Avatar

EJmurdermain

EJmurdermain

About

Username
EJmurdermain
Joined
Visits
357
Last Active

Comments

  • @Peanits said:

    I don't think this would necessarily solve anything. Someone might just heal in there for points because it's safe. If they really wanted to taunt you, they could sit just outside the gate and teabag, then run when you get close. You'd have the same thing happen, just in a different place.

    Well that is true but to me getting to the exit and not feeling any urgency takes away from the EGC purpose especially 99 gates.

  • The Poacher

    His character and description fits DBD just fine but that chain maybe a Survivors struggling not the killer

  • @Primalux135 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1092443#Comment_1092443

    Maybe they could add a surrender button while bleeding but giving 500 points like being hooked

    Like an animation with DS that offs you probably

  • I believe that the game created counter perks for just about any complaint and before the game loads you have to choose or play with what you have. Lastly I noticed unplugging from the forums for awhile actually could help, because it gets in your head and reinforces toxic thought.

  • I personally thought it was funny I mean 😂 2 Gens would go off by the time you reset a trap idk

  • So far every killer has a special place to me but Michael Myers is the GOAT in my opinion. He was a merciless killer before puberty So......nobody is as devoted as him. The Entity trapped most other killers but Mike maybe in a Haven he would love to stay in.

  • Well for one if I survive I most definitely Sandbagged TF outta someone but if not I'm probably going to Mori myself and sacrifice the others like a big jerk bully. Lol

  • Well this game has balance issues based on competitiveness and skills. The scale is too easily tipped in favor of another role which actually makes small fixes or adjustment huge. I'm for the idea but the average survivor team can't keep up with killers progress. Example a small mechanic change could make the game "Unfun" for Survivors like no red stain or no hit cool down or extended Bloodlust. Survivors are just not really good at the game but few are Bosses.

  • Results are the proof also the devs are introducing the method to determine good or bad skill level.

  • Animation Enhancement does it need a rework?

  • I tried making my sensitivity as low as 45% and it still happens, it's a little better but still the game AE on most lunges.

  • SMH BHVR maybe take post like this as bizarre complements because getting compared to billion dollar brands and you're relatively new has to be flattering.

  • I made a thread asking is doing a 360 an exploit being it a mechanic that is being challenged by different camera functions. Survivors have better camera use on purpose which is fine. I think juking is a legit chase move and a 360 is the same but the camera makes it problematic.

  • *Huntress Lullaby @FireHazard

  • SMH, the Devs should get apologies from slander threads.

  • Well you do know children play this game heck, I think pre teens and younger play DOOM and COD from my experience.

  • Trains go through tunnels so no, Fun is your goal not your opponents entitlement.

  • I had no idea of how the red stain or Terror radius music worked in the Game so I tried to Play Stealthy and Spooky every game. Lol I was thinking to myself how did they know 😂😂 lmao

  • Is the Gatekeeper changes working out and will there be changes to other emblems?

  • Lol yeah but it sounds like you don't play fighting games, or FPS that is darkness itself.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/980639#Comment_980639

    The new system should make things easier, if anything. It's designed to punish killers less harshly for losing generators in the early game.

    Here's an explanation of how it works from a comment I made on a different thread:

    Basically, Gatekeeper used to increase the reward exponentially if more generators stayed up for longer. Now, it just rewards a flat amount of points per generator every minute, meaning that a killer who defends five generators for one minute will get the same amount of points as someone who defends one generator for five minutes.

    If you want a more detailed explanation, the old Gatekeeper operated on a formula of p = 5 x g x t, where p is the number of emblem points granted every minute, g is the number of generators remaining and t is the number of minutes elapsed. So if a game lasted for five minutes and no generators were completed, the killer would receive 25 points in the first minute (5 x 5 x 1), 50 points in the second minute (5 x 5 x 2), 75 points in the third minute (5 x 5 x 3), 100 points in the fourth minute (5 x 5 x 4) and 125 points in the fifth minute (5 x 5 x 4), plus a bonus for having 5 generators remaining at the end of the trial.

    The new Gatekeeper operates on a simpler formula of p = g, where p is the number of emblem points granted every minute, and g is the number of generators remaining. So in the same example of a 5-minute game with no generators completed, the killer would gain 5 points every minute for a total of 25 points, plus a bonus at the end of the game for no gates being opened. If two generators had been done in the first minute but the game had lasted for 9 minutes, the killer would receive 3 points every minute for a total of 27 points, plus the same bonus for no gates being opened. In this way, the new Gatekeeper emblem punishes killers much less harshly for not slowing down repairs in the early game. It's still problematic in other ways, but that's another discussion. Also, the thresholds for earning the different emblem levels (Iridescent, Gold, etc.) will presumably be adjusted to fit with the new points system.

    Those numbers do help, but your answer raised another question, well I have played some intense players before, so if 5 Gens are done in 7 minutes and only one gate is open would that give enough points for brown Gatekeeper.

  • @FireHazard said:

    @EJmurdermain

    Quotes from the Designer notes post

    Here's a quote from the current version of the Gatekeeper Emblem

    "Currently, Gatekeeper's underlying points are scored as a number of points per generator remaining to be repaired multiplied by which minute the match is in. Additional points are scored for any remaining generators at the end of the Trial. This provides much less of a reward to a Killer who loses three gens quickly, but then doggedly keeps the last few until the end of the match."

    Now here's a quote from the new version of the Gatekeeper Emblem

    "The new version of Gatekeeper is simpler: one point is scored per generator remaining to be repaired per minute for the first nine minutes. At the end of the Trial, if both Exit Gates remain closed, additional points are scored. With less focus on keeping seven generators up, we can move on and change Hex: Ruin without making it significantly harder for Killers to do well in Gatekeeper."

    Here's a more basic explanation...

    the current system (summary)

    Basically, if all generators are still up for the first 9 minutes, than the game will multiply the score based on what minute the game ended on and how many generators are still being repaired and or not repaired at all.

    Meaning, the game scores for how many generators are left and than multiplies this with the time the game was finished on. So if 4 generators are left but you finished the match in under 2 minutes or exactly 2 minutes, than the game multiplies the points given for each generator that's left and what time it was finished on...

    Essentially meaning if you finish the game too early with 4 generators left, your score suffers from the multiplication. It still rewards you additional points for how many generators are left, but the score suffers if you end the game too early... since it depends on how many minutes were gathered to multiply with.

    Kind of ironic and it might still be confusing so do let me know... but I don't see how this will matter since you're after the new systems explanation.

    the new system (summary)

    The new system goes about this a lot differently...

    Instead of going off of when the game ends on what minute and multiplying it by how many generators are left, it goes off of how many generators are up and accumulates more points for each generator still incomplete.

    So in a sense, one point is scored per generator that remains unfinished PER MINUTE for the first nine minutes, meaning if more generators are up, more points are given every minute, less generators means less points!

    And instead of any additional points being rewarded for how many generators are left, it instead rewards you for if BOTH Exit Gates remain closed at the end of the game.

    what does this mean?

    For example one,

    It's only going off of the 5 generators that're up, not the entire 7 generators that're in the match...

    And for example two

    It goes off of how many generators are currently left or being repaired per minute for the first 9 minutes, meaning if 4 Survivors work on 4 generators, it won't impact the score UNLESS they complete all 4 of those generators within a few minutes of the match, since the score is being added on for every new minute that passes for the first 9 minutes... so if they're being worked on than that doesn't matter, what does matter is if they're completed EARLY!

    In a sense, more generators means more points, less generators means less points.

    as for perks...

    The change works with Ruin, as Ruin regresses the progress on inactive generators by 200% of the normal regression speed... meaning if it can keep those generators from being completed before the first 9 minutes, than it contributes to the Gatekeeper Emblem.

    The same goes for every other perk, if these perks can keep all 5 or most of the generators from being completed, than you're rewarded MORE points because MORE generators are up, additional points are than given IF both Exit Gates are left closed, instead of just rewarding additional points for how many generators are left.

    conclusion

    I do hope this makes things less confusing, as it might help explain it a bit more... or not... LEMME KNOW!

    Your amazing for covering most of my questions although the new system maybe harder to do if I understand correctly. Is it fair to say Corrupt Intervention is a much more powerful perk for Gatekeeper now.

  • @daddyo said:

    https://forum.deadbydaylight.com/en/discussion/comment/973579#Comment_973579

    Didn't make it so you actually can't build BL in tier 1?

    So is that confirming yes its supposed to be that way

  • Gambling with perks is not really a crutch (to me) but on the contrary exposes the Survivors who made a huge mistake. No pun intended 😂

  • Check out my thread about Gen rush, I have a suggestion/Balance.

  • Look a great deal of kids play mature games including DBD, Black ops, Witcher you name it.

  • I made a post about this like I understand the censorship but why did anyone remove his pants in the first place. The gown could have went lower at least but idk.

  • That's why Survivors should do their roles and let the real killers do theirs, some say this challenge is toxic and difficult. Ironically enough people are not as good at this game as they think.

    I've seen people pleading to farm challenges, SMH Trash

  • I think you should make a thread on that idea. The rematch vote lobby. The only downside is the SALT!!! and pepper sheesh lol

  • The power is in your hands, do what feels good. Ignoring the spam toxic messages and Tunnel Mori or Spare them with Gg in the chat running away from survivors. It's up to you, those examples are extreme contrast btw.

  • Well did you know Fortnite started in 2011, give the devs some time to be Great.

  • @bumbewildered said:

    I don't get it. Exit gates spawn within sight of each other now, and you're saying that they should take more time? The killer and survivors should be racing to the gate as soon as the last gen pops. That 20 seconds can decide the fate of the game. If it was 30 or 40 seconds the killer would have to be on the other side of Backwater to not get to the gate before it's open. Combined with NOED and survivors would never escape, whether they do the objective or not.

    Say you are the Survivor that loops and pallets the killer and get hit twice but you were headed for the hatch between the chase. You win the chase and the others have escaped without having to come back for you because you hatch escaped, baited the killer, and you don't need a key or add ons.

  • The killer has always had to choose which exit gate to pressure but if 2 players go for both gates the killer will also have to pressure the hatch that will open anyway, so 2 survivors escaping would be likely which is a balance.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/115250/is-this-balanced

    A few things I want to mention:

    • The EGC isn't meant to kill survivors, it's just meant to prevent survivors from staying for too long.
    • The hatch is supposed to be a last ditch effort for the survivor to escape, not an alternative to the Exit Gates.

    With that in mind, I also want to pitch in with my ideas! 😁🤗

    • EGC starts on 5th generator completion at 50% the speed until an Exit Gate is opened. Does stack with 50% speed penalty for downed/hooked survivors.
    • Hatch will spawn in when there's only one survivor remaining, or all generators are completed. Keys can open the hatch in 10 seconds, and during that time, the HUD flashes the hatch icon (the killer must memorize the hatch location to stop you).

    I appreciate your additional tech numbers I need that, well consider this if the 5, 6 and 7 Gens were at 98 or 99 on tap the Survivors may have a inherited solution to slugging as well, because the hatch will auto open with everyone alive and they could have adrenaline on.

  • Thanks for the response and Merry Christmas, I suppose I could have added that most survivors are getting better so if the killer was to gain an advantage then survivors would simply escape sooner, therefore ending the trial. I don't expect 4k games because the choice to leave someone is always available.

  • The charms are the new true ranking, maybe.

  • Well the camera angles and scratches are inconsistent in this game sometimes. If I turn around quickly and see someone head duck 😂 I'm gonna stick around sorry. I also will stay close by if I see scratches fading, I understand what camping is but don't rush save.

  • Leather face would be easy talk to him like his family did and say I'm family you (insult here) now go found us some meat (insult here). It might work lol

    Ghostface even easier join him, and show him what a smartphone could do.

  • Well I enjoy this game enough to put up with the console calamities, almost quit a few times because of the BS that happens then an update happens and makes it even worse. Then again it was made for PC so "Shrugs"

  • If he had a second power would be great. Maybe set up sound traps, like the bone ones and it would give a simple notification with a 3 sec aura reading.

  • If I put a hex on I might just put all hex on to know where survivors are and they might cleanse the less important hex. Devour hope, Ruin, Hunt, and any other would work.

  • Yeah what Peanits said. More importantly didn't they see the movies you die if you don't play by the rules.😂

  • I did the math all killers are not over performing, none of them avg above 75% nor do people pick Freddy enough to sway the results.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/866467#Comment_866467

    For the first, correct. 75% would be three kills (i.e. you've killed 75% of the survivors).

    For the latter, no, it's a percentage of which that killer was picked out of all matches played. So if they were all picked equally, you'd be looking at 100% / 17 = ~5.88%

    I appreciate that clarity I can do some math and enlighten the community on the fairness in the game.

  • I'm having a little trouble understanding, would 75% = 3k and 10 be 1/10 trials?

  • @oxygen said:

    Unethical? Do you mean against rules or what?

    It's fine unless it's done to take the game hostage or to grief, like a killer trapping survivors in a way that leaves no way for the match to ever end, or survivors blocking eachother until the killer comes over.

    In every other situation it's perfectly fine. For survivors they usually trade a health state for the ability to block, and killers can bodyblock tactically to block pallets/vaults and such.

    The Spirit will receive a patch on collision is that the same as other killers blocking?

  • @TAG said:

    The only times it is wrong are if you are doing it to hold the game hostage or to work with the Killer to screw a teammate over.

    Well what if you do it to escape a tunneling situation and basically let them die for you?

  • Well I'm overall satisfied with the game but I'm concerned about over performing getting a killer nerfed, especially if the DC's in the game are a factor. The changes make it fair for 1v1, but SWF 1v4 she's probably mid tier now.

  • Well I love horror movies, and some killers will have similar plots based on lore and screen time as previous movie. Legion: The Purge, Spirit:The Ring, Billy:Hills have eyes, Nurse: Paranormal Act, and yet the Doc and Plague movie would be pretty cool.

  • I try to farm but turns out most survivor teams are either too scared or too proud to farm. I only farm because DCs are not punished correctly yet.

‹ 1 2