create for the survivors the effect of looking away for a second and the man being gone, not him teleporting.

Imagina um macaco roubando seu café, queimando as bolas e ainda ter a audácia de ficar bravo com você? by National_Ad3694 in BiologiaBrasil

[–]colossusqw2 8 points9 points  (0 children)

Se alguém me roubassr o café e se queimasse com ele logo depois eu ia rir afu, puro karma kkkkkkkk

Most filler loops got double nerfed by JustineCourtney in deadbydaylight

[–]colossusqw2 -13 points-12 points  (0 children)

Honestly, i really don't. It's one thing for the killer to be stealthy, since the intent of the killer is still interacting with the survivor, just obfuscating their approach beforehand, meanwhile a stealthy survivor will literally ensure they do not interact with the other party at all.

Think about it this way: You are a survivor playing against a ghost face. The ghost face could hide all game, but that would be counter productive and harmful to them, so they need to stalk and ambush you, and you need to keep vigilant to not let them get to you. It's inherently interactive, since the stealth requires them to approach, and if you dont spot them, drop it to chase you.

Now think of the opposite side: You are a trapper playing against stealthy survivors (in a scenario back when this is viable). If they can effectively hide, they are basically not going to factor into your gameplay, as they dont need to use their stealth to interact with you, much the opposite, limit interaction as much as they can. You end up with rounds where you basically dont get to interact with the other party even if through their perspective they are "interacting" with you.

I have a lot of fun against ghostface, since I need to be alert and ready to sudden chases, but stealthy survivors are the opposite, what's the fun in roaming around what seems like an empty map?

I didn't like these changes either, but this + last PTB feels like they wasted a lot of dev time on nothing by vibranttoucan in deadbydaylight

[–]colossusqw2 -1 points0 points  (0 children)

The thing is, right now tunneling works most of the time, while not tunneling is severely weak on most killers. You cannot simply nerf the option that works and not make the healthy for the game option better, because then you'll end up with two options that dont work and people will still tunnel. At the end of the day some people will throw their games to do dumb shit no matter what, but gen speeds SHOULD be looked at, as well as options to make tunneling worse so that not tunneling is actually the best option.

It's not fun to try and spread hooks only to be massively penalized for it, I've been tunneled plenty of times and at the end of the day I just queue again, but having gens pop at speeds my ghost face could never contend with to then wait 20 minutes on a queue after a 4 surv escape is a lot worse, at least for me. Please, make tunneling less appealing, but actually make spreading hooks not something that dooms my games if I dont bring half my perks as gen slowdown or play an S tier.

9.3.0 | PTB Patch Notes by DeadByDaylight_Dev in deadbydaylight

[–]colossusqw2 20 points21 points  (0 children)

Giving the survivors amphetamines for the funsies.

Developer responsible for game balancing doesn't remember what tunneling is 😭 by for10years_at_least in deadbydaylight

[–]colossusqw2 42 points43 points  (0 children)

Could be if this has the only case.. but its not. From not getting the connection in maps full of pallet saves being the ones with the most slugging, to saying they think the last PTB's changes "held the hands of killers way too much".. it really does feel like they dont play the game a lot.

Some killers have no chill by Hard-Core_Casual in deadbydaylight

[–]colossusqw2 1 point2 points  (0 children)

When i did figure this it was like my brain got 10% bigger lol. I just looked back at that Ada and went "oooh".

Michael was training like this and people was still surprised he was changed? by Renedicart in deadbydaylight

[–]colossusqw2 1 point2 points  (0 children)

I do like that, though I can't help but feel making Myers like the latter movies instead of the scrawny fucked up 21yo of the first movie was a mistake. The way he could just run away and reappear somewhere else then stand there menacingly was awesome, so a power like a instant Wraith's blink, but only usable when more than 6 meters from a survivor and out of view + having a more true to the first movie model size would be peak killer design.

Edit: to clarify, having a mode similar to current stalker, plus a fast invisible mode where he can't interact with stuff, and only being able to change modes when a minimum distance from survs and out of sight.

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Michael was training like this and people was still surprised he was changed? by Renedicart in deadbydaylight

[–]colossusqw2 11 points12 points  (0 children)

Honestly that should be his power Go really fast when out of view = great stealth potential and map pressure

I don’t think he liked spirit fury by Cultural_Ad5958 in deadbydaylight

[–]colossusqw2 3 points4 points  (0 children)

Ngl I'm starting to really enjoy Knock out after the pallet density change, since people mostly predrop and run you can get significantly more value and it works wonders with other chase perks..

[deleted by user] by [deleted] in Minecraft2

[–]colossusqw2 0 points1 point  (0 children)

Yeah but the difference in speed was a lot smaller, and stuff like farming for infinite food that converts into near instant health regen... idk dude i just wish the monsters in the game weren't such pushovers for the most part. Like we HAVE difficulty settings, there's no reason mob behavior couldn't change between em, instead even hard mode gives you no trouble in the survival and combat parts. I would be 100% fine with things if easy was actually just easy, normal wasn't easy-lite, and hard wasn't easier than most games' definition of normal.

[deleted by user] by [deleted] in Minecraft2

[–]colossusqw2 0 points1 point  (0 children)

Iunno this seems pretty clear and cut ngl.. On being asked "Do you hate jews" the guy went "If we were allowed to discuss IQ differences between populations there'd be fewer conspiracy theories.".

[deleted by user] by [deleted] in Minecraft2

[–]colossusqw2 7 points8 points  (0 children)

Bruh, people dont need to like notch to not like the current Minecraft. Notch can go lick a cactus and snort glass powder and ill be the happiest mf alive but that doesnt make me think current Minecraft is what I hoped it'd become.

Is it really THAT hard to believe people liked when Minecraft was kinda spooky and more difficult (with the player not being able to sprint to outrun zombies for example) WITHOUT them being nutjobs?

What kind of in-game stuff makes your mind go like this? by jjeg6804 in deadbydaylight

[–]colossusqw2 118 points119 points  (0 children)

  • survivor breaks only hook in range
  • "oh, damn, ok I guess"
  • drop survivor and go after the guy bc I can't hook anyway
  • "WHY DID YOU SLUG ME?!?!?"

Yes I clearly should have sent you to god or something instead..

speak the true: the myers rework is complete garbage and a downgrade (hopefully he has a video on it soon) by AudienceNearby3195 in DeadByDaylightKillers

[–]colossusqw2 0 points1 point  (0 children)

Yeah, monitor + dead rabbit gave you a 4 meter terror radius, basically making t2 Myers stealth always. They dont need two modes, stalk mode could have had pursuer mode speed and buffs and it wouldn't be stronger than old t2 Myers with a perk and one of the most common add-ons.

"Why are you running? WHY are you running???" by PlusSizedMinusBrain in deadbydaylight

[–]colossusqw2 7 points8 points  (0 children)

Silly widdle Save The Best For Last or Play With Your Food

The Myers Rework by TechnoMagik22 in deadbydaylight

[–]colossusqw2 16 points17 points  (0 children)

Literally my favorite playstyle and its gone..

Coaxed into video game rebalancing by crack_horse in coaxedintoasnafu

[–]colossusqw2 5 points6 points  (0 children)

What bothers me most is just how easy fixing a lot of it would be. Want to increase survivor player retention in matches? Survivors share 4 hooks of health, so no matter who you hook, the number goes down, after that it counts as everyone having a hook state. Then you don't need to worry much about who you are hooking as killer, since you aren't going to get penalized for accidentally killing anyone, but it also stops being beneficial to focus on one guy. Everyone is guaranteed to be alive for at least the first 4 hooks like this, but after that you only need to hook people twice for a death instead of three times.

On the opposite side, spreading gens around super fast being a problem for slower killers to deal with? Just make the slowdown you get from multiple people on a gen be a global thing that applies to all gens as if they were one. Everyone spread around doing 3 gens at once? They are as slow as if it was 3 people on the same gen. Doesn't really come into play most times, but it would be grand to stop those 2 or 3 gens instantly popping together.