IridescentBlood
IridescentBlood
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- Username
- IridescentBlood
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Comments
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Nah I'm gonna be honest I've seen it as killer. A person will fast vault over a pallet they'll literally be all the way on the other side but I'll still get the down. Or they're late pallet slam animation and I'll go straight inside the pallet and hit them wit the tip of my weapon somehow. Seems kinda scummy imo
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@burt0r said:
https://forum.deadbydaylight.com/en/discussion/comment/2264301#Comment_2264301
Not really,I can't prove it or anything but judging from stuff of this forum, some if not many people already manage to reach red ranks in a month.
On the other hand yeah it might keep lesser skilled people out of red ranks and make those 50/100 win sprees less likely.
Exactly, if someone's already in red ranks, they shouldn't just go to rank 5 and only need a few games to be back at red. They should actually need to play the game more. This would create a bigger projection between people that actually deserve the highest ranks in the game and people that only have to play a little bit per month because they're red by default.
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Maybe add more totems per map and a perk that makes a gen slowdown % per dull totem left.
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This could be a good idea but what if someine has this + bamboozle + fire up? They could have 50%+ vaulting increase.
What about this + brutal strength?
What about this on legion + bamboozle?
All you would need is Bamboozle/Brutal and Undying and killers would have like 30-50% boosts on vaulting and breaking things.
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@FFirebrandd said:
Funnily enough... I also came up with an idea to encourage Survivors to break Totems even without Hex Perks in play.
Each Totem in play provides the Killer a 1% bonus to Break, Vault, Pick Up, and Hook actions per completed generator. This bonus is lowered by 3% for each dead Survivor. That might not sound like much, but at the end of the game with no totems destroyed and no dead Survivors, the Killer is rocking a 25% Fire Up bonus. Of course everyone would be given a totem counter if this happened.
5 totems, 4 gens left = 5%
4 totems 4 gens = 4%
3 totems 4 gens = 3%
2 totems 4 gens = 2%
1 totem 4 gens = 1%
5 totems 3 gens = 10%
4 totems 3 gens = 8%
3 totems 3 gens = 6%
3 totems 2 gens = 4%
3 totems 1 gen = 2%
5 totems 2 gens = 15%
4 totems 2 gens = 12%
3 totems 2 gens = 9%
2 totems 2 gens = 6%
1 totem 2 gens = 3%
5 totems 1 gen = 20%
4 totems 1 gen = 16%
3 totems 1 gen = 12%
2 totems 1 gen = 8%
1 totem 1 gen = 4%
5 totems 0 gen = 25%
4 totems 0 gen = 20%
3 totems 0 gen = 15%
2 totems 0 gen = 10%
1 totem 0 gen = 5%
right?
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@burt0r said:
https://forum.deadbydaylight.com/en/discussion/256516/performance-matchmaking
They are way too afraid of the backlash of the part of the community that is too impatient to wait for the system to get acclimated.
A one(!) Day test in the past? What is that supposed to show?
And you can often read on this forums something like "I don't have any good matches after 3 games, so i will simply wait until the sbmmr test is over." Which will of course not help this test or produce any usable data.
People simple became to cozy and impatient.
Edit: also behaviours approach with a soft rank reset every month is a way too short cycle (many other games do this in a yearly cycle or at least 3 months plus) and the range of only 20 ranks is too short and too easy to reach the top (might be explained with the size of the player base and not wanting to stretch it too thin).
I don't think they need to completely change ranks. Just reset everyone from rank 1-10 to rank 10. From 10-15 to rank 15. 15-20 to rank 20.
Or just reset literally everyone from Rank 1-15 to rank 15. Instead of going from 1 > 5 or from 4 > 5, you'll go from 1 > 15 or 10 > 15 or 14 > 15. It'll make high ranks actually require more time and skill.
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Meg and Billy
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Buff Thana or another regression perk. I know it's debated a lot but at high ranks, gens really do go extremely fast, even with heavy map pressure.
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Add collision to stumps and cars for Blight. There are other objects with messed up collision as well.
Make Billy good again :(
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@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/2260429#Comment_2260429
There's no requirement to P1, 2, or 3. It's only for the prestige. You can stay P0 and save 3.9 million per character. Only thing you lose is the bloody clothes.
True, it'd still be like 100-190 million for just all characters P0 Level 50. Then you need even more time for perks. It just feels so unattainable.
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So what, you need like 200-300 days played to do that? For ######### sake. You'd have to purely be getting 30k bloodpoint games for weeks straight
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Jesus christ
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If my math is wrong, I'm welcome to someone giving me more accurate numbers. Either way, I still have the feeling it'll be extremely immense.
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@ClarityOfWill said:
https://forum.deadbydaylight.com/en/discussion/comment/2214488#Comment_2214488
Sorry, but this is a profoundly simple understanding of why survivors have grievances with those killers. Seeing every critique being reduced down to "survivor cant loop therefore complain" is a boring and tired trope that needs to die it's long overdue death.
- Spirit is rightfully complained about because there is no indication of when she's phasing. You have no meaningful interaction beyond a complete guess and hoping the killer doesn't have decent sound. No, the shards on her lighting up is not good enough because A) you have been really close to even see it at which point it's gg and B) a lot of her cosmetics completely obscure them. Stridor doesn't need commenting on for obvious reasons.
- Nurse is complained about (albeit far less due to how little she's played) because her power fundamentally breaks the game. Anyone who can line up their blinks or rarely misses will steamroll all but the top teams easily. Even then it's still heavily weighted in the nurses favour due to the fact that teleporting in a game like DBD can never be properly balanced.
- Deathslinger's main complaint is that he get's free zoning from just existing. I only have to start spamming M2 for the survivor to instantly lose distance as they can't be sure if I'll take the shot. Sure, he lacks map pressure in terms of mobility but below a certain range the survivor isn't going to be able to react to a quickscope. I've played FPS games for years, landing shots at medium and below range isn't that difficult. The only real counterplay (assuming you aren't at a high wall loop or LOS blocking) is to pre-drop pallets, a number of which you can pull the survivor around anyway and still get them with the lunge.
- Pyramid Head was for the lose-lose situation and the fact that his cages actively encouraged tunnelling someone out (since they bypass DS / BT - not sure if they still do). Since he was adjusted I've not seen people complain about him, yet he's still rightfully regarded as an A tier killer.
- Hag - Nothing to do with her "chase", it's the incredible camping power she has due to the rescuer and rescued having to crouch away without risking setting off the trap. Binding teleport to mouse wheel and instant swinging makes reacting to her difficult (assuming you know where the trap is to bait it in the first place). Sure, you can harass a hag early or use flashlights (assuming you have them) but most players, particularly solo's, do not have the coordination or luxury to spend all game activating her traps and managing to avoid the potential instant teleport swing. It's only due to how rare she is that people haven't brought this up more.
- Freddy - He literally has a multitude of powers, none of which he has to work for. Not withstanding the slowdown addons which were a relic of the past, he suffered no drawback for spamming his snares, doesn't have to do anything to make survivors fall asleep and has incredible map pressure when paired with tinkerer/ruin/pop. His power actively bypassed pre-buffed BT, currently still makes it hard at times to discern where he's approaching from due to the oblivious effect and doubles the time required woken up by another survivor. Yes, the clocks now are more powerful against him now but you still have to spend time traversing the map. As I said, he still has a significant toolkit which requires him to do absolutely nothing. The nerfs were fully justified considering how easy he is to use.
Apologies if any of that comes across rude, just tired of the disingenuous takes people have on here at times.
Amen.
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@Shymare_11 said:
Martyrdom
When you are put into the dying health state while taking a protection hit, Martyrdom activates. After a collective 30/25/20 seconds left in the dying health state without being picked up, you are healed by one health state to the injured health state.
Grabbed By the Reins
When healing a survivor from the dying health state to injured, the survivor being healed gains the endurance status effect for 8 seconds.
Gain a 10/15/20% mending speed bonus.
Fixer Upper
Each time the killer near misses an attack, gain a stackable 5% vaulting speed bonus, up to 40/60/80%. When you are put into the dying health state, reset vaulting speed back to normal.
Grabbed by the Reins sounds like reverse Soul Guard lol
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I think we need a silent bell and an all seeing nerf or removal. Pretty much all experienced wraiths have it. I've played about 6-8 games in the past 80-ish minutes and about 2/3's of them were wraith and they either had all seeing, silent bell or both. I'm also rank 10 at the moment but those 4+ wraiths were all rank 1 which kind of correlates with the whole experienced wraiths have a lot of those addons.