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Boddy604

Boddy604

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Boddy604
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  • @Yords said:

    Along with being able to tell how far survivors have recovered on the ground by determining the intensity of their aura (at all times now, without the weird 48 meter range restriction), healing a survivor from the dying to injured state will stop both you and the rescued survivor from leaving scratch marks, blood trails, and give you both a 10% haste status effect for 15 seconds.

    WIll not affect a second survivor helping you heal a downed survivor.

    Tbh I think the haste & 15 seconds is overkill.

    Distortion no scratch marks is 10 secs, Babysitter no scratch marks is 8 secs.

    If you're leaving no scratch marks or blood stain then it should probably be in that range.

    A haste on top of that just seems extra. Just imo.

  • It wouldn't even need to be proximity. Just let survivors talk to each other without xbox party chat/discord/etc.

    Every shooter made has this built in & you cant tell me the DBD community is any more toxic than the CoD or Overwatch ones are.

    Tbh even with voice chat, there's usually still only one or two ppl even using it anyways.

  • Its 250k for playing at minimum 50-60 hrs. And that's assuming you pip basically every match.

    Anyone who's playing that much doesnt care about 250k. They can just run We're Gonna Live Forever & make that much in 45 mins.

  • Do u just spam spacebar while running until something happens? I've never even heard of accidentally getting into a locker.

  • You'd have to rework the entire character. Their entire playstyle revolves around slugging, it's literally all they're good at.

  • @JimbusCrimbus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1836438#Comment_1836438

    There are times when I fully support lobby dodging.

    Keys, or like, 4 toolboxes, 4 medkits etc.

    U lobby dodge when ppl bring in medkits? Lol #########

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1838195#Comment_1838195

    64m is enough to cover the whole Map, except for probably Mothers Dwelling if you are really far away from the Gen. So saying it was "a very small range" is simpyl wrong.

    64 metres isnt enough to cover Gideon's lol.

  • The devs have written it into the game code that killers have points subtracted from their score for staying in close proximity to the hook so, yes, that is what they said actually.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1819744#Comment_1819744

    You assume too much. We can get 5 gens done easy. But if keys are in the game... why not use them, you know?

    My point exactly

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1820779#Comment_1820779

    it is a good HEX perk, chances are it will be destroyed within 30 seconds and you will be left with 3 perks

    Disagree. I run it on dr and it usually stays active long enough to get one or two kills.

    Sometimes u get bad rng but not that often

  • Not sure any decent killer ever said ruin is useless. It's still a good perk without undying.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1819744#Comment_1819744

    Only works on noob survivors though and bad solo queues. You try that on a SWF and that survivor will throw every pallet on the map, use the ones you don't break again and like 3 or 4 gens will be done, and then if you try and camp that person the last gen is done, the SWF will 99 the gate, the other 2 will come to rescue the guy on hook and just borrowed time, take hits, he'll have decisive strike and an exhaustion perk so you won't kill anyone that game generally.

    Like, trying to tunnel that hard when they are EXPECTING it, generally is beneficial to them. They may not get hatch but they will still get out, in fact everyone will probably. Versus if you play normally, that probably won't happen, switch to tunnel them later or slug them if needed but doing it right away is just setting yourself up for an even worse time than you are trying to punish them for.

    It's self destructive, it only punishes yourself. That is WHY I take green keys sometimes, because killers do that and throw their match in a blind rage.

    You shouldnt ever just blindly chase one person. Im a pretty decent killer. Still keep up map pressure and play the game but while i'll usually let the guy who just got unhooked go & focus the other, i'll be a bit more aggressive on the 1st guy.

  • I'm a survivor main but play some killer and when people do last second switch. I tunnel the ######### outta them and take them out 1st.

    I play almost exclusively swf and we rarely run keys. If your whole plan to winning is relying on keys, you're the reason why they're getting nerfed.

    It's really not hard to complete 5 gens.

  • @ToxicPiggy420 said:

    I don't know how you got to rank 17 playing that badly. The only reason you were able to hook me is I got so bored with you camping generators and not actually being able to catch anyone I let you win. Hell, the game dragged on so long and was so pointless because you were so annoyingly bad, one guy disconnected. I'd rather sacrifice myself than deal with that for a second longer. Had you not had the benefit of being in that stupid laboratory where it's nearly impossible to find generators, we'd have stomped your ass in 3 minutes because you had no idea what you are doing. The first person you hooked wasn't even playing they were AFK. Man that was the worst match possibly ever.

    This makes you sound bad more than anything. And rank 17 is like pretty much as low as u can go.

    A killer was camping a generator? So... go to another?

    Im not gonna lie im a little perplexed what ur upset about exactly. If the game went on for so long and they werent getting hooks, no reason you shouldnt have won.

  • @UnderMirror said:

    https://forum.deadbydaylight.com/en/discussion/comment/1813536#Comment_1813536

    Wait, you mean like before they made it so more than 2 perks appeared in the later bloodweb? Except the randomness removed?

    How about we just make it so perks cost more blood points (perhaps +1-3k?) but you can buy them at any time? Heck, maybe 10 every character level up, just to keep players from having every perk but only being able to equip one?

    My thought was remove perks from bloodwebs and replace them with perk points.

    You go claim that in your bloodweb and then you can use it to unlock/upgrade whichever perk you specifically want.

    The rng on actually getting what u wanna play with is just getting worse and worse each chapter as more stuff is added.

  • @onemind said:

    https://forum.deadbydaylight.com/en/discussion/comment/1814149#Comment_1814149

    But it regresses 1/4 of a time slower than 1 player and the only real time tapping a gen hurts is when they have pop and touch go down

    I'm fine with making the argument that it should regress faster. But it isn't a waste of time. I've booted gens plenty of times where it had dropped back to nothing because no one got back on it.

    Tbh I think the bigger issue is gen tapping. There should be a short window with a skill check that survivors need to get through to stop the regression. This would counter the one frame tapping mid chase that nullifies the boot.

  • There will always be more survivors than killers cuz it's 2020 and most people wanna play games together.

    It isn't anything deeper than that.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/1814149#Comment_1814149

    The regression rate is very slow and survivors can simply tap the gen to stop the regression. Unless you know that survivors are not going to come and repair the gen for a while you are better off not kicking it.

    Disagree. The only time you shouldnt kick it is when you're actively in a chase. Even then i usually still do.

    You get points for kicking it too. There's no reason not to. Slow regression or not, its still regression. Not kicking it is just helping survivors and hurting yourself

  • @Crowman said:

    The only buff kicking needs to is take 1% or 2% off a gens progression off from a kick. This way kicking isn't a complete waste of time 90% of the time.

    Huh? Kicking a gen isnt a waste of time though. Kicking it makes it start regressing.

  • I could see an instant regular skill check after a gen kick making sense and be fair. Thus requiring the survivor to stay on it for a couple secs to stop it regressing and not just one frame tapping it but not anything more.

  • Increase it to 5 tokens.

    Successful skill checks award 50/75/100 percent more bloodpoints.

  • @DBD78 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1813248#Comment_1813248

    And many times "camping" does stop survivors from completing gens and escape.

    Nowhere does it say that the point of the game is playing like this or that. Stop telling people how to play and focus on your own game, or at your own team if you play survivor. How the killer plays is the killers business.

    Ok. But they were asking why they cant rank up from camping.

    Theres emblems for gen pressure, hooking, chasing, and hitting survivors. If you're just camping you arent doing any of that which means you dont rank up.

    In fact, camping actually subtracts points.

    So i'll disagree that "nowhere does it say" cuz it's pretty clearly outlined What the killer is "supposed" to do.

    And it's not camping.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/1813497#Comment_1813497

    Doctor has addons that increase his shock therapy range and outside of the iri king addon his madness addons do have other effects. One of the more powerful ones being the decreased delay on shock therapy. There's also the one that reveals auras of people who go up in madness tier as a counter to calm spirit too.

    I wouldn't say it's fair to say doc's useful addons are just more effects to his madness.

    Thats fair. My point was moreso he's fine with whatever. Or none. Some killers i hate playing without certain addons. With doctor i dont really care what's equipped. So long as it isnt the ones that change shock to a beam or circle. Eff those ones.

  • @NomiNomad said:

    https://forum.deadbydaylight.com/en/discussion/comment/1813513#Comment_1813513

    Oooh definitely. The bloodweb is outdated, in every sense of the word imo. If we get to the point where there are 200 perks... Jesus Christ.

    Keep the bloodweb for items & addons & remove perks from it completely.

    Then each level you get a perk point you can use to either unlock a perk you own or level up one your character has already.

    I can't see a downside to that

  • @NomiNomad said:

    This isn't a "dBd Is DyInG" post, this is a thought I had. Presume the Dev's start trying to make the game healthier in general, removing the bugs, balancing things for both sides, etc;, etc...

    How many chapters do think this game has, in a healthy state? There are currently 22 killers, 24 survivors, and a staggering 164 perks in DbD right now (at least I think?) How many more do you think the game has left before it becomes... Bloated? 30 killers? 35?

    200 perks, 225? How long before maybe the Dev's either move on to other projects or slow down on the development of new content in favor of balancing and health?

    It'll keep going as long as people keep buying the DLC.

    Eventually though (and by eventually I mean now lol) they're gonna need to let people omit teachables they dont want from their bloodwebs.

    As is, I already need to to level a survivor to 60+ a lot of the time before I even get level one of the 4 perks i want.

  • I'd say Doctor. All his useful addons do is add more effects to madness. He benefits more from what perks he has than which addons.

  • @meatisadelicacy said:

    https://forum.deadbydaylight.com/en/discussion/212788/slugging-is-necessary-blame-the-game

    It's not necessary.

    You can play how you want. It just sucks for survivors who wait minimum five minutes to get a game on a good day and then they're slugged at five gens. I personally like playing the game. But for some people the other thing that matters is getting a 4k, even if that means it's boring for everyone else. Don't blame the devs or the game for the choice you make.

    Bit dramatic.

    Ive never had an issue with slugging. If killer downs someone and I'm nearby, the right play isnt to let me go and get a hook that's just gonna be saved by me 10 secs later when they leave.

    If the killer can get 1 down and chase another, that means 50 percent of my gen potential isnt in use. Likely 75 percent cuz someone is probably heading to get them up.

    If they've got ruin on top of that, the killer is back in control of the game.

    Idk why other survivors complain about it so much. It usually only happens cuz you made the wrong play.

  • I've never been angry after a match as killer.

    I have outright logged off before though as survivor after getting tunneled & facecamped for the 3rd time in a row. (Thank god for that mori change)

    Killer is definitely more exciting. I've never found it stressful though.

  • @koopazepam said:

    Why don't I rank up if I camp? Do I really have to suffer these sweaty survivors who play as if their life depended on it? Do I really have to chase them and have them T-bag me after they complete a vault? Do I really have to chase these freaks who want to get chased in a loop? Why do they get rewarded for playing like jackasses but killers don't? Regardless of your position on camping, it should not get punished like this.

    It absolutely should be punished.

    The point of the game is for the killer to stop the survivors from completing generators & escaping.

    The point of the game is not for you to stand and do nothing but wait.

  • @XXXPrinnyGodXXX said:

    https://forum.deadbydaylight.com/en/discussion/comment/1813123#Comment_1813123

    This is why I think it needs at least two weight factors or more totals matches, matches with that killer, and killer rank or win rate.. Q times for killers are instant so the time increase of finding a fair match isn't a issue to me, but I know the other side is slow, but waiting 5 minutes for a good match or 8 minutes for a trash MM id rather wait the extra 3. Obviously Im pulling these numbers out of the air but you get the point.

    Tbh i dont even understand why resets are a thing.

    They should just make ranking up harder.

    In Overwatch for example, each season requires you to do 5 placement matches but you're pretty much just gonna place where you finished last season. The placement matches just decide if you actually shouldve been slightly higher or lower than that.

    Then everyone just kinda ends up where they should be. Instead of this system where rank is more a testament of time played instead of actual skill.

  • I wish I could link saved game clips I have saved on my phone.

    We do it cuz you wouldn't believe how often a killer circles an area looking for you, looks straight at you crouched against a wall in the wide open and then leaves.

    On Saloon like a million times I've had killers literally walk into me while I'm crouched in a bush and they just continue on not noticing they just brushed up against someone.

  • @konchok said:

    https://forum.deadbydaylight.com/en/discussion/comment/1813080#Comment_1813080

    Why MMR though, why not just have individual ranks per killer?

    Probably cuz of monthly rank resets. It'd take an insane amount of playtime to just maintain an accurate rank of how you play each killer.

    The current system is flawed but I think individual ranks would be even worse.

  • @Terro said:

    With Billy you're learning when to use and not use his chainsaw. Opportunities to use his power in chase is rare. Very rarely you're going to be able to do anything fancy in red ranks too. If you want to practice that stuff then... I guess ignore survivors and just practice things?

    Also, survivors need to learn how to play against the different killer powers and abilities. It's tough learning that stuff too. Although, some survivors would agree with you and don't adapt or just say it's boring and don't bother.

    This. Killers only need to learn 1 character while Survivors need to learn to play vs 22 of them.

    And the same issues you have with dailies exist for survivors too. I havent levelled up every survivor I have unlocked. Some have garbage perks so there's no desire to get those as teachables.

    Nevermind the fact you regularly go 3+ days of cancelling killer dailies just to have it replaced with another killer daily.

  • @Bard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1812453#Comment_1812453

    ...no?

    No it doesn't?

    Sprint Burst is tied in popularity for most run exhaustion perk.

    The fact there are one or two perks that are more overpowered than it doesn't make it balanced.

    ...lemme put it in a way you can understand.

    GEE YOU'RE SURE REFERENCING SPIRIT A LOT, AS IF SHE'S RELEVANT. DON'T YOU KNOW NURSE IS THE BEST KILLER? WHY WOULD ANYONE PLAY SPIRIT? IT KINDA INVALIDATES YOUR ENTIRE ARGUMENT.

    Idk. Maybe im bias as a dr main. I love when survivors run sprint burst. It just ends their chases so quickly

  • @Bard said:

    If you use an exhaustion perk (except Head On or Adrenaline), you are effectively getting at least three bonus health states mid-chase per trial.

    If you ever manage to weasel your way out of getting downed after using an exhaustion perk (killer abandons you after you sprint burst to Asylum, you get your DS off after getting "tunneled", or you unbreakable up), that number increases by one.

    This is busted as hell, and with something this strong you'd expect downsides... but you'd be wrong.

    "Downside" Number One: "Exhaustion"

    All this means is that Exhaustion perks have a shared CD, so you can't have more than one extra life per chase (at least, not in this category).

    Obviously "I only get one extra life per chase" is not a valid downside to that extra life, so lets move on to other "downsides".

    "Downside" Number Two: "Outside Debuffs"

    "If the killer exhausts me, I don't get my extra life!"

    There are three killers with Exhaustion add-ons: Huntress, Pig, and Clown.

    Pig doesn't count, because she only gets to apply the effect after she chases you.

    Huntress and Clown can use their add-ons to counter Dead Hard, and maybe Lithe/Balanced if they're lucky (if the survivor pops the perk before giving LOS, not gonna happen). They CANNOT stop Sprint Burst.

    There are two perks that can apply Exhaustion: Mindbreaker and Blood Echo.

    Mindbreaker's effect is so tiny that you can shrug it off mid-chase, so it only serves to amplify other exhaustion effects. Hell, if you don't do that, Mindbreaker can even work against you by letting a Sprint Burst user 99 their perk more easily.

    Blood Echo is actually pretty OK, but the "mass injury" requirement means it's only good on the select killers that have an easy time getting injuries on multiple targets... a large portion of which (Legion, Ghostface, Myers, and Wraith) are hard countered by Sprint Burst.

    "Downside" Number Three: "But it's haaaaaaaaaard"

    "I keep Sprint Bursting into the killer" or "I'm using Dead Hard on 150 ping", therefore the perks aren't overpowered.

    Forgive me, but I'm gonna have to have a laugh at your expense.

    The path around most loops is usually only about 8 meters. The ability to misjudge by a meter or get outplayed and then press E to course correct is absurd.

    The distance between tiles, save for pre-programmed dead zones, is rarely more than 20 meters, so the ability to cover 18 meters in 3 seconds and then cover an additional 28 meters before the killer is actually able to close the distance you created is absurd; you're basically just guaranteed safety no matter where you go as long you aren't playing blindfolded.

    You kept referencing Sprint Burst over and over like that's a relevant perk and it kinda invalidates your entire argument.

    Just saying

  • When he hits a wall and i know hes gonna get me, i 180 straight back at him n go the other way.

    It all depends how close to the slam i was but if im close, he's wasting his swing and im gone.

  • @HeckaYeah said:

    https://forum.deadbydaylight.com/en/discussion/comment/1811118#Comment_1811118

    This explains a lot- there have been several matches lately where the killer just didn't play like a rank 20 typically would...

    If one of those was me, I apologize!

  • My favourite is when i get accused of tunneling cuz they got unhooked and ran straight to me.

    Like... dude, I was over here booting a gen and u came to work on it instead of healing. Was I just not supposed to chase u?

  • @bjorksnas said:

    change it to be something like this

    when you get unhooked or unhook yourself 2nd wind gives you the broken status effect

    healing other survivors before 2nd wind activates decreases the broken duration proportionate to how much you healed them (1 full heal = 16 seconds off the duration aka healing 3 whole survivors and a little bit = insta healed off hook)

    After a total duration of 60/55/50 seconds, Second Wind automatically heals you from Injured to the Healthy State 

    Second Wind deactivates once you are completely healed or if you are put into the Dying State before Second Wind successfully triggers.

    You will lose the Broken Status Effect once Second Wind deactivates.

    second Wind does not activate if you are already afflicted by the Broken Status Effect

    Id rather have the current version than risk being broken for a full minute with no way to heal.

  • @oxygen said:

    Make it so simply bringing another survivor "up" one health state is enough to activate it, as opposed to filling an entire bar.

    It feels pretty stupid to heal someone 99% of the way on your own, then someone else joins in on the heal for a nanosecond and you get cucked out of activating the perk.

    It's a perfectly fine effect once it's activated in my opinion, just has to be easier to activate in the first place.

    Yep. The way its designed now is just anti-teamwork & counter-intuitive.

    I play swf and have to tell em "dont start self care, i need my perk!"

    Or someone will run up to help heal them and I'll have to tell em "no, go back to your gen"

  • Simple. Just change the requirement that you must heal another survivor a complete health state to "complete a healing action"

  • As someone who mains dr on killer, he's got huge weaknesses. A decent swf team is hard to beat. You pretty much need to just keep pushing ppl into madness 3 to slow the game down enough to keep up.

    If theyre a decent looper, get a hit, put em in madness 3 and leave them. You cant afford to not be pushing people off gens CONSTANTLY.

    If dr doesnt get on them very early and very aggressively, he's already lost a minute or two into the match cuz he lacks mobility.

    What makes up for it is the amount of info he's given but you need madness to get it.

  • @DragonPhoenixRage said:

    https://forum.deadbydaylight.com/en/discussion/comment/1810755#Comment_1810755

    thank you least you see logic of this. the ones who wont is the ones who use killer all the time so they will see it as an easy win for them all the time cos all they have to do is keep sending it out at you and you have no chance to do a gen or anything else so the surv's get screwed over.

    Nah. Im a survivor main and spine chill shouldnt work on victor. If you rely on spine chill so much that you're unaware of Victor until he's on top of you, you need more awareness or a better headset.

    There's a global warning he's been released, he can't see scratch marks, and you can hear him coming.

  • @wixxa said:

    So i have a few accounts, different unlocks on each ect.

    I like to hoard promo’s when they come and you know twice is nice. ;)

    I play around Rank 3-7 frequently and believe i have a competent understanding of perks mechanics ect.

    However when i take this knowledge to my alt account which resets from 10-15 and even lower the game is actually UNPLAYABLE SOLO.

    It doesn’t matter how much of a competent survivor player you are or how much you can stall the killer out for chase NOTHING GETS DONE.

    The camping claudette in the corner of the map is no understatement for level of play for these low ranks which I UNDERSTAND these are low ranks.

    But hell how about a tutorial for these players?! A rank 20 killer will pick off a lobby of rank 20 - 15 survivors IN THERE SLEEP and as soon as you pass rank 10 people somehow understand a grasp of the game? WHERE IS THE BALANCE BHVR?!

    WHAT ARE THESE NEW PLAYERS SHOWN AS THERE EARLY EXPERIENCES?

    Like throwing a recruit in an army to the frontline with no weapon//supllies and literally no chance.

    New player experience is horrendous imo and that’s my view as a tourist.

    Anyone else's thoughts? curious to think more can be done here.

    Like a tutorial ffs your mobile game even has one BHVR you have no excuse.

    Im a survivor main but used to play a lot more killer than I do now. At one point I was a rank 6 killer.

    Anyways, I didn't touch killer for like 3 months and then noticed rank resets had dropped me all the way back to 20.

    Was a little surprised by that. How is that fair for these survivors? I am absolutely demolishing them every game. I'm talking like a full 4k by the time they finish one gen. If anyone survives, its cuz they found hatch before I did.

    It's not fun for them, it's zero challenge for me. No one benefits.

    I think it's an issue cuz I know players throw games to derank and do this on purpose.

    In short, you should only be able to derank one or two tiers from your highest rank. New players have enough hurdles without worrying about former red & purple ranks stomping their heads into the ground at brown ranks.

  • @chieften333 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1805073#Comment_1805073

    Or you shouldn't be pitted against those of a much higher rank than you.

    I feel for the low ranks right now, but I've been stuck in red ranks. There is so much variability in skill that rank seems almost useless.

    Overall I think ranking up needs to be harder, much harder.

    I dont mind if it's harder at all. Right now it feels more like red rank is just a badge that you play the game a lot.

    Ive pushed into red a bunch. Been 1 a couple times. But usually im in purple just cuz i dont play enough to constantly stay up there after each reset.

  • I disagree hugely on diversion. I love that perk.

    Even if the killer clues in early that you have it, it'll still usually save your ass once.

  • @SweetTerror said:

    King just uploaded a video to YouTube that reveals a lot of source code indicating bot actions for both killer and survivor. I really hope this proves to be true because even with the penalty in place, dc's still happen far too often. Not to mention it would be awesome to be able to activate bots in custom matches.

    The bots used in the mobile game are pretty damn good, and if it's anything like that, then this will be a welcome addition to the main game.

    They said in the q&a that they're remaking the tutorial to be more complex so that's probably all it is.

  • Nahhhh. I like my meme builds.

    Diversion, Deception, Red Herring, Urban Evasion.

    Making the killer waste time chasing nothing is tons of fun.

  • @AggressiveFTW said:

    https://forum.deadbydaylight.com/en/discussion/comment/1808619#Comment_1808619

    Well I don't think it was the devs intention of making another slugging killer. They know slugging is a problem and they wouldn't wanna make the problem bigger.

    Disagree. They made a killer who's power is a super fast creature that can track blood better than basically anyone and chain together downs really rapidly.

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