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IshinSolarc

IshinSolarc

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IshinSolarc
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  • I would like it. Pretty map dependant, so it's fine in my opinion.

  • @Kirkylad said:

    I only play solo and I don't think it needs any buffs, it just needs SBM put in place so you get decent teammates who are at the same skill level. The majority of times I lose as solo isn't because of the killer, it's because of my team.

    Yeah, but SBM doens't solve the problem of the disparity of solo and SWFs, the game is fine for solos, but when compared to SWFs it's like a whole differente game and that's the issue being discussed in the topic, where I'm trying to discuss on how to improve solo to be similar to SWF, where would improve your team gameplay whem playing solo.

  • That would be cool, but also IDK would feel kinda weird.

    I would like to see it in game though.

  • I'm against your opinion,there's the challenge of finding the totem and that what makes fun while using small game, otherwise it would just be the same as a map, which is quite boring in my opinion.

  • I feel at the moment the hits are connecting well and it's working fine in most siatuations, but were some would be miliseconds of a hit still feel not quite right, like when running vaulting windows and the killer still able to connect weird hits.

  • Good luck playing killer in groaning storehouse, midwich and badham without bloodlust.

  • Sorry, but I'm against it, it's one of the only things that actually has real time strategy in this game.

  • It's weird how Safe Care is so bad that even a build around it is not enough to go against a brown medkit.

  • Around 4 hours a day

  • YEAH

    give him a nuke and a key to enter the hatch so he can follow the survivors on the escape.

  • @AChaoticKiller said:

    doesn't work, the killer can simply exploit the chase mechanic so the chase doesn't happen as they follow you. This is what old legion did and if the timer is reduced it will allow the killer to tunnel/kill faster and if the pause in chase stays it is a buff to a already strong perk.

    all your deactivation conditions provide too many situations where the killer can tunnel for playing well. while that's good on the killer for being able to produce that much pressure they shouldn't be rewarded for it by allowing them to apply even MORE pressure with another hook. Also i don't think DS should be deactivated for trying to open the gates or if a survivor with active DS goes for a save because there are a lot of situations where a survivor is forced to do that or the team loses and he shouldn't be punished for that.

    while that's good on the killer for being able to produce that much pressure they shouldn't be rewarded for it by allowing them to apply even MORE pressure with another hook.

    I disagree. Do you believe that DS should be an anti-momentum perk? Because that is what you are saying. Survivors making 3 mistakes and still getting away with it is fair then? Players who play bad should be punished for playing bad, that's why DS is a problem right now, there's no downside from using it and it's reliable, but also makes good killers lose momentum even if the survivor made stupid plays.

  • Please no, new players already have enough crap to go through so they can have a nice experience, adding gameplay value to charms would just make people feel like they are playing a RPG which you have to farm a collection to enjoy a build to it's fullest.

  • Okay, this may sound douche, but try playing 5 matches with any killer only using their teachable perks, you will notice on how their perks most of the time don't work with the killer you chose to play.

    When I play survivor I choose based on visuals on who I want to main, because I'm free to choose with no restrictions.

    The same doesn't happen with killers. A killer is based on their power, and since the power is the main point of playing the killer, imagine if their perks don't combine with their power, why would you even play them over other killers who have good perks for their powers?

    Your idea would just bring meta gaming to a worst state, where you would only find the same survivors and killers in high ranks, because they have a good basekit from the get-go.

    But even with your idea of balacing each killer with their perks, it would just need a full game design rework, which would not be the same experience when playing DBD. It would just end in a whole different game which would feel like Overwatch, that you know a character and know what he can do, in the end it becomes a boring gameplay with almost no real time strategy.

  • Because before 5 generators run out

    False, if the first survivor in a chase is able to make a 2-3 minute chase, the game can end even before they're put on hook.

  • Well, a buff to slowdowns could be nice, but only if the gens speeds were normal. The reason killers run slowdown perks is because without it, the games just end too fast, what even is the point of playing if in 2 chases the match is over.

  • This guy must be using a bait account, his post history is just weird.


  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/1736363#Comment_1736363

    Freddy and Spirit would disagree with your opening statement.

    But Freddy and Spirit are both easy killers, their difficulty rank in the game is just based on how long it takes to get used to their power, not playing to utmost effiency. That's why Trapper is labeled as easy even though it's hard to play him in high rank matches, you just gotta learn to put down a trap, but in a real match you need to learn every map corner with grass, where survivors loop and outplay them like a war general.

    Spirit is harder to undestand the power, same with Freddy, new players won't undestand the phasing ability and the dream world, but will understand what is a trap and how to put on the floor right off the bat.

  • @MadLordJack said:

    Well, they kind of are. Legion has the easiest to use and most uncounterable power in the entire game, so they had to add some downsides. It can only be used to injure, there's no scratchmarks, there's a massive self-stun, one miss and it's gone...

    It's like how Bubba has his tantrum. It's there to make an otherwise super easy power have a downside.

    Just because a killer is easier to use it doesn't mean that the killer just need to suck, that not how balacing works.

    Playing a harder killer is a choice for the killer and his skill of being able to make use of the power, just look at Spirit, even though the game says she's hard to play, she's actually one of the easiest killers and still one of the strongest killers on the game, while Trapper power is "easy", you must be a mind game god to be able to play at high ranks.

    For The Legion, there's no power in his power, it just makes survivors have only one mistake before being downed, a good survivor will still be able to take advantage and loop until god knows when.

  • @AskingForHelp said:

    https://forum.deadbydaylight.com/en/discussion/203850/red-ranks-killer-isnt-fun

    This game is still super killer sided. The majority of loops are actually horrendous for survivors. Killers walk around them with ease. They can get you on the other side almost immediately after you’re done vaulting by lunging around the wall/debris. It’s ridiculous.

    Are you really talking bad of the unsafe loops? The only type of loop that have mind games? If yes, you must be using Ormond and Badham offerings constantly.

  • That concept would make hex perks actually have consistency and survivors would start to feel that cleasing dull totems are worth their time. Also imagine a full totem build, oh god that would be awesome to try with this concept.

    But some of your ideas for the hex are kinda of OP like Retribution and Haunted Grounds and NOED just feel like a bad Play With Your Food, maybe some percentage increase would be nice?

    Idk, the concept is great but need to be worked on with balacing the perks and making some actually usable on practice.

  • I'm fine with the hatch as it is now, but keys, dude, keys are a problem, what is the point of even closing the hatch if the survivor just plunder a key out of fricking nowhere and escape during EGC.

  • If you wanna know why they changed it, it's probably the same dev who thought Pop was a problem, that one.

  • @ToxicMyers said:

    https://tenor.com/wB0v.gif

    Glad I could help, as a myers main

    Keep it going, Myers is one of the killers I have the most fun going against, I get scared just by being stared.

    @Demonl3y said:

    Did you made this?

    yeah

  • @Ihatelife said:

    lol, love it 😍

    glad you liked it! XD

  • @The_Bootie_Gorgon said:

    What do you when they all do that?

    What I do is accept losing

  • @Cristia1V0 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1687366#Comment_1687366

    It's not a bait I swear to you my guy it's either I've gotten really unlucky or I have done something terribly wrong and I'm trying to find that something that's making me not as good as I use to be (the lowest I've gotten too was rank 13 then I just gave up) so rest assured and I said I know how to do them I have not mastered them

    Okay, one of the key things I think most players lack in lower ranks is knowing how many times can you loop a killer before needing to drop a pallet. Making the most of a single position is of utmost importance before having to go to another one, you need to do your best to make the killer lose as much time a possible without wasting resources throughout the map. With this you can get a good amount of boldness points while not being a weight for your teammates.

    Another thing is getting objective points, if you want to get a good quantity of bloodpoints, you gotta do gens with teammates, doing co-op generators rewards you with an absurd amount of points in the objective category.

    And finally, getting altruistic points, get your teammates out of the hook safely and heal them, pretty simple, just make sure the killer isn't around when doing both of those actions otherwise you gonna screw your teammate and yourself in the process.

    Survival category is mostly just escaping the trial.

    Earning points is the main focus to getting ranks, you need to at least get 7000 bloodpoints spread throughout at least 2 categories to get a safety pip and not lose ranks. So escaping should not be your focus during the match until you got a good amount of points. Depending on how much points you got during the match, you can get even 2 pips and rank up in only 3 matches if you keep doing well.

  • long story short:

    is about the devs trying to sell the product in a way that gets the customer's attention. Even if the customers are not a fools, it makes them start thinking on how buying it would be beneficial to them, increasing the odds of them buying it.

  • (Fix the broken lunge that is 7 feet out of his red stain)

    This was probably the discrepancy between your ping and the killer's ping.

    (fix hit validation)

    The dev team is already working on it trying to get it good enough to be implemented.

    (kick killers and survivors with horrible wifi)

    I kinda would like that if hit validation wouldn't be on work right now, it's unnecessary if hit validation is implemented.

    (turn off dc penalty if youre still not going to fix match making)

    Heck no, the amount of suicide on hook is high and it shows that there is players who are crybabys that would DC at the first glance of the killer, survivors or map. At least survivors gets a teammate, even if it's just one chase before the hook.

  • So you learned every mechanical skill in the game and still can't get green rank?

    This has to be a bait...

  • @Orion said:

    This is very interesting indeed, but I would suggest the following change:

    • Hidden Wound only applies if you're affected by Deep Wound while the timer is going down. With this mechanic, survivors will likely be trying to group up so they can heal each other after Mending. If Hidden Wound is applied regardless, this is essentially punishing them for trying to counter Hidden Wound.

    Doesn't it just breaks the first part of the mechanic?

    • After applying a Deep Wound with your Feral Frenzy to a survivor, he gets 30% of Hidden Wound meter.
  • At this point I really would like the idea of the dev team enabling in-game comms. Trying to balance around solo a game that most people play with friends is a really bad choice in my opinion. There's probably enough stats showing that SWF became the usual way of playing, especially after the release of cross-play.

  • I disagree.

    Nurse isn't the strongest killer for novices, but she is the highest skillcap killer in the game, which means she can become the strongest killer if you are good enough to pull it off.

  • A day ends in 00:00 of UTC, so the last day at midnight at UTC 00:00

  • I think I'm okay with the Nurse the way she is, but I would like the fatigue to be less nauseous, It's one of the characters I can't play because of the after blinking visual effects.

  • @Volfawott said:

    https://forum.deadbydaylight.com/en/discussion/194957/anti-tunneling-shouldnt-be-a-perk-should-be-a-core-game-mechanic-heres-why

    I would agree with this if there was a general consensus on what tunnelling was.

    However there's a large portion of the community will consider any little slight against them as tunneling.

    You recently got unhooked and immediately went on the closest gen that's literally right in front of you and start working only to be insert shocked Pikachu face here when the killer starts chasing you again.

    Survivors who have recently been unhooked but seemed incredibly super determined to take a borrowed time hit for their rescuer and then get surprised when the killer is automatically on them.

    There's a lot more but these are the two examples of the top of my head I don't feel like giving anti tunneling benefits to people like this is a smart idea. Simply because they're either simply making a stupid play that shouldn't be rewarded or actively feeding a tunnel.

    If you want to add an anti tunneling mechanic you're going to have to figure out a way to clearly define what is tunnelling and and make it so it is not abusable which sadly is never going to happen

    For me tunneling is literally following the same survivor to get him out of the game without caring for other survivors, which is what tunneling really is. Anything else is just cries in my opinion, in tournaments you can't tunnel, but if you hook another survivor, you can get back to the survivor you hooked already, so for me isn't tunneling just as it isn't in tournaments.

  • I'm totally fine with combo, I even played a match that I had to cleanse 5 totems alone and do 2 gens, so I must say that there's time to deal with that without interfering with the match.

  • @SoySensual said:

    https://forum.deadbydaylight.com/en/discussion/comment/1650572#Comment_1650572

    please keep crying for the tunneling, 4 years and the kids still complaint XD

    Well, I'm not crying but I'm sure am complaining, it affects the player experience in a bad way, which became a reason to keep one of the most broken perks of the game alive.

  • @Xbob42 said:

    I have no issues with some built-in anti-tunnel mechanics (as long as they're not too oppressive, the killer should still be able to get you, but have a harder time doing so) and, at least for me much more importantly, so long as once the gates are powered, all that ######### goes out the window. As far as I'm concerned, once the fifth gen is done, all bets are off. It should be a mad scramble for you to escape. Anything that can make it literally impossible to kill you (unless you're across the map from the gate) before you get through the doors should be gone.

    That's mostly just for built-in mechanics, though. I mean, I personally don't think DS should work after the gates are open, but I don't think that kind of thing will ever be implemented. However, if a mechanic like this were built directly into every survivor's basekit, I absolutely think it should turn off once the gates are powered.

    Yeah, with gates powered killer's gameplay is pratically over, so it would make sense.

  • @BigBrainMegMain said:

    I laughed at "Motivate killers to go after other survivors."

    You can give them 10x the Bloodpoints and they'll still tunnel. BBQ is a good motivation and most of them still don't bother.

    Want to get rid of tunneling perks? Rework the hook system to reflect more of what Pyramid Head does.

    That's why it has to be both A and B, otherwise it won't work.

  • @lowiq said:

    Most survivors don't understand what tunneling is.

    I think hard / soft camping is a bigger issue. Getting chased off hook isn't terrible. It's only bad when the killer refuses to leave 10m of the hook and doesn't give you any chance to make distance.

    Most survivors don't understand what tunneling is.

    Sadly it's kinda true, most of the entitled main survivors do gens in front of the killer after being unhooked, thinking they won't get hit and believe they are being tunneled when they get hit.

    I think hard / soft camping is a bigger issue. Getting chased off hook isn't terrible. It's only bad when the killer refuses to leave 10m of the hook and doesn't give you any chance to make distance.

    Yeah, camping is a bigger issue, but I wanted to talk one of the biggests reasons on why people defend DS, even though is something that should be the focus of the devs on fixing right now, if they fix it, they can literally delete DS of the game if they feel like it.

  • Plague, I don't feel good having my character sick.

  • @SnakeSound222 said:

    Both this and the kill 10 Obsessions challenge are terrible ideas and are much, much harder than they sound. This challenge used to be harder because of a bug preventing you from getting hooks (it’s fixed now).

    https://forum.deadbydaylight.com/en/discussion/comment/1648305#Comment_1648305

    That won’t work. For Iridescent Devout you need at least nine hooks and a 4K. With this method you’ll only get four hooks. If you want to get Iridescent Devout with a Mori, then you have to two hook everyone and sacrifice at least one Survivor for the ninth hook. However that situation means that you didn’t need your Mori and just wasted it.

    Still worked for me though.

  • Use Mori, easiest way to get that challenge done, hook everyone 1 time and kill them on the floor, you still get iridescent in devotion.

  • No need to nerf him, he has no gen pressure and no omnipresence in maps.

    Yes, he can end loops quicker than other killers, but he lacks in everything else since he takes a long time to get powerful throughout the match. A good counterplay is pre-dropping pallets while he's on the other side. If you ask me, I also feel safe looping doctors, just need to bait the static shock and then I'm good to go.

  • Really? Did you ever see the reviews of the DLC on the store?

    There's a lot of people writing reviews saying "worth for DS"

  • @skarsguts said:

    https://forum.deadbydaylight.com/en/discussion/comment/1645382#Comment_1645382

    No, he didn't mention anything about a second survivor. "Killers have to be mindful anytime someone goes down too quickly after an unhook" i.e. I can't put this survivor back on the hook after downing them 10 seconds after their last hook.

    "He's one of the better players" is extremely debatable. This community might be a little better if people didn't praise streamers and their opinions.

    If you ever played killer with good momentum like Nurse and Spirit, you should knew by now that you get punished for DS just by downing survivors too fast.

  • @TheButcher said:

    https://forum.deadbydaylight.com/en/discussion/194343/so-pop-is-nerfed-because-killers-are-too-good

    It's mind blowing that the Dev's even think that they could even be considering nerfing Killer in the current meta. Looks like they want another Killer genocide, where they all leave again.

    I'm really considering stop playing killer for a month or so until they fix everything. It's stressing anyways.

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