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Lametart

Lametart

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Lametart
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  • noed shouldnt affect survivors who cleansed dull totems. emphasis on dull. cuz if there are hex totems in play, they're already forced to break them, which, depending on what hex it is, would be something the killer won't want.

    Either that, or make the exposed effect apply AFTER the exit gates are opened. This'll put the perk at an equal level to No One Left Behind. Haste can be buffed to 6%-8% or something so the killer is still threatening without the exposed.

    The way it is now is not fair at all, especially if the killer is either good at applying pressure, with or without 3 gen slowdown perks, or they are camping/tunneling at 5 gens. Which forces survivors to grind gens. Or scenarios where a survivor cleansed 3-4 totems, But the last totem wasn't found, so THEY alone get hit with noed.

    I personally would buff the haste, make exposed apply after gates are open, and block the exit for survivors who did not cleanse a dull totem for 60-90 seconds.

    Which brings me to the next thing i was thinking about vvv

    ------------

    They can make a new Status Effect that prevents survivors from exiting gates, so its not just "the gate is blocked for them", that can add more variety to other perks/add-ons/powers. Like Rancor, Bloodwarden (would apply the effect on everyone), NOED (obviously), Victor, Pinhead's chains [yes I know these 2 already block people from exiting, I just wanted this effect to be applied to them so it's easier for people to understand why they cannot escape while they have Victor/chains], Freddy's black box add-on, they can make an add-on for Artist that applies this effect to swarmed survivors, fully infected survivors (Plague), marked survivors (Ghost Face), add-on for inactive RBT's etc.

    This effect would only appear on the HUD during end game collapse so as to not reveal the killers' build too early.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2768231#Comment_2768231

    His charges already work like that. It is 2 seconds recharge per a token. The only difference is that nurse can use her blink at 1 token and blight has to wait for all 5 tokens.

    If only people actually played the killer they complain about because it's very clear too many people can't even take the time to look up how the power works before suggesting changes.

    And Im saying his recharge rate is still too forgiving. you miss 1-2 rushes and you only have to wait 2-4 seconds to use the power again. His missing cooldown is also very fast. It should be longer. I have played him, I know how his power works, and it needs to be more punishing for missed rushes.

  • @p4p444 said:

    The killer is not okay

    #1: Has high base speed (4.6)

    #2: His ability gives him more speed

    #3: Good map control thanks to his super speed

    #4: Super Fast Skill Recharge

    #5: Has 5 charges on his ability

    I'm a main killer, and compared to other tier S killers like nurse or spirit this killer is too op in terms of speed.

    To use the ability of the killer well, it is only necessary to play with high dpi. (or with a button that increases and decreases the mouse dpi)

    There is no game where I play against a blight and in it always 2/3 people fall before making a generator.

    I only ask these three things:

    - Reduce your movement speed between 4.2 to 4.4

    - Reduce ability charges from 5 to 3

    - Increases the cooldown to reuse the skill

    It can be one or all three, but he needs to be nerfed.

    I was thinking that the ability hit should not be considered a basic hit (similar to the legion) that causes some kind of effect like a deep wound but associated with the killer, but that would be a very op nerf.

    I know that survivors also need a nerf, I always wanted the generators to take 100 seconds instead of 80 and for each person in it they would reduce 10/15 seconds but this is my perspective of the killer playing it as a survivor.

    Im fine with his movement speed. If I were to nerf his charges I'd nerf them to 4 (1st is the slam, and then you have three chances to injure a survivor, instead of the 4 that he has now.) If it were 3, his power would be less reliable. Cuz you'd only get 2 chances to land a hit, and with how much map rng can affect him, he could essentially become useless.

    My problem with him is his cooldown/recharge speeds. His charges should work like nurse's. Each token should take a set amount of time to recover. Like 3 seconds. If you use up all your tokens to land a hit, you gotta wait 12 seconds. If you use all your tokens and miss, then you should have to wait longer as a penalty (Like, 15-16 seconds total).

    And again, if you whiff, you should be stunned for longer. Like, .3 - .5 seconds longer. I'd have a boat if I had a nickel for every time i still get m1'd at a window/pallet after perfectly dodging his lethal rush.

    And nerf alchemist ring for the love of-

  • him getting all his charges back in 10 seconds even when he used all rushes and missed definitely needs to be nerfed. His cooldown after missing with his power also needs to be a tad longer.

  • image.png image.png image.png

    this was in the July 2020 Player satisfaction survey

  • they made a survey speaking about role incentives, similar to what tippy2k2 mentioned. It suggested that the high-demanded role could get 50%/100% bonus bloodpoints after the match. But they left it there and haven't addressed it since.

  • @BenZ0 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2767444#Comment_2767444

    Putting a solution behind a perk is not really a solution to the problem itsself...

    they meant make the perk's old ability be a default mechanic, as in, be it basekit, without the perk.

  • @Ssajbambusa said:

    I like that devs adressed Trickster, he needed a buff... but they focused on the wrong things. Trickster is decent at downing survivors, the laceration decaying is his problem. Scott adressed it way better than I can: https://www.youtube.com/watch?v=AixNUYxSyKE

    My fix to Trickster is very simple, doesn't make him op or annyoing in chases and gives him at least SOME map pressure:

    Set laceration back to 8. Laceration does not decay on it's own, survivor can instead mend entire laceration (2 seconds base time + 1 second per knife on survivor), choosing to waste time but not be downable fast or just rushing a gen, but risking. It's not deep wound, survivor does not go down if they don't mend!

    The main problem with his power is fact that he needs to tunnel or it's just wasted time putting knives in people. With my fix you can switch targets without feeling that you wasted time, very simple and will prevent situation when laceration decreases during loops (which current fix only makes even more annoying). Survivor can try mending during chase, but it's a risk.

    Also the main event... it should just be able to being activated once the bar is filled and should stay this way, like Oni's power. It already has long animation to start, to end and you can't throw knives after it ends... Come on bhvr, Awesome that you adress weaker killers, but please listen to people who actually know how the game works, what makes killer strong, weak, fun and unfun to play as or against.

    periiiooodt

  • @NuclearBurrito said:

    Hey no leaking the new skins

    oopsies!!! too laaaate <3

  • @rita_book said:

    This is the only cosmetic the game needs. Except the booty shorts should read "Want a taste?" PLEASE DEVS!

    https://us.v-cdn.net/6030815/uploads/600/CSEPNEBA01Q4.jpg

    YEESSS I NEED THIS FOR EVERY MALE CHARACTER

  • @Seiko300 said:

    If this is for the community cosmetic contest you need to submit this in the "Submission - Design your in-game cosmetic" section, otherwise you won't get consideration. Just scroll down to the tab below community

    This is from January

  • @jules_bl said:

    https://forum.deadbydaylight.com/en/discussion/140665/skillcheck-rework-idea

    I love that idea, but you know this too similar to ruin no way this is going through

    Its similar because it has a chance of regressing the gen, but in my idea the red zones are the same size as the great skillcheck instead of being the entire normal skillcheck. So it'll only regress if you choose to try and hit a great check and miss, or if you hit the end of the regular check. I was thinking that the red zones could be added as additional sections to the regular length of the og skillcheck bar so as not to reduce the size of the +0% skillcheck zone.

  • @Oicimau said:

    Sorry, I dont like the change. Maybe it can be a killer perk that makes it, not a totem. But if a person hits a schillcheck, he cant be punished with gen regression. Imho.

    they're only punished if they hit the red areas. It wont notify the killer, and 2% is easily regained by simply staying on the gen. The red areas are gonna be the same size as the great skillcheck area, so it shouldn't be much of an obstacle. It'll only regress if you miss a great skillcheck, or if you hit the skillcheck too late. So it would actually involve a bit more caution on the survivor's side. It won't be just "holding m1 and hitting the skillchecks" With this new skch people actually have to pay attention to which area of the skillcheck they're gonna hit.

  • OMFG I LOVE THIIIIISSSS!!!!! UUUGHH THE ROLLED UP SLEEVES... THE BRACELETTSSS... THE BEANIE!!! I WOULD DIE!!

  • @ZahmZaddy said:

    Pant less Adam when?

    Lets see those whitie tighties !!!

    awdfgsfhsdgf

  • @prayer_survivor said:

    If a killer is 3/4/7 meters of the hook the gens should be done 50/20/10% faster. End of camping

    Lmaooooo this made me laugh so loud. Thats an awful idea but it definitely WOULD stop camping lmaooo like, "you gonna camp? Get ready for a 3 minute game"

  • I think he only needed the FF miss nerf and the terror radius nerf. The vault speed should have stayed the same. And the frenzy speed shouldn't have been slowed so much. (The base walk speed change is okay tho.)

  • I already suggested this on another thread, but I think they should add a little animation for the survivors, similar to when they go to unhook someone, where they look both ways before unhooking.

    So, a short half second or 1 whole second animation of the surv looking right and left before leaning down to work on a gen. And the progression of the gen is affected after the animation is done.

    This will discourage survs from gen tapping so its not so easy to gen tap during chases or avoiding ruin or activating overcharge quickly.

  • Camping is only punished in ranking, not in bloodpoint gain.

    Ive been on multiple games where a hag is camping and they get 28k points because they keep catching and downing survivors that try to go for the save and slugging just to make sure the hooked surv doesnt get saved while taking the other surv to another hook.

    They should make it so if a killer is within 15 meters for 20 seconds they start receiving half points for every action.

  • @White_Owl mine? How come? Please "start" SOMEwhere. You cant just say "thats bad" without explaining why. Cuz then I'll never see these "flaws" my suggestion has!

    Plz!

  • @IMhereRUN said:

    Both sides are justified in my book. With no speed perks or toolboxes, a single gen can be repaired in just over 1 minute by one person.

    A mediocre survivor can hold a chase for over 3 minutes...sure they’ll have to use most safe pallets to do so making all future chases much easier, but by then 3 gens just popped.

    From a survivor perspective, it’s what they are supposed to be doing! No one can ever fault them for that, and I often wish randoms in my games would PTFO a little more.

    Maybe we can spawn on 5 gens onto the map at the beginning of the game, and the last 2 appear on the map only after a gen is complete. So not all gens will even be spawned until the first 2 gens are completed.

    This won’t favor either side too much, but not knowing where those other 2 gens will spawn can help. As a survivor, they may have wasted the ‘Go To’ loop pallets near that gen in an earlier chase.

    //my reply reuploaded itself, ignore this///

  • @IMhereRUN said:

    Both sides are justified in my book. With no speed perks or toolboxes, a single gen can be repaired in just over 1 minute by one person.

    A mediocre survivor can hold a chase for over 3 minutes...sure they’ll have to use most safe pallets to do so making all future chases much easier, but by then 3 gens just popped.

    From a survivor perspective, it’s what they are supposed to be doing! No one can ever fault them for that, and I often wish randoms in my games would PTFO a little more.

    Maybe we can spawn on 5 gens onto the map at the beginning of the game, and the last 2 appear on the map only after a gen is complete. So not all gens will even be spawned until the first 2 gens are completed.

    This won’t favor either side too much, but not knowing where those other 2 gens will spawn can help. As a survivor, they may have wasted the ‘Go To’ loop pallets near that gen in an earlier chase.

    Thats an interesting idea, but if the killer uses corrupt intervention those first 5 gens will become 2. And if those 2 gens are close to eachother it'll be just like 3-gening survivors at the very beginning of the game. Which will most likely just make it into a long boring game of immersiveness until the Corr.Inte. time is up.

    I think that by forcing one skillcheck every 10 or 8 secs (this will give a minimum of 8 or 10 skillchecks per gen. Of course, that's if you start the gen at zero.) and changing up the speeds the reticle goes at, (optional: adding skillchecks that dont have great zones) the game will force survs to actually adhere to the gens and not be there just holding down the repair button until a skillcheck appears when the gen is already at 90%... (i.e.)


    It'll also be an automatic buff for Killer's skillcheck altering perks, powers and hexes.


    And maybe, to "slow down" gen repairs a little. They can add a short 1 second animation to the survivors (similar to when they're unhooking someone) that makes them look both ways before kneeling to work on a generator. Ofcourse, the gen progression wont be affected until after that animation is done. This will discourage gen-tapping for avoiding ruin skillchecks and tapping to stop a gen's regression. (You know how Survivors tap gens while the killer is chasing them to both stop the regression AND taunt the killer, so something like this will reduce that kind of thing).


    How does that sound?

  • Maybe they did the pip thing to counter campers?

    Maybe? But I agree its really hard to get adept killer.

    They should make it so survivors need to pip too. Or remove the pip requirement.

  • I think they should change how skillchecks work a little.

    Like, there should be atleast one skillcheck every 12 seconds. And maybe after 2-3 gens are done, skillcheck circles have TWO skillcheck areas. And you must hit both.

    Then again thats just an idea.

  • @Jdsgames said:

    The only thing that wouldn't work here is the flashlight. It is heavily dependent on timing and latency offsets it. Fractional too late or too early and you don't get it.

    Not necessarily, i dont quite remember but wasnt there a part where the killer is behind an entity wall and his ai is trying to get you? All they need to do is add a similar scenario and the player can have like 2 chests opened with a yellow flashlight inside so the player can just practice on the killer looking right at them.

    They can either explain in a quick text box after blinding, that you can save survs when getting picked up, but it requires timing, practice, etc OR just make the ai drop and pick up a downed meg and the player can practice the timing and figure out how & when to blind efficiently.

  • @OnryosTapeRentals said:

    The tutorials are decent but are lacking in some key areas. The written tutorial in the menu is reasonably good whereas the played tutorial definitely needs expanded.

    I agree with you that new players should experience more scenarios in the tutorial.

    Exactly.

    Players need to *play* those scenarios, not just read the text.

  • Yeah, chase indicator should be enough.

    Its true that new players will still not understand or be able to make full use of all the information we've suggested to be added.

    Then again any new mechanic/feature should be added in the tutorials...

  • @Elegant said:

    https://forum.deadbydaylight.com/en/discussion/comment/579234#Comment_579234

    I was just talking about the shards. And the devotion level could be optional or just shown in post game lobbies. It's just a stupidly lazy system that doesn't really serve a purpose. They could have just adjusted the amount of shards that were gained in the post lobby or increased the prices of items to compensate for the difference in shard gaining from the post games lobbies. It's entirely pointless to have devotion

    Increase or decrease??

  • Yes pleeeaaassee we need more rewarrddss!!!

  • They need to make the text bigger (for console) when we get the tutorial paragraphs for example. Its really hard to read from the couch.

  • @t3hp0larbear said:

    Personally, at most I'd like to see this implemented as a training wheel for anyone between ranks 20-15, when everyone is still learning how the game works or getting back into it after not playing for a while, similarly to how the loading screen tends to give away who the killer is with a tip when you're at lower ranks. At rank 15 and higher, the status HUD shows as it does now.

    Even though SWF groups have the benefit of communication via voice chat, I really feel like knowing what your team is doing at any given moment from anywhere on the map takes away from the suspense that this game is supposed to carry with it. I think the solution should be something along the lines of letting killers opt-out of SWF matches.

    Hunty... im in rank 6 & when i get downed I see the survivors running around, crouching (while being on the complete opposite side of the map) or they leave gens to come unhook me the SECOND I get hooked... mind you they're also in purple ranks/red/green ranks. WITHOUT Ruin being active/existent.

    Like.....

    tenor (1).gif


  • @Peanits sorry to bother you again.... but what do you think about this?

  • DBD Hud Chase Animation.gif

    Literally if they add something like this when someone's in chase I'll be happy.


    @RaginRendon I guess.... uugh they should just make it so it shows you the aura of the hatch when you're 36 meters away (Tier 3).

  • You know what???? I was thinking... maybe if they add this. They can totally give Left Behind the buff it needs!

    If you're the last survivor, and you have LB your HUD doesnt show what youre doing!.

  • @RaginRendon said:

    https://forum.deadbydaylight.com/en/discussion/comment/583034#Comment_583034

    Although I respect your idea, it's better off being specific because it'll allow teammates to make the best decisions and the killer will be able to apply the proper pressure that they should.

    It was just a suggestion. I also like the idea of specific actions better. All I want is to know when someone's getting chased. Why does only the obssession get to have an animation on their icon :c even the icons twitching would be enough.

  • I mean, if the killer gets gen rushed cuz they camped that's their own fault? Unless they're running Insidious. The killer should def be punished for it. It's so frustrating to bring in an item and offering and not be able to use them or get ANY points because you got camped. If the killer (without Insidious, regardless if they're own power conceals their Terror Radius), stays within 20 meters of the hooked survivor while outside of a chase, the countdown of the hooks can be slowed down by 10% each hook state. Giving a total of 12 extra seconds.

    Or, just don't give the killer points for the sacrifice. Periardt. The Entity wants to consume ALL the survivors. It took in the killers cuz they're supposed to be sadistic blood crazed maniacs. Not patient death observers lmao

  • Hmm.. maybe instead of displaying a specific icon for a specific action. They could just make it so the icons shown are the main 4 Point houses (Bold, Obj, Altr, Survl).

    If someone is doing a gen, or searching a box, they get the Objective icon shown next to their player icon. If they're cleansing a totem, they'll get the Boldness icon, healing themself-survival, healing other-Altruism

  • @Captain_Doomsday nonono. OP means that the HUD on the bottom of the screen has an icon/icon change showing what each survivor is doing

    something like this:

    DBD Survivor HUD.jpg


  • @Peanits Thats true. As i came up with the vault ideas i looked up more vaults i could use for future reference but most of the "real life" vaults require more space/distance to do, or just had too much flare or "showing off" vibes.

    There were ones that made the person do a 180 spin after vaulting and that would not only be too much of a stretch already, but seeing as the survivor would end up looking back at the window, it would be like adding a new mechanic to the game and thats not what we're looking for.

    Fast vaults would be indeed difficult to calculate & handle, but maybe slow vaults are more accesible since they can just be animations of how regular people would get over a ledge slowly and they dont mess with distances?

    Then again the killer grabbing the surv off the window might have to be tweaked to fit with the new animations.

  • These are two ideas I had for new vaults:

    DBD New Vaults Ideas.gif DBD New Animations 1.png


    While they look fun and new, they aren't silly, so it stays within the mood of the game.

    Since Survivors are basically skins, we could buy these animations once and equip them in the customization menu on any character. Maybe we could select them as our primary slow/fast vaults, OR we can have a "random" option so we have varying vaults during the same match.

    For killers of course, Moris/animations will be sold separately lmao.

    What do you guys think?

  • Isnt it 12 skillchecks?

  • Nearly all killers always use perk Barbecue & Chili (yes, i'm not an exception), but this perk give strong benefits even without Blood Points stackable bonus (too see survivor auras).

    If you suspect the killer has BBQ, then hide in a locker when someone gets picked up or run close to them. Easy as that. No need to change the perk.

  • @WTBacon said:

    Solidarity is a bit too specific to be used, in my opinion. Cannot use a medkit, you must also be injured, and only 50% of the healing goes to you. Also there's the part were you basically have to fight with your teammate to be the one to heal them, because if they heal you, you basically wasted a perk slot.

    The reason why Poised isn't popular is because of the first time you use it. When you first use the perk, it will most likely be on Jane Romero. She is very thick, and the clap of her buttocks directly counters the perk's effects, which gives players a bad impression.

    LMAOOOOO WHYYY XDD

    But that can kinda be solved if the devs do the thing @Ark_the_Bonsai said. To make it so that other survivors see when you have it. So they let you heal first. And also, you can mix in Botany knowledge to heal faster, or We'll Make it.

  • true. 9% sounds good enough.


    But breakdown also shows you the killer's aura.

    Maybe unhooking from the saboed hook will just break it for like 40 seconds. Or less even.

  • Does this mean TINH will increase the great zone sizes automatically? Seeing as youre technically injured?

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