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GhostEuant

GhostEuant

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GhostEuant
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  • @PeenutsButt3r said:

    https://forum.deadbydaylight.com/en/discussion/comment/492773#Comment_492773

    Can you give me some tips to find urban evading survivors?

    All the time my BBQ doesn't show up and I know someone would be close but can't find them, nurse is slow as well, as soon as I blink away, they got the rescue and the rescuer hiding again, I hate tunnel but what can I do when I only see the hooked one.

    If you’re having this trouble recently it may be because they’re hiding in a locker, not necessarily nearby.

  • Glad you were amused by that. Wonder how those other 4 people felt.

  • Gameplay trumps flavor (doing something to match a story like the movies in this case) every time and your changes are just for your idea of adhering to his source material. You’d be better off making a new Freddy the 13 game with these ideas than trying to force them into DBD.

    As others have pointed out there’s no real counterplay the survivors can use. Freddy desereves a buff but this is just him activating godmode.

  • A killer camping you is a sign that they’re a good player and they’re giving you respect.

  • Average match length across the ranks (being how long it takes for the killer to get to the score screen for any reason)

  • Everyone: Legion sucks to play against so much that we’re gonna start a trend of disconnecting because we don’t like the killer.

    BHVR: Changes Legion to (in their view) be less frustrating to play against.

    Everyone: You’ve ruined Legion, it’s an unplayable killer now, just another M1 killer, where’s my refund for buying Legion.



    I’m not saying I agree or disagree with the changes but that pretty much sums up how this went.

  • My answer to the last one was “crutch” because I wanted to be in the cool people’s club of complainers.

  • Ok........ are survivors not supposed to do gens?


    This post is like asking what survivors are supposed to do when all 4 of them are hooked in the basement together. That’s the killer’s job.

  • Also an automatic depip, wasted offering, and just 5k points as opposed to what could have been obtained in a full game in addition to the loading screen into the match, the loading screen out of the match, the queue/wait time to join the lobby, the wait time in the lobby, and the time waiting to join another lobby after.

    Also also how this impacts the people who don’t know why (or even those who do) their killers or fellow survivors keep disconnecting on them and eventually being too frustrated by the disconnects and quitting the game entirely thus decreasing the active player base and in relation the number of remaining players that are highly dedicated and thus skilled/ toxic/swf increases further worsening the community and play experience.

  • Trapper for sure. Unfortunately I forget his base stats are better than most and don’t compensate when playing as others. 
  • I don’t think you’re focusing on the real problem with SWF. The problem with SWF is their ability to have one person distract the killer while the other three do generators so at least three are done before the first hook. Then the coordination leads to one person being designated to save the hooked one while the other two continue on gens (or one distracts the killer). It’s the ability to instantly coordinate and designate roles so there’s no overlap that makes SWF strong. Bond or a totem tracker or whatever wouldn’t fix that. 

    Solo queue sucks purely because of how often there’s overlap in what people do. A person gets hooked? Usually more than one survivors runs in for the save. Oh someone just got injured? I guess I’ll stay here crouched behind something not contributing. Once more people get better at understanding what should be done at different points of the game, that’s how you bring solo queue up to match SWF. 
  • @Delfador said:

    @Eninya said:

    Turning into a snowball perk is a bad idea. At best, you should be able to get your token bonuses sooner, such as reducing it to 3 tokens.

    It is not a snowball perk though.

    Brutal strength gives you 20% pallet break and generator damage anyway.

    Bamboozle gives you 15% vault speed and on top of that you block the window.

    This perk kind of combines these 2 perks but it costs you time. Instead of getting the bonuses early in the game, you get them later but in turn you save a perk slot for yourself. In order to do that, you need to perform well.

    Current Fire up is worse imo because it is kind of a comeback mechanism. If a survivor loops you for 3 generators you get rewarded for your bad gameplay. My version rewards you if you can do well.

    Even if it is a snowball perk, I rather have snowball perks than comeback perks like NOED, DS etc.

    Tbh i quite like comeback perks if there done well. ds and noed are obviously poor examples, but i'd actually say fire up would be a good example if it was buffed. it reduces pressure on lower gen counts, by increasing action speed, however it doesn't truly (or atleast on its own) have much of an effect on chases (expecially without bamboozle or brutal strength to back it up. i think a numbers buff, or giving it more versatility in its action speed would allow for more comebacks however there should be a way to counter it. perhaps having the perk wear off after all gens are done, or having it work on a token system where at high gen counts it has a seperate effect to low gen counts? for example at high gens (5-4) you have higher action speed bonus as usual, but at lower gen counts, those bonuses get phased out, for better missed attack/hit cooldown's (essentially stbfl and unrelenting?) and pallet/vault speed. Basically you have high versatility at the start of the match, but more power towards the end?

    I like this idea. Certain bonuses for 0-2 gens completed that change into different ones (or just added) as 3-5 gens are done. In addition to buffing the existing numbers. 
  • A mode where nothing changes but the survivor and killer models swap. 
  • @GhostEuant said:
    I doubt they’d add survivor passives but IF they do, I’d only be down for it if they enable a way to allow you to swap passives between survivors.

    The whole reason they don’t do passives on survivors is they want you to be able to play whatever survivor you want with whatever build. With the suggested racials, I would feel compelled to take Claudette if I want to use a healing build or Meg if I want to be the one chased a lot. People already play Claudette/Meg/Nea/Feng a lot only because they’re harder to see and this could just compound that. Maybe make it so once you prestige that character you unlock their passive bonus to be used by any other survivor? 

    I’m fine with their story being the reason they have their 3 perks and nothing more. 

    That would undermine the idea behind making characters unique. There's a very specific reason why these micro buffs are the way they are;

    They are big enough to give someone a unique character.
    They are small enough to be ignorable.

    Is the claudette really needed when running a healing build? After all, all it will save you ≈ 4.5 seconds after 3 full heals.
    Or are the perks just that more crucial? Say decisive strike, one that can easily buy your team 30+ seconds of time for each survivor alive?
    You can still really play whatever character you want with any build.

    I think you’re underestimating the number of people who will think exactly the way I presented. If people see a positive value, no matter how small, in using a specific character over another, they will feel compelled to use that specific character and feel bad if they don’t. You’re right, the math works out where these are small numbers but the perceived value will always trump reality. 

    In addition, imagine the conversations from the truly competitive group in the community. “Welcome to Dead by Daylight. If you want to heal, play Claudette. If you want to find totems play Tapp. Ew don’t pick Dwight, his bonuses aren’t good enough.” Then the new person either says the same things to others OR quits because they don’t feel they can play who they want. You and I may not think that way but enough people will to cause a problem. 
  • I doubt they’d add survivor passives but IF they do, I’d only be down for it if they enable a way to allow you to swap passives between survivors.

    The whole reason they don’t do passives on survivors is they want you to be able to play whatever survivor you want with whatever build. With the suggested racials, I would feel compelled to take Claudette if I want to use a healing build or Meg if I want to be the one chased a lot. People already play Claudette/Meg/Nea/Feng a lot only because they’re harder to see and this could just compound that. Maybe make it so once you prestige that character you unlock their passive bonus to be used by any other survivor? 

    I’m fine with their story being the reason they have their 3 perks and nothing more. 
  • Pretty sure Jeff fulfills the “fat survivor” one. At least on the male side. 
  • Legit 100% as a survivor main, my biggest frustration in this game is the huge amount of time wasted by other survivors. And worse when I can see them wasting that time while hooked or with Bond. 

    If you are not currently healing, destroying a hex totem, or repairing a generator and the killer is chasing someone else or camping a hook then you are a bad player. It doesn’t matter if there are two people left and you found the hatch. If the killer hasn’t knocked the other person down, there’s a reason. Go out there and do generators so you can both escape. 
  • What if:
    -If the survivor is within X yards of an open hatch for X seconds, the killer can instantly moari them until a generator is completed.
    -If the killer is within X yards of the hatch for X seconds, the killer’s aura is revealed until a generator is completed. 

    Add both to the game and boom no more hatch standoff. If both parties are standing at the hatch long enough then the killer wins. If the killer camps the hatch then the survivor has a much better chance of surviving. 
  • No opinions? Shocking.

  • I don’t always get introduced to a new community manager but when I do...

    I... Uhh... I forget what comes next but thanks for the fun! Just remember for everyone person who has an issue, there’s probably 4 others who don’t! 
  • Current situation is that it will be released soon. No other info available at this time. 
  • It is not possible by design. The moment you buy one perk the Entity takes the other and uses it to spread out from. 
  • Peanits said:

    @Milo said:
    Do people just leave dull totems tho?

    Very rarely, in my experience. Every time I play survivor, my teammates will drop everything and sprint a mile away to go cleanse a dull totem the instant they catch a glimpse of it.

    Me: Being chased, on my final life, desperately buying a few more seconds for my team to finish the last generator in a 3-gen cluster.

    Them: *cleansing dull totem*
    Or even better, just crouching in grass watching yoh get chased. 
  • Maybe try making it so instead of it applying Blindness, it makes the aura of a survivor you’ve injured unreadable for a duration instead of permanently, like 2 minutes (the full duration of a hook but with a chance for it to come off early enough for people to see them). So they’re not blinded and can see the other players but the other 3 players are blind to their position. Can still be applied to any number players, the effect can still be removed early by destroying the totem, and it then has relevancy throughout the whole game. 
  • I think this thread (a lot of @Runiver) exposes a potential new path for Killer obsession perks, though. Maybe there should be two specific types of builds at play instead of just trying to balance them all equally? Have some obession perks be dedicated “Keep the obsession alive for long term benefit” ones (Remember Me, STBFL, PWYF) and then others be the “Get the obession killed asap for early game but weaker advantages” group (Dying Light). Maybe by looking at perks in those specific build categories we could get to a point where there’s an endgame obession build and a early game obession build, just like there’s a hex build, an always know where survivors are build, a late game build, the meta build, a terror radius build, etc.

    Additionally, I think they should add 1-2 generic obession perk(s) that isn’t/aren’t tied to any killer so that there’s another obession perk and to introduce new killers to the mechanics sooner. Like how TOTH and NOED are generic. With 4 more total obession perks you can have those two dedicated obession builds and this could help get them out sooner as they aren’t tied to a chapter. 
  • Boss said:

    Why include a mod tag?

    When a mod posts in a thread (Peanits in this case) it automatically tags it. 


    For the thread topic, my problem is when the person I unhook starts running when they’re the ones who watched her set it. 
  • Neska said:

    @GhostEuant said:
    Wait... what Tinkerer 2 bug? Asking cus that’s what I have on my Billy and I don’t want to unintentionally abuse it. 

    After tinkerer first get's activated the killer has no heartbeat for the rest of the match instead of just for 10 seconds like it should be.. and some killer might not know that, because not everyone reads the forum/bug reports, but some use the perk BECAUSE it's bugged..

    Oh that’s crazy. Well I won’t use it then. 
  • Wait... what Tinkerer 2 bug? Asking cus that’s what I have on my Billy and I don’t want to unintentionally abuse it. 
  • Skorpanio said:

    Here you go.

    • The Dev Team
    Not soon enough.
  • Most SWF do it. Me and my friends specifically choose not to in fairness to the killer.
  • What? Christmas lobby music is back? 

    Yyyyyyyeeeeeeaaaahhhhhhh
  • I’m fine with it being in the game because 90% of players that do it do it poorly and either get injured for no reason or ,even better, get knocked down and most of the time the carried person still gets hooked. It’s a skill that people see someone do a few times and think they’ll be able to repeat. 
  • Your list of demands. 
  • Challenge succeeded. Didn’t laugh. No body puts Trapper in a corner. 
  • The problem with tunneling and camping is the other survivors don’t take advantage of it. A SWF group with communication and smarts would know to leave the one person on the hook while the other 3 do the remaining 3 gens all at once and then all escape. People need to learn to cut losses. 
  • Not to sound like a cranky old player but....

    1. Characters start with their 3 perks right from the start. This. Is. HUGE. 
    2. Characters unlock perk slots much faster/sooner. This is slightly less huge but still HUGE. 
    3. Bloodwebs are easier to get through now that items are costed for their rarity. 
    4. Shrine of Secrets is relatively cheaper than it was so thus easier to unlock teachables without playing the character. 
  • @GhostEuant said:
    Jarson515 said:

    For everyone’s rude ass comment/opinion can really eat a dick and choke on it. The devs them self suggested I post that idea so [BAD WORD] y’all 🖕🏾and btw the devs aren’t against that idea either food for thought. 

    Wow. 

    I didn’t realize we had such an emote available to us. 

    Only the talented manage to find these things for us. Glad we have them around.

    A honorable comment
  • Jarson515 said:
    For everyone’s rude ass comment/opinion can really eat a dick and choke on it. The devs them self suggested I post that idea so [BAD WORD] y’all 🖕🏾and btw the devs aren’t against that idea either food for thought. 
    Wow. 

    I didn’t realize we had such an emote available to us. 
  • Jack11803 said:

    I bet money the next survivor if not licensed, will be a blonde male. It’s basically the only thing not in the game

    Preferably a surfer bro that starts shirtless. So David can have someone to compare with. 
  • Punishing players for succeeding skill checks seems counter intuitive. There’s a reason it’s a hex perk that can be turned off. 
  • Shhhh don’t tell people about it!!! 
  • It shouldn't block the pallet, it should break it automatically.

    Agreed. If 2 kicks can destroy them, someone hard sliding over them in rapid succession should as well.

    ^From a survivor “main”  
  • While I would like it (I’m all for more build diversity) I feel like 6 new perks, 3 per role, every 3 months is good enough. Considering how rarely new perks become meta staples anyway, it just seems unnecessary. I think our best shot are these perk reworks. 
  • If they created a system like @Boss said, maybe. But they can’t just take ideas off the internet, even with the creator’s permission, and put it in the game, something they make money from. Too many legal issues.

    It’s a DBD character that someone not at BHVR designed/created a skin for and then is now in DBD being sold for profit/contributing to profit. Does that person outside of BHVR deserve compensation? Who legally has the rights to the skins? Do they deserve to be credited? Or is it because the skin is based on a BHVR character that BHVR already owns the rights?

    All of those questions already have answers but the issue for BVHR is public perception and whether it’s worth the ramifications. If they just started taking ideas off of DeviantArt because they own the rights to their characters but never gave the artist credit, people would flip whether BHVR has the right to or not. 
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