PsycologicalTrick
PsycologicalTrick
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- PsycologicalTrick
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Most if not all killers can be skillful with experience. ranged killers might require aiming and lead. trap-based killer require to set-up traps as an early game investment.
sometimes you may need to optimise your build around the killer, while also to give you advantage depending on the strategy you are going for.
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Spine chill, BBQ, bamboozle.
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no, there still players I believe
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A bot for DC. but nice theory :P
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As a spine chill user, spine chill help you in making decision, but not much in looping. I suggest using bamboozle to close down loop. what killer are you using? for bubba, bamboozle is a great perk. wraith will get more benefits in anti-loop and tracking builds.
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- While in tier 3, the shape is able to instantly break breakable walls.
- slightly increase the width of PH attack.
that it for me.
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this is history of my play time:
- managed to wiggle out and escaped from (old) bubba to the exit gate; intense chase to say the least.
- while I was in a tantrum with bubba, a dwight ran into me.
- when my plan works as intended.
- when I have full stacks devour hope, I moried every one.
there is many other moments but I can not remember them.
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A map editor and custom maps for custom games only. Also, killers could play the custom match with out survivors.
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@Moundshroud said:
I would simply prefer a "Special Que" for people who have a tendency to disconnect. Such Players would get routed there whenever they disconnect too often, and would only come back out of said Que after they play a minimum number of games where they do NOT disconnect. This Que, which may have long waits (or not depending) would be made up entirely of Survivors and Killers who... you guessed it.... DC all the time. I think a just solution is for such people to be stuck playing against the SAME kind of people.
This method is a type of punishment, and it offers a path to redemption too. You aren't banned but you sure as heck aren't going to be in the fast line, and chances are you will get the same treatment you inflicted on others. Learn to play the game to the end, get back in with the rest of us. Keep it up, stick with your own ilk.
That is a great idea. Also, we could reward players that do not disconnect. for example, for every player that disconnected, at the end of the match, every remained player will gain an extra 5000 bloodpoints.
punishment for frequently disconnecting player, the chance of getting higher rarity items, offering etc will decreases for every disconnect. this effect will remain until they exit the "special que".
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it is not a bad change. If the new recovery rate can be equal to normal attack, it would be acceptable to the nerf.
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faster match making.
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OoO can be quit useless against a killer and more harmful toward the user. sometimes you may revel yourself without realising.
When playing against them, the OoO user usually want attention, forget about them. In fact, use them early game to see where other survivors are. survivors mostly spawn together.
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Spine chill, BT, kindred and bond. information perks would be far more helpful for you. BT is also good.
A stealthy approach can be the best approach. If the killer keep hitting the hooked survivor, time your action. As soon as the killer get into the animation after the hit, attempt an unhook.
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may be in December.
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Spine chill
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@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/1632556#Comment_1632556
Personally I don't know what they could do but I feel suiciding should be punished. I had an idea about gen speeds months ago. What if we had some sort of AI Director like in L4d. Something that watches the flow of the match and adjusts things depending on whats happening.
If survivors die early, survivors repair gens faster, are more likely to kobe, higher luck when searching chests
If the killer is getting crushed gens repair slower, survivors take longer to heal.
Little things like that. I still feel the core problem is quitters.
your idea is good. but having appealing rewards for sticking to the match might be a better idea. for example, for every disconnected player the rest of the players get a 20% (can be adjusted) extra bloodpoints similar to BBQ perk.
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@ZCerebrate said:
One of the many issues that DCs cause - having a husk of a survivor sitting there when they dc so they can be hooked, mori'd etc would solve many of the issues and has been suggested repeatedly before. Never addressed as far as I know
That is good idea, I hope it become a feature soon.
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Maybe they should focus on these types of bugs.
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@megdonalds said:
https://forum.deadbydaylight.com/en/discussion/192749/i-am-getting-fed-up-now-vent
It's because DBD is not about fun anymore since years. There are a lot of sweaty tryhards nowadays that are so much obsessed with this game and take everything seriously instead of getting a life and chill. Big reason are also most of the streamers and youtubers that made this game literally a sweatfest. It's a neverending war between two roles/sides that keep the hypocrisy and double standards alive. This forum is and will always be the best proof.
I disagree, DBD can be fun as long as they are changes every once in a while. this could be a new perk, a strange build, new killer etc. my tip is to change your perks. maybe try to activate/use inconsistent perks.
of course, I play at low ranks for both killers and survivors.
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one of the best!
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rarely coffee, mostly tea.
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when I got all devour hope stacks and mori all survivors.
Also, when I realise that I got 4K while Almost not using my perks (except maybe one).
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good post. I am not sure if other perks affect self-care, but otherwise, can be good in healing focused build.
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may be a misunderstand of the terms?
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grind
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@IIITweedleIII said:
But 2 consecutive strikes downs a survivor. Lunge or not. Wouldn't then the next survivor just be SOL after so many times a lunge gets stacked?
a maximum of 205% (8.2 m/s) speed for 0.35 seconds (the game only allow 0.3 seconds maximum) would cover in a single lunge a maximum of 2.87 meter only. but also, you need to consider that a minimum 5 successful lunge attacks is required to even reach the maximum speed. not all the attacks are lunges, however, I am assuming that lunge attack is the only possible attack here.
so I would say there is a low chance of a major impact.
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@TheWarNung said:
https://forum.deadbydaylight.com/en/discussion/191128/perk-idea-range-hunter
I dunno man. I'm not sure what kind of value 2 seconds of undetectable would even get you. And lunge duration is already fixed. I don't know where this idea came from thay different killers have different lunges. They're all the same (save Myers outside of EW2).
As for gaining a speed boost with every hit? That just seems crazy OP. Where's the drawback? How do you lose your speed boost? Just look at Play With Your Food as a counter-example. You have to farm speed boosts for roughly 30 seconds to get to +15% movement speed, then you start losing that benefit with each attack.
Also, the normal lunge duration is 0.3 seconds.
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@TheWarNung said:
https://forum.deadbydaylight.com/en/discussion/191128/perk-idea-range-hunter
I dunno man. I'm not sure what kind of value 2 seconds of undetectable would even get you. And lunge duration is already fixed. I don't know where this idea came from thay different killers have different lunges. They're all the same (save Myers outside of EW2).
As for gaining a speed boost with every hit? That just seems crazy OP. Where's the drawback? How do you lose your speed boost? Just look at Play With Your Food as a counter-example. You have to farm speed boosts for roughly 30 seconds to get to +15% movement speed, then you start losing that benefit with each attack.
the undetectable is for hiding red stain.
secondly, the speed ONLY applied during lunges and can only gained through SUCCESFUL LUNGE ATTACK.
it seems that you did not understand what I said. reread again please.
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@bjorksnas said:
OoO
Off the record
ds
unbreakable
puts a target on your head and gives you free time where the killer cant see you back after being unhooked for gen time, 2 other toxic perks because might as well complete the ensemble
I do not have "off the record", but the other are manageable. thanks
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Spine chill, bond, kindred and other information perks.
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What I enjoy/enjoyed:
-Bubba, good all rounders.
-Wraith, good mind games/ suprise hits.
-Hag, take time to set a network, but can be powerful.
-Pyramid head, good, but take time to be used to him.
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Informants
you could see the aura of the obsession as long as you are looking in there direction. the obsession can see your aura in return. any aura the obsession see is shown to you every 15/12/9 seconds for 4 seconds. this perk deactivate for 40 seconds when the obsession is hit.
this perk deactivate when obsession is no longer alive. if a new obsession appeared, the perk reactivate again.
only one obsession per match.
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Scare scene
once every 60 seconds, this perk is activated. once perk is actived, use the active action button to turn into the killer in this trial for 3/5/7 seconds. other survivors do not see you in killer form until you press the item use button to trigger a fake hit. you play the jumpscare sound effects. you location is revealed for 2.5 seconds.
once you use this perk, it become deactivated.
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I would not say the speed reduction is that noticeable (4% percent as the best case), other than that, it MIGHT be a good idea.
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@ScienceGirl said:
https://forum.deadbydaylight.com/en/discussion/comment/1598694#Comment_1598694
I think you misunderstood what I wrote. I was caught at the end of the game opening an exit gate. Not whilst helping out my teammates. I do use Spine Chill and I only got downed at the end of the match. My issue isn’t being downed, it’s having teammates that don’t save you even though you did the same for them earlier in the trial.
I suggest stealthier approach in the end game, since it can be the most dangerous time for risky actions. wait for the killer to check YOUR exit gate before you open it. that way you there is more chance that other teammates will be chased.
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I suggest more stealthy playstyle, avoid the killer while helping your teammates. spine chill can work great.
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@IIITweedleIII said:
https://forum.deadbydaylight.com/en/discussion/comment/1597298#Comment_1597298
Your Numbers are wrong if you believe folk will want to do math homework just for a game event 🥴
it is optional anyway with little rewards, but I believe it could be fun for people that love maths. we can replace it with puzzles if you want.
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@Raz_ said:
i would love to see more "ambience & atmosphere" not just BP events and grind this and that.
on christmas i wanna see snowflakes and some lights on trees (im not even celebrating christmas or any of these holidays thingys, im muslim but i would LOVE to see that in DBD) just having this nice atmosphere while playing inside where its warm.
BP events = Weekly, example = every sunday for 3-4 hours a BP event instead of every 6 months that way more people would play.
on eastern eggs lying around. just simple things to have a good atmosphere in the game would be just cool.
just some thoughts of me.
I prefer new mechanics that add to the game play. for example, finding switches around the map to activate an event such as hidden musics ,event-specific items or a completly hidden room in the basement.
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It is just an idea, the bloodpoint value is not great. a simple mini-game like that can be enough to make events more intresting.
anthor idea:
a panel that hold complex math questions that once solved it will reward few bloodpoints, however failing it, will cause an noise notification.
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chips is OP plz nerf ,thx.
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camp with bubba, nothing better than people rush to the hook.
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@[Deleted User] said:
I'd suggest you experiement with pre-revving your chainsaw after you notice the survivor goes at a loop / pallet.
Most survivors will underestimate how fast bubba moves and dashes, and can quickly catch up. Usually how I play Leatherface. Any addon that increases speed, dash duration / distance and chainsaw hit distance is nice.
what is a "dash"? I have never noticed any dash with Bubba.
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:p
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An idea for an event:
a player (survivor/killer) can grap an object. during the chase, when a player is put into dying state, they will drop the object. when the killer get stuned, the killer will drop the object. there can only be one object in a match. when the match ends with the object with you, you gain an extra bloodpoints.
survivor/killer with the object, would have a glowing overlay.
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The perks of PH are not the best, but he can be good with his abilities.
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@BitingSea said:
A Deathclaw could be really interesting to add
Deathclaw is good idea. However, maybe an institute courser that is able to summon anthor type of synth to help them
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@yukairi said:
When you teleport with freddy on a gen can you add the possibility to see witch direction you appear
That could be good, however, it could cause spawn problem in small areas.
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I once tried a doctor build (before the rework). I simply made the game very slow with 3 gen strat. The only reason it was ended was because I wanted to catch a survivor, other than that I could stay forever. :)
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@Moundshroud said:
While I have seen the occasional commentaries on the Hatch, I haven't seen an endless wave of screeds and complaints about them. Mostly I see people trying to use the hatch as sort of a rhetorical trick, like bargaining, to try and get rid of the Mori. The two things are always kind of lumped together, a weird whataboutism. I don't care about the hatch; I repeat, I don't complain about the hatch. More power to the Survivors who manage to get away however they manage it.
I would make the same fun and sarcastic remarks about people whining and whinging about the Hatch as I would people crying about NOED. I just don't see it come up that often. Or perhaps I'm mired in all the idiotic "toxic" threads that I'm overlooking these other rants? Who knows. The Hatch is fine. The Mori is fine. The Perks are fine. Camping, tunneling, slugging, and body blocking are fine. I'm starting to think that some people enjoy complaining about games more than actually playing them.
I agree on your point.
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@Pryzm said:
No way. Nobody should be punished for playing with their friends. I hate getting coordinated SWFs as much as the next killer, but I will never agree with punishing people for playing an online game with friends. That is the dumbest move you can make. Remember, BHVR needs to make money. They need players to play and have fun with their friends and community to do it. Punishing them for playing with friends would be pure stupidity.
The problem is straight forward. The game is not balanced towards comms at its core. So, lets make some changes from there. Buffs are the way to go. Buff solo survivors by giving them some core perk-like abilities that feed them key information. How many totems are left? Is the killer still near the hook? Things an SWF might be able to share. Perhaps the ability to see footprints of the killer and they degrade over time. So you know he was recently near killer shack.
Then, buff killers. Give them abilities to end chases sooner. I'd toss in a rage factor. The more a killer gets blinded or pallet stunned within a short period of time, the more filled with rage they become and eventually are no longer affected by these things. ie: After 3 pallet stuns, they begin breaking pallets with a swing of their weapon, or become temporarily immune to flashlight stuns after 2 within a 60 second period. These are just base ideas and would obviously need tweaking, but would help end chases faster, thus helping to counter the information gained by SWFs and buffed solo survivors. It would also reduce the chance survivors try to bait the killer - they may actually start to fear the killer...I know, crazy concept!!
Buffs are the way to go. We've seen nerfs do nothing but jack things up. I remember before the healing nerf we were worried survivors would stop trying to heal and just rush doing gens.....woops!
not a bad idea.