Edgars_Raven
Edgars_Raven
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@nursewannabe said:
https://forum.deadbydaylight.com/en/discussion/comment/2355646#Comment_2355646
Making it a set amount of escapes would make it pointless all together as a mechanic
3 attempts seems fair to me. If trapper is no where near there it functions as a slowdown, like mending or pigs traps. That would be the function of the mechanic
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2355660#Comment_2355660
You do know what AVERAGE means?
Yes. I do
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@Piruluk said:
https://forum.deadbydaylight.com/en/discussion/comment/2355659#Comment_2355659
You dont understand as a solo you can lose the game just because your teammates.
Why should the killer role blessed to have no RNG at all? Why should an 5000+ hour ingame allow to destroy every survivor team?
Killer mains are doing 4k after 100+ games in row. You know something wrong.
Nerf the role to the ground
There are survivors that have escaped 300+ times in a row. Nerf the role into the ground?
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@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/2355598#Comment_2355598
That's why kills is a stupid balance point. As 2 kills can be 2-10hooks which obviously is a completely different game. Balancing around hooks would be smarter but we cant balance till mmr is a thing. When rank 2s cant look behind them, hit skill checks, do any form of a chase and honestly play like a new born it's not worth balancing around, period.
Which begs the question, why do anything else? If all you can get is a 2k anyway, might as well chill in the basement with bubba
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2355598#Comment_2355598
As i said, its not limited to hook stages.
And as i said since 2k is 6 hook stages its going to average around 6 hooks. This isnt rocket science
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@TicTac said:
https://forum.deadbydaylight.com/en/discussion/comment/2355593#Comment_2355593
But what do you want instead? Easy wins and crushing defeats? Matches where the outcome is clear, are boring.
Sure, its annoying that you dont see progress, bc its always around 2 kills, but a visible elo with rewards could fix that.
And it would be great if killer would stop playing. Without killer the game would die, so Bhvr is forced to do something.
I think 8 or 9 hooks is balanced personally. If i got 9 hooks and theres 3 escapes that was a pretty tough match and im not even mad at the L. Its more fun than a 6 hook game where i git my last hook as the other 2 were escaping. Do you have any idea what a 6 hook game looks like? It means youve got 2 or 3 hooks by the time theres 1 gen left. Its #########. Nobody wants that. Hell, survivors dont even respect a 2k 🤷♂️
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2355537#Comment_2355537
Could be anything between 2 and 6 hooks. But the mmr isn´t limited to hook stages.
I had nice and fair matches during the 24h test. Got matched with competent survivors while playing solo and wasn´t matched against seal team 6 squads while playing killer.
The only people that will have trouble with the new mmr are streamers and SWF death squads.
Thats not balance though. Is it. 2 hook games with a 2k is insidious noed bubba hiding in tge basement and catching 1 before they leave. Thats vastly different to a 10 hook game with freddy where the last 2 get away but were on death hook. These are VASTLY different games, regardless, it doesnt matter since 6 hooks will be about average (because heres a hint, 2 kills is 6 hooks).
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@BioX said:
https://forum.deadbydaylight.com/en/discussion/comment/2355531#Comment_2355531
Well by your initial claim of it leading to sweaty matches you showed that you don't know, I explained how it works so I'm not sure what more you are expecting.
The average I was hinting at was the 2 escapes, 2 sacrificed but even if it is 10 8 5 3 6 hooks, it does not matter.
If you for whatever reason can't manage it you will be mmr ranked down until you can get the average outcome. ...
Did you play during the last mmr? If you play casually as a survivor it doesnt matter, the killer is still going to be sweating his ass off for 6 hooks. If both sides are playing super casual, youll be playing at/against noobs. You understand that nobody actually plays as casually as youre claiming right? They still want to win.
A 10 hook game is VASTLY different from a 6 hook game. And even more so than a 3 hook game. You saying that tells me you dont understand how the game works.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2355427#Comment_2355427
Thats not how the mmr works.
It will aim to give a killer a average of 2 kills. When he gets more kills, he ends up getting matched against stronger and stronger survivors up to the point where he won´t get 2 kills. Likewise, when he starts getting 0 or 1 kills, he will get matched against easier and easier survivors until he starts getting more kills.
And how many hook states are 2 kills genius
How is it everyone hear automatically assumes i dont know what mmr is? Guys, its not as complicated as you think 🙄
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@BioX said:
https://forum.deadbydaylight.com/en/discussion/comment/2355498#Comment_2355498
The mmr pitches people together of equal skill so they get average outcomes of the matches.
If you play casually you will be paired up with players that play equally casual so the average results are maintained.
If you sweat like.mad to get 4ks all the time you will in the end meet your likeness facing you, equally sweaty so the outcome is still the same average.
And the average outcome bhvr is looking for is 6 hooks. So whether youre playing casually or not thats what youre going to get in bhvrs perfect world.
Still waiting for you to tell me something i dont know about mmr
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2355427#Comment_2355427
Just by these forums, I think Killers want to face survivors that don't have arms and legs.
Not true at all, we just have different ideas on what is balanced than you
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@BioX said:
https://forum.deadbydaylight.com/en/discussion/comment/2355427#Comment_2355427
You misunderstand how an mmr system works
Then why dont you explain it to us all, would love to learn somethinfmg i dont know
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@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/2355427#Comment_2355427
Better than sweaty my ass off as killer and having the worst survivors when I play. At least it be consistent not night and day depending on the role I play
"At least" wont matter when youre in que for 45 mins because nobody is playing killer. Like it or not the game is balanced by feeding you easy games to make up for the games where there is nothing you can do (which is true for both sides). If every game is an absolute sweatfest kilkers arent going to play that ######### very long.
The other thing to consider is what happens when the top 25% of killers stop playing because theyre facing the top 25% of survivors every game. Those survivors are now going to be playing the next 25% until they are over that ######### too.
This game IS NOT balanced enough for a true mmr. Its just not. Its either a competitive game, where they NEED to focus on balance way more and an mmr is fine, or its a party game in which case balance is less important but an mmr is stupid.
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A real functioning mmr will destroy this game. Nobody wants to sweat their ass off for 6 hooks every single game
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@Power_Guy said:
https://forum.deadbydaylight.com/en/discussion/comment/2354373#Comment_2354373
Honestly, it should take until 2 skillchecks are hit to remove the stealth effect. I just can't believe they tied a perk into Survivor's gen-tapping while still ignoring that Survivors can tap a gen in 1 frame of animation.
Hell, a few years back, the devs said 'There is an animation for tapping gens so it cannot be used in a chase without risk'. And then ignored basically every Killer telling them (with video evidence) that Survivors pausing for 1 frame of animation is not really 'risk' in a chase.
And then PH comes out and he has a perk Survivors can counter in that 1 frame of animation. Almost like they completely ignored everything they were told about gen tapping.
Yeah ill never undetstand how/why they ignore gen tapping. Its pretty straight forward, 3 second animation before progress starts. Doesnt even need to be an animation. Just 3 seconds before progress starts. Then this perk requires SOMETHING at least 🤷♂️
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@Farshad7913 said:
Here's the description of the perk: When a Survivor is hit with a basic attack, pallets within 16 meters of your location are held in place by The Entity for 15 seconds. These pallets cannot be pulled down.
Hex: Blood Favor has a cooldown of 60/50/40 seconds.
yesterday I did a 1v1 with one friend and i accidentally picked this perk, I hit him at the pallet in front of the jungle gym, he didn't know I had this perk so instead of leaving for the next loop he stayed and jumped the window. i also had bamboozle so i vaulted the window, as soon as i vaulted the window he came back to the pallet and by then the pallet was unblocked.
this perk is unbelievably trash, firstly it only has a 16 meters range so you have to first be lucky enough to have a pallet near enough for it to start working. secondly it stays active for only 15 seconds. 15 SECONDS!!! when you hit a survivor and they hold W it takes more then 20 seconds for you to catch up and if the for some reason decide to stay at the blocked pallet, by the time it takes you to finish the attack cooldown it has already passed 3 seconds sop now they only have to go around the loop 1 or 2 times before its unblocked.
and then for some reason this GOD TIER perk has a 60/50/40 second cooldown too so you don't abuse the power the entity gave you, great.
and for some mindboggling reason this poor excuse of a digital code is a HEX perk too so it can be taken away!
I mean hey if you had this perk you already started with 3 perk so it doesn't matter.
In its current form it shouldnt be a hex perk.
If it is to remain a hex perk in needs big buffs. Shoukd be blocks them all in 32 meters for 30 secs imo
I used it yesterday getting blight adept. I think it got me 1 down in like 5 games and that was only because the poor bastard ran into a dead end and the safe pallet was blocked
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@GSilvermane said:
Hello everyone!
I have put about 600 hours or so into this game, but I am still at a loss as to the usefulness of certain perks. That being said, I see a lot of killers I go up against these days using STBFL. Is this perk somehow underrated, and I just missed it? Am I missing synergies here with it? Do I just not see its potential? I am genuinely curious as to what makes it such a good perk to see so much use.
Thank you for your time.
1) it is an amazing perk and ive always used it a bunch
2) its good on killers where holding w is their counter because yiu catch back up faster this might be why youre seeing it more
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The recent "nerf" did virtually nothing. Some survivors may FEEL like it did, thats in their heads. Which is fine, enjoy ir.
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@Dweet_Unfairfield said:
https://forum.deadbydaylight.com/en/discussion/comment/2350658#Comment_2350658
He lost if he didn't have NoED. It gave him a kill he couldn't obtain through skill and zombies did all the work for him bar 3 downs.
I outplayed him perfectly. He gets rewarded and has no reason to improve
In no way imaginable did he lose. Even if you escaped he got a 3k. Thats not an L.
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@tippy2k2 said:
The knives shouldn't go away unless the survivor actively does something (Presumably something like Mend).
There are no other effects like this that just go away. Your Feral Frenzy stab doesn't just go away on its own. The Gunslinger's gun injury doesn't just go away. Being asleep doesn't just go away. Being insane doesn't just go away.
So why does Tricker have his knife damage just magically disappear if the survivor manages to loop a few seconds without getting hit again?
That was my take. If they had kept it at 8 knives but make him 115 and add the mend like you said that would have done it. But keeping him at 110 they had to lower the number of knives.
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@GlamourousLeviathan said:
Yes, after years gen still go terrible fast. It is possible to complete all the 5 gens in about 4 minutes without anything to make gens go quicker, just efficiency. To add insult to injury, toolboxes make this time even shorter. To add more insult to injure, perks like Prove Thyself and Resilience can make the repair speed even quicker. So yeah, in a nutshell, if the survivors just want to go through all the gens as fast as they can, there is not really something you can do other than just accept defeat and try to get at least one kill.
Which is exactly why nied exists and why more people should run it.
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I thought that was going to be the point
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Yeah thats everyones sentiment for the most part, except the devs who if i remember right felt it needed to be more interactive, which is why survivors can turn it off by spending .0001 secs tapping a gen
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@WishIcouldmain said:
https://forum.deadbydaylight.com/en/discussion/comment/2354137#Comment_2354137
Yeah but Freddy currently is quite boring. Which is the issue. Old Freddy like you say was good at the 4 v 1 and made him enjoyable. Also Legion is dreadfully lame/
You think hes boring. I freaking love freddy too
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I freaking love his power personally. I just think 3 hits is to much
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@kermit_snacc_choke said:
https://forum.deadbydaylight.com/en/discussion/comment/2353964#Comment_2353964
Plus the fact that bnps are mainly used at the start of the trial and toolboxes get depleted quicker as a result makes it even more useless
@kate_best_girl said:
https://forum.deadbydaylight.com/en/discussion/comment/2353826#Comment_2353826
Franklin's with new toolboxes is kinda useless cause the toolboxes get used so fast.
Really? Im the only one that saves toolbox+bnps for the last 1 or 2 gens?
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Im having the same issue, its incredibky frustrating
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@WeenieDog said:
I want to say that's compound thirty-three add on. when it applies hindered, you glow up all gooey.
Ahhh. Didnt know that, i am running that add on
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@Lord_Tony said:
https://forum.deadbydaylight.com/en/discussion/265602/plague-and-breakable-walls
it would greatly increase her power which she desperately needs right now.
I mean greatly is a strong word
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Yeah if you see 4 toolboxes not a terrible idea to bring franklins
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Lmfao gotta love it 😂
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@GuyFawx said:
can you imagine a killer that can burrow underground and burst up and stab people
Tremors was dope, not sure how that would work from the killers perspective but id play it
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@Archive512 said:
to all saying about using perks being toxic, i should rephrase: its less the perks themselves, but more so the purple / red rank 'gauntlet' of the big 4 meta perks made to just ruin a killers day. doesn't exactly help when I'm hovering in green ranks (or lower thanks to crashing) and i just wanna play a nicely back and forth game of dbd when suddenly 3 gens are done within a first minute, im being looped and click-clacked, next thing you know the gates are 99'd and your only hooked survivor has been unbreakable'd. just feels bad man.
Thats your problem. Youre playing the role of a supernatural serial killer. Youre not supposed to be nice, as long as you are theyll walk all over you and laugh about it
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2353298#Comment_2353298
They’d be WAY too oppressive if instant or faster switching occurred. Plus it would be impossible to trick/bait survivors into running up to Victor because survivors currently think they have enough time to crush him, but with a shorter switch time they won’t take the risk.
I disagree on them being oppressive if its faster simple as that
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@GuyFawx said:
no way they consume a perk slot for a reason. if they made them basekit the game would take a lot less skill
What skill woukd adding lethal pursuer remove?
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After that chapter highlight i became a believer
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Honestly i hate how long it takes to switch between the too. Its awful. I didnt play tgem before that was changed but they need to put it back cause its #########.
Other than that though theyre pretty great. I got adept like an hour ago first time i tried and all of their perks combined with power was useful to that end.
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I dont consider any of those things "toxic" and theyve always been prevelant
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Honestly, asthetically speaking theres almost no end to original characters they can make and they have thousands of years of folklore/horror stories to draw from
Power wise is a different matter but whats going to happen is theyll keep up the current cycle until they are out of ideas for perks. Once that happens theyll lean into legendary skins much more heavily.
Just an easy example: you coukd easily add legendary skins for a werewolf or Xenomorph to demogorgan as long as you add new audio files and reskin the portals. No new power or perks required
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@gendoss said:
I don't play killer super often but when I do a lot of times I get those games where it's just pure destruction and they can't get a single gen done. It doesn't have much to do with my killer skill but more so the survivor's skill.
Do most killers really not feel bad when the survivors can barely do anything against you because in those situations I feel like I have to give someone hatch and it really pains me to keep hooking over and over. It feels like I'm ruining people's games because I hate it when I can be in those games as a survivor too.
So how do you handle that?
If im at a spot where i can win super early ill back off and let them reset a bit.
As an example 1 time i popped t3 myers 30 seconds into the game and had everyone down slugged 20 seconds later. I hooked 2, let one wiggle off then hooked the third and just walked away till everyone was healed. Killed them all with 1 gen left.
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The ranks can go 6 ranks in either diection. So if youre rank 6 you could be with rank 1s or rank 12s.
It can go beyond that too ifcit needs to.
I dont know the specifics but it prioritizes rank, ping and wait time. Not just rank.
Long time ago, it used to ONLY match you up with people in your color. People in red ranks woukd have 30 min to an hour ques (because there isnt that many of us, especially back then), so theyd end up depipping themselves on purpose just to be able to play, this happened ALOT and became a pretty big problem. If im remembering right this lead to a few changes. Dc penalty, rank reset only taking you back 1 color instead of 2, and them fiddeling with how things are prioritized
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Do you have video of that happening? Lot of times survivors try and 360 me i lunge in a circle right behind them, not sure what that looks lije from their perspective
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@sulaiman said:
https://forum.deadbydaylight.com/en/discussion/265432/dear-devs-its-time-to-bring-back-dc-penalty
So it doesn´t matter if the issue is fixed for all players as long as it doesn´t happen to you anymore? Is it that what you are telling us?
@FattiePoobum said:
well seeing everything is fixed for you if we should bring back the dc penalty
l mean as long as the game is working fine for you, that’s all that matters right?
The games not fixed for me, its just not crashing anymore during the game. Im seeing a lot of others saying the same. They fixed crashes with the last patch.
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@TwitchyMike said:
I see a lot of people complain about matches ending too quickly and thus resulting in a lack of BP for everyone. I am not sure if this is even a good idea. But an interesting mechanic I could see for both survivors and killers would be some type of objective cooldown. Let me explain. When a survivors successfully complete a generator all survivors are unable to start working on a generator for a set amount of time. And a similar cooldown would be given to the killer. When the killer sacrifices a survivor he is unable to sacrifice/kill survivors for a set amount of time.
This has holes.
Survivors woukd just 99 gens and xheck on them periodically. You have 5 go off pretty quick
Killers would just slug
Survivor side id do 3 things: add mandatory secondary objectives that add up to 1 minute at base, ruin tier 1 is basekit, all survivors spawn together in a corner furthest away from killer.
Killer side: When a survivor is pulled off hook they have bt basekit, that same survivor cant be put in the dying state unless another survivor has been hooked UNLESS they are injured and take a protection hit, BUT all action speeds (including repairing and healing others) are reduced by 25%.
If a killer is within 8 meters of a hook for longer than 8 seconds (cumulative) their aura is revealed to all survivors, bypasses any stealth mechanics/perks.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2352103#Comment_2352103
Really? He feels quite speedy to me due to his short height.
Yeah idk what it is hes always felt like 112 to me. I hate it
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2352069#Comment_2352069
I don’t think a reduced cooldown is the answer to this though, as that isn’t going to deter a SWF having 1 dedicated expert looper follow you around to reveal you over and over again.
I think there needs to be a more severe penalty for taking him out of stealth TBH. Longer KI at base perhaps? Maybe an additional status effect is applied? What if it gives GF Haste when revealed? This would up the ante when weighing up risk vs reward when revealing him. They’re potentially making themselves an easy target when KI reveals them, or possibly screwing over another survivor that’s now dealing with a faster GF temporarily.
I dont think he needs a reduced cool down either, but i like ideas for upping his base in other ways. Hes to 1 dimensional. I find him extremely boring to play as and for some reason he feels slow af
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@DetailedDetriment said:
Survivors:
Claudette
Nea?
Adam
Killers:
Doctor (by new players)
Legion
Spirit
Freddy
Leatherface (kinda of a split between the community)
God youd hate me 😂
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/2352082#Comment_2352082
To me iron maiden using useful at all, unless ur going against low rank locker hiders, or playing trickster or huntress
Or head on peeps 😈
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@Jivetalkin13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2352004#Comment_2352004
I've already got 1278 hours logged and as survivor I only solo. Only recently I've started playing with friends and they are only just starting out. As Killer I'm definitely not the best, I can go entire games without hooking people, but I make do.
Oh you mean survivor side, yeah its,easier to stay green/purple on that side if you want
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@Ashreave said:
I usually like to play with adept builds but God the screaming every three seconds across the map was killing me. So I put NOED in the slot instead. I'd LIKE to play Adept Legiom though...can there be a mute button built in to the perk? I think that'd fix my problems with it.
You know those people are exposed for 30 seconds right? Go down them 🤷♂️