Naturally_Pink
Naturally_Pink
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- Naturally_Pink
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I am also experiencing this bug and i thought i had been hacked. force logged out of every device and changed my password. I don't know what else to do.
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@Guroneko said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3692316#Comment_3692316
tl;dr: I agree to an extent because nothing involving social contracts is ever simply binary/black & white.
You're right! I 4slug too (on Skully, my "main" and a very unpopular pick with Survivor enthusiasts) against aggressively altruistic/rescue-centric players. It's very potent when applied correctly/efficiently. In this case however, when applied (by what looked to be an amateurish and/or overly emotional killer player) against the 2 remaining survivors while the other 2 have already been dead for over two minutes (and spectating the game to drop their two cents in post-game chat), said player is treading "overkill" territory.
Imo, the toxic one is the killer >player< for (potentially) believing it's perfectly fine for them to waste 4 minutes of a solo queue player's time to simply deny me the hatch while Quentin could've already been enjoying another more entertaining Trial.
Chances are, his next killer is also a bit more aware of the implied responsibility/social agreement to not hold (the last) 2 players hostage just because said killer would rather secure 4 kills instead of walking to Quentin, pressing Space, holding W until they reach a hook and pressing Space again to (potentially, based upon their own skill and Hatch spawn luck) settle for a 3k.
Slugging for the 4k is fine, 4 man slug with bleed out instead of hooks is where most of my hate for skully, twins and oni comes from. because i've had very little variation in their playstyles when i go against them.
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@SoGo said:
Did we both come up with the same idea?
https://forums.bhvr.com/dead-by-daylight/discussion/424122/slippery-meat-rework-idea
Great minds think alike! I just want slippery meat to be relatively useful, since tunneling and face camping are so rampant at the moment.
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@pizzavessel15 said:
what is the point on putting it on cooldown at the start of the match? i love the rework idea but dont see the point in the cooldown at the beginning
Mostly so he doesn't become Another Legion right out of the gate. The extra 5% at the start would be pretty significant with perks like Lethal Pursuer. Though i can see that in some cases it would be pointless. again, i'm just throwing this out there to see if BHVR could do the rework.
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@Mooks said:
Do you actually see the button prompt or is that already missing? Also, you sure you were healing the other surv and not mending from deep wounds?
can you make a short clip of it happening?
I don't have screencap or anything, but the button prompt is there, I'm furiously clicking the button for it to activate, i've tried long press, i've tried a different keybind, nada. 6 games it wouldn't work. trying it one last time.
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@Emankcin said:
Alright. Then the doors should open instantly then, no more that 15 seconds of lever-holding bs.
Awesome! didn't think of that, would speed up endgame too.
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@Halloulle said:
It doesn't happen that often anymore so while I might get a bit more tilted about it today (being mad at myself more than at them ^^) I'd probably still do what I did back then: Pick one and chase them for however long it takes to catch them. Eventually pallets are gone, eventually you have either learned to hug that tile tightly enough or you are Bloodlust 3 and just catch up regardless. There is a point where you acknowledge they're just better and while you can wonder why tf matchmaking put you up against them, you can still make the best out of it. Then again, I'm also someone who likes chase as killer.
And if they are refuse to do gens then, well, they will die eventually.
It was Haddonfield, so the windows were all nicely aligned for infinite vaults. They didn't need to use pallets, that's the level of skill I'm talking about.
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@kingcarl2012 said:
https://forums.bhvr.com/dead-by-daylight/discussion/362366/massive-skill-gap-as-killer
It depends on who you ask. If someone were to admit doing what you did or agreeing that what you did was right, because it is tehnically against the rules, they can get reported on the forumns and get a warning/ban.
Think of it like fight club, if you dont know the first rule of fight club is dont talk about fight club.
Ah, I see, banned for getting bullied, the good old American way. Nearly got expelled from high school cause some jerk didn't like my voice and sent me to the hospital.
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@Crowman said:
How would this help with tunneling?
Killers would have more incentive to not hook everyone, because survivors have a 5% penalty to gens.
It's mostly a rough idea. An effect that activates at match start to help survivors that is not beneficial for killers, but by hooking everyone, you activate a negative effect for survivors.
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@CBT137 said:
the chase perk to end all chase perks, basically as soon as you get injured in chase your dead
I just noticed there weren't any perks that cause Hindered, which is a powerful effect, so I tried to balance it with a status cap and an increase over time.
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Before any "so OP" or "So weak" comments, all I do is post what I think of. I'm not a coder at behavior.
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@toxik_survivor said:
https://forum.deadbydaylight.com/en/discussion/345802/new-survivor-perk-trick-hook-misdirection
Tbh it's awsome concept but very week. Stun the killer 5 times in a match gives you 50 seconds of trick hook and that's not even worth it. Have a max of 3 stacks and each stack is 25-30 seconds. The false aura reveal seems really cool though.
I don't really try to make strong or meta perks. I mostly just write what pops into my head. If the devs or another forum poster sees it and it gives them ideas then it's fulfilled it's purpose ^.^
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@RDQ_TheRedFox said:
Autodidact for Generators. Dope. I personally think Autodidact is underrated, but I'm also really good about healing my teammates consistently, so I can see why regular gamers think it is bad.
I'm constantly using Autodidact, and thought it would be good for Gens. Not too powerful, but it could be killer late-game.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/2947262#Comment_2947262
Endless Faith: Just loop the killer around the hook or hide somewhere near the hook. It makes it literally stupid and detrimental for the killer to just leave, but chasing you/looking for you because they know you're somewhere near (eg, scratch marks) punishes them anyways for a situation you essentially forced them into in the first place. This ends up in a lose-lose situation for the killer where no matter what they do, they get punished, including for playing it out correctly (not leaving the hook and continuing to chase/look for you). Giving a chance for rescue on third hook at all is completely beyond overpowered and game-breakingly busted. People do not need ANOTHER chance at that point.
Radiant Hope: Killer hooking survivors, and survivors unhooking other survivors, is part of natural gameplay. It is intended both happen. This perk punishes the killer in a completely different situation for something that this game is balanced around happening, which can literally ruin any chase. Furthermore, the aura reveal after does not balance out the initial effect. The effect only gets more ridiculous when multiple survivors take it. Imagine all four people take it. Now you have the killer getting blinded literally every single time someone unhooks while the killer is doing other things. This actively punishes the killer for NOT camping to deny an unhook when they're doing other things.
Understood. Thank you for the quick response, I'll just delete this after a while.
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Could you elaborate? I would like to know why. I see Endless Faith as a Last Chance perk.
Radiant Hope is to pull the killer's attention to the Seraphim player (or whoever is running it)
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@BigFatAl said:
I like the idea of a divine force coming to the game to fight the Entity. That first perk will make any and all Seraphim players immediate targets of the killers.
Guess it'll make players think before playing as Seraphim. Good for loopers, bad for gen jockeys.
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@JackFrostMan said:
Yeaaah, man, I don't think so. Allowing more than one usage of a exhaustion perk to be usable, without cooldowns even, can lead to some busted stuff. The five seconds of mending reduction don't even matter since what can the killer do against four dead hards in a row?
I feel it has the same power as DS, since it's once per Trial.
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I've made 2/3 of The Werewolf's perks Hexes simply because they're fairly powerful, but useless if broken.
Any feedback on improving them and the killer would be appreciated!
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@schadenfreudez28 said:
The howl and character itself isn't bad, however the turncoat would be very complicated and somewhat annoying to go against.
It's a complicated ability, for sure, but survivors aren't forced to play killer side, they're still able to repair, heal, sabotage hooks, open the Exit Gate and unhook survivors. It would wholly depend on the player and their mood at the time.
Doesn't stop the Killer from killing the Turncoat either.
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@deathsia said:
While I love this idea, this is OP as hell within the context of this game and would NEVER make it into the game. I pray Jason never makes it in, they will ######### him so hard in any form he is in within this game.
I think the abilities are countered by teamwork pretty well. Sabo builds, healing, etc would work wonders. I tried to build in a hard balance into every perk.
Do you have any specific parts of the abilities that are calling you as a player?