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Inacurate

Inacurate

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Inacurate
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  • Have had this happen to me twice in the past two days.

    Both times I could have escaped had I heard it, so a little annoying.

    Hopefully it's a known issue the devs are working on!

  • I had an amazingly fun 15+ (I think it was 20+ honestly) minute trial vs red rank SWFs with 5000+ hours, all meta perks and three flashlights vs my 250 hours as a lvl 12 Huntress.

    So disappointed trial happened while I wasn't streaming. :(

    There was not one instance where they blinded me and were also in my FOV.

    I knew going into the match I'd need to use walls/objects and when able I was still blinded almost every time even with several successful feints and ploys to get them out of position to injure/down potential saviours. I was genuinely surprised every successful blind in these instances.

    Several aspects here truly need a look by the devs.

    Idea: Blind only the side the survivor is on if the angle is small enough such that it makes sense. Make them risk getting into a legit position to blind both eyes.

    Could take it a step further..have to blind the carry side for the stun, otherwise blinding weapon hand prevents M1.

    I'd still do that again in a heartbeat if I could, was such a fun and tense match! :)

  • @AAAAA said:

    https://forum.deadbydaylight.com/en/discussion/comment/986047#Comment_986047

    I haven't played survivor in a while... my Steam name is Friendship is Tragic. Are you sure it was me?

    In that case it was not you, but someone with the same AAAAA name in game.

    So coincidental though, I had just started the lobby simulator search after exiting that game.

  • OMG I just played with OP and they bailed on their team!

    Cannot true anything they say hahaha

    I seriously just played with them, on stream and everything lol.

    They didn't remove ruin, just changed how it works.

    I agree it may cause killers to tunnel, slug and camp not than before.

    We'll see what happens.


    If what you said in have chat is true, good luck with what you mentioned!

  • @Huntar said:

    https://forum.deadbydaylight.com/en/discussion/comment/906311#Comment_906311

    I'd say set locations, in obvious areas. And instead of toolboxes, make them into toolbelts so that they don't compete with other items. So, say, have them be hanging on walls, from trees in maps without many buildings, etc. Make it so that two always spawn near the entrance of the basement, and at least one always spawns in each of the map's setpiece locations. So, say, on the map with the slaughterhouse, one will spawn in the pig room, another will spawn on the cow tree, and (I can't recall if this is on this map) one will spawn on one of the threshers.

    Put most of them in places that are relatively safe for survivors, and give something similar to killer instinct to a survivor when they're looking at one of the belts. The point isn't really to waste their time looking for them, but to give them something else to consider before they start slamming gens.

    Really, I'm not super big on the additional time this task would take from survivors, but I like how it feels like it would make the match more dynamic. The survivors would feel more like they worked and earned the victory if they were able to claim these belts and have things actually change because of them, instead of just getting lucky enough to be able to sit on a generator until it pops.

    Ooh, belts. Good idea!

    Make them 'gifts' from the entity for lore reasons, to be able to add secret stats that can help the killer under certain circumstances. (idea explained at bottom)

    Belts preserve existing item functionality, but could be further expanded upon to add a bit more dynamic gameplay too.

    Make it so when a survivor is wearing a belt, the pickup animation a killer uses incorporates the belt, loosening it.

    Then, as the killer is transporting a survivor, the belt falls off after a random amount of time.

    This solves any future potential issues with a killer being able to 'horde' the passive item, making it accessible but still based on RNG.

    I feel survivors would need an easily discernable visual indicator of the belts location after on the ground, and depending on the effectiveness of the belt said indicators effectiveness should be scaled accordingly.

    Could even have belts with different levels of effectiveness or different stats that adjust skill check zones, repair sound, etc.

    Higher quality belts have almost no visual indicator on the ground, lower quality are easy to spot, etc.


    Helping the killer:

    Could further even add negatives to the higher quality belts for balance if needed, like if two high quality are on the same gen, killer is given a buff.

    Or the two survivors wearing those belts suffer a debuff, etc. Could add a lot in this sense.