Francesco044
Francesco044
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- Francesco044
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@Mooks said:
Have you tried completely removing DbD on your device and then install it new from the playstore? Or is it not listed there at all?
which device are you using? Is your system software up to date? Which region?
You could try contacting support directly, but they would probably need the above info as well..
Yes, I've tried completely removing dbd and reinstalling it, if I search on the internet, it gives me the link to the app which I cannot search because it says it isn't aviable on the play store, and if I try to download it, it goes to 1% and never goes foward, the download notification also disappears
Ps. My region is Italy and my device is up to date
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/2402479#Comment_2402479
No, it doesn't.
Open gate, gate locks off and regresses to 75% and then they could just 99 it again if they wanted, this solves nothing and literally punishes people, if you're the last survivor left, and the killer goes and closes hatch while you're opening a gate the gate then just closes because you decided to open it fully ? how does this do anything but create more problems, 99ing is fine, I don't get why killers are so against it, lol.
No, 99ing isn't good, it's like the counter to the end game collapse, made to stop these situations and other worse from keeping the game up more than it should, like if they 99 a gate they can do everything with all the time they need, and no, a killer opening a gate will cost him a lot of pressure to get all the way to the gates and go back.
For the perk, it justs encourages people to fully open an exit and if you haven't that perk, they open, if you do have this perk, then they can't just open in your face, and they can 99 it again if they want but a killer will already get the value from that situation and will encourage survivors to open them since they don't know if the killer has or not this perk
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@Seraphor said:
I think No Way Out is more than strong enough as it is without this 'anti-99%' tool added to it. It seems like that could be a perk in it's own right.
Maybe something like; If a gate reaches over 90% complete and the survivor disconnects, the next time a survivor attempts to open that gate it will be locked and all survivors will be Exposed for 6/8/10 seconds.
Yeah, you're right, but if there won't be an anti 99 perk, then this would be the ideal solution
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@glitchboi said:
I think No Way Out is fine in its current state. However, I do want a perk that counters 99ing gates, would make for some fun builds.
Yeah, I would too
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@Seanzu said:
how does this "solve" 99ing exit gates when it instead punishes those who fully intend to open the gate, and then regresses it?
It does, so no one will 99 gates and try to open them just when they need, so if they try and open the 99ed gate after they rescued the last survivor and all rushing and bodyblocking the killer gets enough time to get someone else, and that's all because the end game collapse didn't start, if it started survivors wouldn't have had all that time to do back and forth with healing etc.
So with this, they will be likely to open and start the end game collapse, even if the killer doesn't have this perk because they can't know if he has it, preventing that frustrating situation in the end game where it lasts forever unless someone gets a kill or saves everyone, as I said before it will get sll perks value like the survivor one that works only if gates are powered
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@UncleStabby said:
You can just open the gate yourself as killer, unless you were forced to shut hatch early.
Edit: Though I still and always will hold the believe that 99'd gates should slowly regress their progress.
Yeah, I belive too that the gates shall regress if not touched, this helps too.
Anyway, if you open the gates yourself you loose a lot of pressure going all the way to them, also if you have bloodwarden and you take the time to go and open everyone will know you have it and leave without giving you almost any value
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@Jivetalkin13 said:
I do agree that 99% exit gates can be frustrating, but I don't think using No Way Out or any perk should be the answer.
Yes, but I mean, it wouldn't change much, but even if you don't have it at least survivors won't 99 gates that often in case you have it, because if they try to open in front of your face and you have the perk, they can't
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No, or kindred and other information perks would be useless
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@Hex_Ignored said:
I don't even understand why it shows the aura on dull totems at all. Like what do I care if they cleanse that? It should show you the aura on hex totems instead
It does because if you put only undying without any other hexes, it would give some value
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@[Deleted User] said:
Not a bug, that is the counterplay to the Plag not going to her fountains and saving them all for later. If Survivors choose to cleanse at every fountain, it forces the Corrupt Purge on Plague and resets the Fountains.
Btw thanks, I was thinking it was a bug
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2366816#Comment_2366816
Hmm, they did make one pool basekit for Plag because Survivors would choose to just not interact with her Power. And all Survivors rushing to cleanse and force that no pool state is technically still possible. Probably would need to be the farthest pool from the Plag at the time though.
Yeah, you're absolutely right, anyway thanks for telling me it wasn't a bug before
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2366790#Comment_2366790
So is consistently saving Corrupt purge to be used when all Survivors are Broken and just slugging everyone.
Yeah but remove 4 fountains instead of all, in the end I still sacrified pressure for that
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@[Deleted User] said:
Not a bug, that is the counterplay to the Plag not going to her fountains and saving them all for later. If Survivors choose to cleanse at every fountain, it forces the Corrupt Purge on Plague and resets the Fountains.
Yeah but resetting all the fountains it's a bit too much
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@Callmehandsome said:
https://forum.deadbydaylight.com/en/discussion/comment/2020399#Comment_2020399
What do you mean saving one loop? you literally are moving on borrowed time as you would be now down without borrowed time, giving you much more than "just" one loop unless you literally make another mistake 5 seconds later. It's problematic perk because it has no conditions other than "just press E to undo this mind game" I'm running DH myself because it's by far most superior exhaustion perk. Can you imagine if killer had such a perk like gain speed burst for pressing E anytime you want? it would be broken. I have no problem with other exhaustion perks because there are actual conditions other than pressing E when you are abaut to go down in mind game loop, no other exhaustion perk can do that for you.
There are survivors that just can't loop anymore without dead hard because that perk just gives you so much advantage that you can't loop normally anymore.
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@StibbityStabbity said:
https://forum.deadbydaylight.com/en/discussion/234670/my-suggested-change-to-dead-hard
It's honestly more than what is really needed. It also kind of penalizes players that actually try to use it for dodging an incoming hit up close, while not doing much about players using it from range to gain a bit more distance to connect loops.
IMO, the easiest fix would involve making Dead Hard activate a timed buff on the Survivor, where any incoming hit on them drops the damage but gives them a speed boost. It would REQUIRE the Killer hitting them to get the speed boost, and it would REQUIRE the Survivor to time DH to specifically deny a hit. Without the Killers attack, it simply wouldn't do anything and just go on cooldown after the half second buff wears off.
Yeah that's a nice change tho
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Sadly it's too late because I already chosen the twins but the next one will be 99.9% the plague
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@Dennis_van_eijk said:
https://forum.deadbydaylight.com/en/discussion/comment/1855316#Comment_1855316
I don't know.
Before as it is now, it was when both the killer and survivor both were looking in each others direction.
But somewhere around the freddy rework they changed it to what it is now.
I didn't know untill someone was mentioning that to me.
I was as freddy facing 4 OoO on the swamp and used the backwards walking to them.
When i talked about it in a community, they said that that was the old way of OoO and that they can now see me whenever they wanted.
Right, I remember doing that too (with freddy too), then I forgot why I stopped doing that angaist objects.
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@Betrayed_Talion said:
I mean, you already have all the plague perks, and she's okay, the twins are also okay, but there are better killers, so which other killers don't you have?
I already have hag, doctor, spirit, legion, oni, deathslinger and blight for the killers without licence, I think I miss only clown and these 2 but I don't like the clown at all and I already have all of his perks taken from the shrine
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@WishIcouldmain said:
They are perhaps one of the most debated killers. Some say they're great some say they're hot trash? What do you think?
I think they are good, you could put Viktor in one spot, hit a survivor with Charlotte switch back to Viktor and get a fast down, like demo can do with his portals (considerably difficult to do).
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@Dennis_van_eijk said:
https://forum.deadbydaylight.com/en/discussion/217411/my-suggested-changes-to-object-of-obsession
Been saying that when watching in each others direction for a long time now.
That is like how the old OoO worked and it was good.
I don't get why they decided to change it into this ######### perk
It would fit with his description too because it says something like: "he was looking at me" and not "I was looking at him".
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@dspaceman20 said:
I propose I full rework for objects of obsession. I would suggest that it should see the killers aura for up to 3 seconds if you enter the killers terror radius and when you leave the killers terror radius it should show your aura to them for 3 seconds.
Also make it active only if your the obsession so multiple people can use it.
Although I do like your suggestions.
Thanks, I like yours too!
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@Bwsted said:
I like your first and third suggestion.
The middle one wouldn't probably be implemented because bhvr doesn't do specific buffs/debuffs for solo/swf.
Good ideas overall.
Thanks! Btw I think that there are a lot of perks that are useless if you play in or angaist a swf for of the voice chat because they give the same informations from that as the perk would do.
They should do something if you play in a sfw but idk the matter is that they make the game as balanced as possible
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When a survivor teabags, rapidly clicks the flashlight or stuns you within 8 meters from an exit gate, the exit blocks and he cannot leave for 20/25/30 seconds, they also have their aura revealed for 13/14/15 seconds.
"You digged your own grave..." -
Ok thanks
@Mooks said:
GoodBoyKaru has written everything down from the Q&, you can just scroll over the questions and read the answers you are interested in:
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@Francesco044 said:
Killers excluded because the gameplay can change completely form power to power
I didn't expect to see 50/50 to this poll, I expected at least a 30/70 lmao
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@Deadeye said:
What gender? Is that a question of what gender the most of the survivors are that you play or which gender your one and only main is?
Tbh both, but if you play one character more than another then choose that one
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@NoOneKnowsNova said:
No both option...?
I seriously thought to put it lmao but nah because a lot of people wouldn't vote the real option
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@Pipefish said:
Sometimes I match in an SWF game and am wondering which is a better counter. While lightborn directly counters flashlights, infectious fright is less situational and still useful if they all equip toolboxes last minute.
So what you all think ?
If you put lighborn, mad grift and agitation it would be 99% impossible for swf to bully you because if they have breakout you have agitation, if they bodyblock you have mad grift, they can just do pallet saves but it's really rare that someone drops on a pallet
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@ZtarShot said:
https://forum.deadbydaylight.com/en/discussion/comment/1576865#Comment_1576865
Ok survivors spawn near them. R I S K R E W A R D
I know, I'm saying that if the totem is broken you don't lose everything but at least you keep a little part of your perk, it's worse than a normal perk but you still get something, you R I S K E D, you didn't have luck but it's not all lost.
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@Blueberry said:
I don't really see any purpose in them other than being abused by SWF. Can't see a killer having any real reason to use them.
At least if they were secret offerings they'd have more purpose as now they could cover up knowing if there was a mori offering.
@benki said:
I find that they are a fun idea, but they really REALLY need to be secret for them to have a practical effect that will keep players guessing on both sides
@Elcopollo said:
Because they are revealed to everyone before the match starts - I don't see much point in them.
Killer will know where to go once hatch spawns. Survivors will know where not to go to avoid basement.
@MrPenguin said:
They need to be made secret if they're going to stay. As they are now they are survivor sided, swf or not. Oh I see the offering? Ok if I'm last I'll just get downed across the map from the hatch. Killer wont make it in time, free escape.
Should probably just be removed, but I cant make 2 votes.
@Aven_Fallen said:
Personally, they should not exist. I dont need more useless stuff in my Bloodweb. But at the very least, they should be secret.
@Awkward_Fiend said:
Until they're made secret, it's stronger for killer as killer can now know exactly where to be if a hatch comes into play.
Edit: If somebody has a key this is flipped though, since it no longer matters if the killer finds it first
Sure, but if they will be secret they will be more swf abused because the killer won't know where they wanted the hatch is because they just need to put 2 same offerings and the hatch will spawn where they want
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@ZtarShot said:
https://forum.deadbydaylight.com/en/discussion/comment/1576121#Comment_1576121
Did you read what I said? Risk-reward and totem perks
Yes, risk reward and totem perks,I don't know if you understood what I wrote, the totems spawns near generator or near survivors spawn and they are really easy to see by the way I will use undying because I think that it may fix this
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@ZtarShot said:
The whole point of hex totems is risk-reward. I think this takes the point out of that, and there's already perks like Haunted Grounds, Thrill of the hunt, and the new one from The Blight.
Yes, I agree but if the hex totem is broken in the first 10 seconds of the game it's kinda unfair
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lo so, era bello la penso come te ma era il peggiore, con gli add-ons poteva essere meglio ma senza faceva schifo, se ti capitava un preteam di bambini che pensano solo al loro divertimento (rovinando il tuo ovviamente) non potevi fare niente perché era pure un killer che la sua abilità non lo aiutava per niente negli inseguimenti e i sopravvissuti hanno già molte cose che si salvano dai loro errori, prova ad immaginare una situazione del genere
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Noed è bilanciato, lo hanno scritto gli sviluppatori in una discussione, il punto è che i sopravvissuti possono disattivarlo rompendo 6 totem prima che si attivano le uscite o rompendo quello giusto quando si attivano, è come se il killer giocasse per tutta la partita con 3 competenze e la quarta serve a recuperare, se i sopravvissuti sprecassero un po del loro tempo a fare i loro obiettivi secondari al posto di fare i generatori il più veloce possibile possono evitare questa penalità, noed serve a far durare un po di più il gioco facendo concentrare i sopravvissuti su altre cose oltre ai generatori altrimenti il tempo che avrebbero sprecato per questo il killer lo recupera in questo altro modo, e poi se il killer cerca di voler morto una persona (campera o tunnella) è meglio lasciar stare o altrimenti finisci al suo posto o ci rimanete morti entrambi (ecco come uccidono 3/4 o 4/4).
Non sto dicendo che tutti i sopravvissuti sono genrusher eccetera però questo è il motivo perché si usano le competenze più fastidiose (Scott Jund ha fatto un video che spiega questo si chiama toxic cycle o roba del genere però è in inglese).
Scusa se ho scritto tanto ma dovevo far capire bene quello che sto dicendo.
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@Awkward_Fiend said:
Until they're made secret, it's stronger for killer as killer can now know exactly where to be if a hatch comes into play.
Edit: If somebody has a key this is flipped though, since it no longer matters if the killer finds it first
That's what I said too, to fix this I think they should enable hatch grabs for key users only or for people who jump in the hatch after someone used a key or both.
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@C4BLES said:
I definitely think OoO should have a total rework. It's completely busted in a competitive SWF and makes specific killers unplayable against them. (namely, trapper and hag)
You are absolutely right, just if you do solo queque is kinda balanced
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/1542642#Comment_1542642
i wouldn’t wait. silent hill is the newest DLC and I don’t see it getting a discount in the next few days/weeks.
(but no one can tell you with certainty)
Ok ty for the answer
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@Mooks said:
Not sure how discounts go for DLCs but I don’t think the most recent is likely to just get a discount now..
So...have I to wait or should I buy it now?
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@MottledElm said:
You can still get DS from the shrine of secrets
does shrine of secrets exist on dbd mobile?
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my recent comment disappeared after saying that it needs to be approved btw meantime it appears I say that ds needs to be nerfed
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@SCP_FOR_DBD said:
I think it does, but I'd like to see what others think.
It's a lot abused, my suggested nerf is: it automatically deactivate if you bodyblock someone injured when exit gates are powered and their open bar is more than 70% and it auto deactivate when it's on other abuse situations like that because ds shall allow survivors escape tunneling situations and not secure a 100% escape in 90% of endgame plays
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@Sir_Child1234 said:
https://forum.deadbydaylight.com/en/discussion/comment/1394446#Comment_1394446
he can pressure people it just takes sometime he is really good indoor maps
Yeah, I didn't say that he needs it but it could be nice to rework him if I have to choice, He is a pretty good a killer too
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@VolantConch1719 said:
https://forum.deadbydaylight.com/en/discussion/comment/1394626#Comment_1394626
Yes, with a minor change to it no longer being James Sunderland's monster but rather Cheryl's monster.
Ok ty for answering
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@VolantConch1719 said:
https://forum.deadbydaylight.com/en/discussion/comment/1394614#Comment_1394614
The films are set in a different universe from the games, loosely based on the first and third films.
Ah ok so dbd has taken the game one
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@VolantConch1719 said:
It's possible you are thinking of the Pyramid Head from the movies, where, from what I can tell, he does exactly what you say he does.
Our Pyramid Head is not that. He's based on the monster from the second game (hence his appearance and add-ons), where he is a manifestation of guilt. In DBD, rather than being from the mind of James Sunderland, he's from the mind of Cheryl, as seen from his P3 cosmetic, the Blood-Soaked Pyramid Head, which says "A manifestation of guilt, this punishing force took shape in Cheryl's dreams and tormented her with nightmarish visions of gore."
Ok so... is the film apart from the game or it's just a summary?
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@Skittlesthehusky said:
https://forum.deadbydaylight.com/en/discussion/comment/1394480#Comment_1394480
that's good to hear! hope i get to hear it while playing against really talented people soon. :D
Me too, I would love that with good people but not just with salty 4 mans pre-teams that I find everytime :D
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@Skittlesthehusky said:
personally, i'm unsure myself as i just returned today, but i hope it's not actually a bug and that it happens every time a person plays as PH! it's a super nice touch and i love it.
I played with another killer and it still happened so you can relax because it's not a bug for PH only, btw I love it too
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@SwampDaddy said:
I believe that there is a huge disadvantage when playing against The Pig.
Whenever I get a Head Trap put on me, the killer usually farms my ass and goes after me right away over and over hooking me until I'm dead.
I understand that the head trap is a grace period when the killer can't focus on you, but I also believe that there is NO SENSE AT ALL putting a head trap on a survivor if they are just going to get hooked over and over. The survivor doesn't get much time to play in these situations and I think it's not really fair.
I have some decent suggestions to add some balance toward playing against The Pig.
The head pop will already skip all the hook stages by the way if the killer tunnels you the other survivors will do gens and the will lose the game 99% unless you are in a bad players team anyway it's not fun for the killer too because it causes a lot of stress for both sides and the have already nerfed the pig traps for the endgame so I think another nerf isn't necessary
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@Sir_Child1234 said:
in my opinion i think legion Bubba (add on rework) hillbilly (add on rework) Wraith ( bone clapper add on base kit) and piggy
If I have to choice, it would be the shape because he loses a lot of time in early game
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@Halloween2005 said:
What's your favorite killer in the game? I'm just curious about everyone's opinions. Please dont judge peoples vote in the comments, let's instead share opinions and have positive conversations about our favorite killers. I dont have ghostface yet on the mobile version of dbd but it might become my favorite because I've seen gameplay and he looks like a fun killer.
Huntress