Purgatorian
Purgatorian
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- Purgatorian
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Comments
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As I have moved back to killer and playing Myers for the last two days, I absolutely agree with you about tombstone.
I never use it and never will. I know it takes some time to charge to tier 3 with it but taking someone out the game before first hook is not fun for the other side, also not good for bp fir killer either. If Myers carries a tombstone, the terror radius should be that of a normal killer, 32 meters, from tier 2. A lot don't notice Myers immediately, with his low terror radius, allowing the stalking progress to go by faster in some games. Maybe make it after first hook or something?
Syringes I have no problems with, as they take time to complete, but should not work faster with perks, like botany. They should work in a set time at all times.
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I use eruption a lot and in half my games it never triggers. I kick the gens but it seems like some people have learnt when to stop repairing. I would say maybe 5 seconds after the injure if it's a good nurse, blight or any ranged killer. Maybe 10 seconds if it's an M1.
I don't complain if it doesn't trigger in a match as I know the risks when I equip the perk. I would say knock the inactive time down but you would have to raise the damage caused to compensate for it. Or it could damage and block the gen for the inactive time and remove it completely from survivors. There are other perks that can be used for that though.
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I have been playing Kate today on PS5 and never made a falling sound once, even when vaulting from the top floor of the houses in garden of joy and haddonfield. I got the slowdown when landing, just no sound.
I used lithe, quick and quiet, ds and windows. This bug report is about hitting the ground, obviously not vaulting noises because of quick and quiet.
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I only let myself get to around 600k bp to lessen the time spent spending them. That takes long enough, let alone if I had 2 million.
I am happy with the changes they made but I agree with those that request an auto complete. Since I don't spend as much bloodpoints per time, the opening of the mystery boxes never really bothers me.
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If I know someone is being chased, maybe the obsession or someone has just been hit, I will heal or be healed under the hook.
If I am unsure, I will more likely move to a safer spot unless they have a fast heal perk.
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The survivors that do that wiggle that messes with the aim which can cause a whiff gets me a lot. A slight wiggle can cause it to swing where I don't want it to, even when aiming towards the survivor.
Don't even know how they do it because I can't no matter how much I try lol.
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I support it but would like it to be included in a pack like the charity case dlc. Maybe for ALS research in this case.
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Now it is the grade system, which is more a time spent playing reward than skill, it should be removed, apart from reset day of course.
They said themselves the grade system is nohing to do with skill now so why should depipping be a thing anymore, especially since swfs are still as strong as ever and mmr itself is still quite finicky.
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I always thought smurfing meant creating a new account from scratch to bully low skilled survivors.
I guess I could have technically been guilty of this in a way due to playing a lot on PS4/5, then buying it on Xbox just because I love levelling (not quite to the current extent of the game though). Then I bought it on Switch to play portable, quickly gave up though since the game ran awfully. Now I have started building up my PC account, that I gave up on after my second game years ago as someone was calling me the worst teammate ever and even went to my profile and left the comment there. Didn't want to deal with that kind of thing so that's when I moved to PS4.
As to AFKing. I played around with it a bit in the past. It was to see if I could get a 4k with blood warden once all gens were done or used wraith and played Hex protector, survivors can't see a lit hex and walk away lol. I downed whoever tried to destroy it. Just little things to break up the monotony and stress killer games bring.
As to deliberately dropping levels, when the old rank system was in I had no hope in red ranks so do admit to doing it there to low purple but never back to newbie levels. Don't do it now though as my mmr never gets high enough to suffer too much, still get some back to back games of much higher skilled players but at least it gives me manageable games eventually.
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I agree. Right now he has brought the fear back to the game. I went to lock a locker and he grabbed me from within. It literally scared me.
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I chose this game because it didn't have native voice chat, I still don't want it to be added.
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I like the idea but perks like devour hope getting booned would make the games impossible.
For lower mmr survivors who are not that good with skill checks yet would also be slaughtered by lullaby.
I would prefer it like someone waking you up against Freddy, every time takes longer. Boons should add 5 extra seconds every time making the survivors contemplate whether or not it's worth it after a while.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2940841#Comment_2940841
It wouldn't be detrimental at all, the chains only affect the box carrier.
No, the box should restart whenever someone stops solving it, otherwise, you might aswell remove Pinhead's ability to pick it up
I said change it to the chains continuing whilst the box is carried. Therefore hitting the entire team until the box is solved therefore once again being detrimental to the team.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2940808#Comment_2940808
That'd allow you to 99% the box and do it in the Killer's face, putting it on a ~90 (?) second cooldown
Well if they changed it to the chains continuing whilst the box is being carried, 99ing will still be detrimental to the entire team. Maybe if it decayed one charge per second then.
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I don't mind the chains stopping me from solving it, after all the chain hunt is supposed to slow down survivors ability to do things.
I would however like the progress on solving the box not to reset every time a chain hits you. If you got to 50% progress, chain hits and stops you, it should still be at 50% once you start solving again.
I still have far too many matches when the other survivors never touch the box so I have to run from one end of the map to the other to get it.
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I would rather them do what some others do. I don't rage quit unless I'm held hostage for a while but that rarely happens to me.
Not ban them outright, they paid for the game and as long as their not hacking or cheating, they have free will to leave the match if they wish, even if it is detrimental to the entire team.
I would rather them pool consistent rage quitters together so they are matched more often with each other. It will be a seperate lobby and may also increase the wait time, after a certain amount of matches without quitting, they are put back into normal lobbies.
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As killer, I don't normally tunnel unless I've been having many bad games in a row and there are 2 gens left. A bad game means no one close to being sacrificed, possibly one hook each at most.
I stopped tunnelling earlier than that because as survivor I hate tunnelling. I was tunnelled out with 5 gens remaining yesterday from a proxy camper. It's not the first time to happen, and won't be the last, but to have a match in which the game was quicker than the lobby wait time is so frustrating and boring.
Also, because you get so few bloodpoints due to this makes it feel like a complete waste. Yesterday's match, I was not even doing gens before I was found, as I was doing a totem challenge so tunnelling me felt like a waste lol. First I got to second stage as no one rescued me until then, then no sooner was I off the hook I was downed again, I was hooked in a dead zone so no defense. I didn't have ds unlocked so no second chance perk, which the killer did not respect anyway.
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I've noticed on PC, on which I only have 60 hours, my games are going ok as survivor. I do sometimes get really good killers I deem way above my skill level, but only once or twice per time before it gives me a few manageable matches, not easy but not far too difficult.
On PS5 and Series X, about 1.5k hours, I still get about 5 matches in a row before I get a difficult yet escapable match strangely enough.
On PC I can't speak about killer because I have not played it there. On console though I'm still getting matches I'm lucky to get one kill in.
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@JonahsTablet said:
https://forum.deadbydaylight.com/en/discussion/comment/2940152#Comment_2940152
I was thinking that for haste you only gain it when moving away from the hook.
I was thinking to avoid abusing it near the hook, and to promote moving away, you would have to be about 16 metres away before it procs. To avoid abusing it in chase, it ends when the chase starts.
Proxy camping would still be a thing but that's why I added the timer for it ending.
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@zdw01 said:
I am a rank 4 ash killer as i usually play survivor and I like playing people at my skill level. Although I used to be a good killer I don't play it often anymore and I legit got matched up against to rank 1 swf teams in a row and just dc'd because I dont want to waste my time when I know they are out of my league. This game needs to match you by rank not by hours played because this is rediculous because it makes waiting for rank reset pointless because the competition will remain the same regardless of how rusty you are!
Just two? I quit for a few months due to getting survivors way higher than my skill level match after match, no matter how many times or how badly I lost.
I'm not the best killer, barely good, but these players make me seem like the highest mmr killer possible.
Not saying they were all swf but definitely a much higher level.
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I like the idea of the haste and free pop effect however, due to the haste, it should not last as long as pop so you have to quickly go to a gen to use it.
To lessen the abuse of the haste effect, it should only kick in once you are so many metres away from the hook and last only for maybe 10 seconds, returning to the proximity of the hook or when getting into a chase. It then ends.
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@Nemmy_Wemmy said:
https://forum.deadbydaylight.com/en/discussion/comment/2937451#Comment_2937451
Wait you're trying to max all chars on PlayStation, Xbox, PC and switch? ☠️ Bro don't try that. It isn't healthy for u haha
Yeah, all 4. Got most killers up to p3 on PS5, almost half on Series X, none on Switch or PC which I have just started. Got barely any survivors P3 except my mains.
I do get burnout now and again but simply take a break for a while. I do have evil dead pre ordered so hopefully I can switch between the two if I enjoy it to limit this.
*A note to the devs*
I'm not doing this because I like the grind, quite the opposite. I just want the entire collection complete, ocd dbd style, and will still continue playing after the grind is over. The grind is NOT what keeps us playing and most, if not all, dislike the extent of it.
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Brag about it all you want, you deserve to. I know I will when I have all characters on all 4 platforms P3-50. You do have future chapters to do though so the grind never ends lol.
Well done my friend.
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I don't want to speak too soon but since I came back and restarted on the PC I have not yet encountered a cheater.
They were all over the place when I last played late last year
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Not a fan of Hawkins but the more maps in rotation the better. I don't like the fact that most new chapters are no longer getting new maps.
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For survivor it's when I have been running the killer for 2 minutes and still on 5 gens when I get downed. Games normally are bad when this happens and more often than not get 2 hooked.
For killer, it's if 3 gens pop in the first 2 minutes without any hooks, or 1 at most. This happens far too often in my games.
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I'm not looking for a game that will kill dbd, just threaten it enough for the bhvr to actually try harder and listen to the community.
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No matter whether I played killer or survivor, I have always thought the oblivious effect should not proc spine chill at all. It defeats the object of oblivious, which is my favourite status effect when I play killer.
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I found out playing for bps instead of wins helps temporarily however, no matter how many times you lose, if you keep getting survivors far better than the killer, this starts to overshadow it. Say you only get maybe 3 or 4 hooks per game and barely getting many bp.
Killer games don't work well with people who have depression, it really plays on it after a while, especially if the survivors are really toxic game after game. This is why I have turned into a mostly survivor player, I only play killer now in the extra bp events. I don't want to curb stomp new players but I would like a chance for the 2 kills/2 escapes the devs want to happen.
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@AndehX said:
I'd say no, because really, there is no reason to be disabling anti-aliasing. If your computer isn't fast enough to run the game with it, then upgrade. It's as simple as that really.
What happens to the people who can't afford to upgrade? Especially now with everything costing a lot more than last year.
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More objectives for survivors
Make killers more threatening. The good ones are or if you get bad survivors on your team who have a phobia of gens, but you should fear being near the killer, not finish a gen in their face.
Casual mode
Full mmr rework/abandonment
New game modes
Bot matches to learn new killers without the frustration of swfs.
Swf rework or debuff. They already have a lot of base perks unofficially being on comms, completely making some perks redundant. Knock out and insidious for example, I don't use these but some do.
Noed rework
Bloodweb, perk system and bloodpoints rework. Maybe also make bbq and wglf basekit too.
An absolutely massive health/optimisation patch.
These are the ones from the top of my head but I'm sure there are more
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I would like Myers to be next however all I would really change about him are these 2 things.
He gains stalk faster from further away, slower closer he is to the survivors. I mean how often did he stalk laurie from 2 foot away?
For every generator completed, or survivor hooked, whichever works best, the survivors get a percentage of stalk back. How can you run out of looking at someone? Does he go shortsighted after a while?
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@sizzlingmario4 said:
Mist offerings are worthless. Get rid of them.
Any BP offerings below 100% should be converted to 100%.
They spoke about changing the common bp add ons as they weren't worth the cost to reward ratio. Another of bhvrs broken promises.
I agree, the mist offerings are pointless as are the hook spawns unless four people use them.
The shrouds are ridiculous and only benefit swf. Why would you want all 4 to start together?
Finally the one that starts you furthest from the killer is stupid, it buys maybe 5 or 10 more seconds before they get to you if no one else is found. If they have ruin, it makes it even more pointless.
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I can't use flashlights at all, if I find one I give it away. I mostly use medkits or toolboxes.
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I never used to be toxic at all, no matter what the killer did. If I get repeatedly hit when hooked now though, I will T bag in the exit if I make it that far.
I still don't like doing it, makes me feel bad, but if the killer will be toxic to me, I will repay it back.
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I wouldn't mind the grind if it was lessened, more bp, lesser cost as you said.
There needs to be more 1.5 or double bp events for now until they add in some proper permanent fix. Also, every character should start with their base perks at tier 3. These are their perks, why would they be tier 1?
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@IlliterateGenocide said:
I hope it has something to do with spiders.
we have had like 3 tome cutscenes showing spider killers
1 where trapper (when he was a survivor) cutting down a tree squishing a giant spider
I have a huge phobia of spiders but that may bring a bit of fear into the game if we actually got a spider monster with ai tarantulas lol.
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I got sick of getting survivors much better than me, losing game after game as killer and feeling like my sbmm was not lowering.
Now I am a survivor main myself. I loved playing killer but the game started giving me more negative feelings than positive. I long for the days I can return to killer but, as of right now, it's not worth the frustration.
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Played last minute hero against a camping huntress whilst injured in Midwich. She went to the nearby locker to reload, it was right next to the hook. I swooped in, got the unhook and somehow both made it out alive.
To give the huntress her due, she was camping during egc.
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I got 4 of them out of roughly 12 matches today, so 1 in 3 games for me.
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@Tracker_Myers said:
Make it if survivors fall asleep they then have to worry about Freddys hellhounds from the second movie. They could act like nemesis zombies
I was going to comment something like this.
I can't remember the hellhounds as I thought the second movie was not so good, so not watched it often. Some kind of AI element would be great there though.
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@Valik said:
I think this would be better as a new perk than a WGLF rework.
WGLF is to come back from safe unhooks and get back onto objectives swiftly - or to crank out a risky heal as the killer lumbers back to the unhook and starts to track you both down.
It's designed to reward cocky playstyles and allow survivors to punish unfocused killers with lightning quick resets.
I like WGLF as a 'I'm gonna save my friends and get them out!' kind of perk.
But having another perk that ads a flat healing buff based on generator completion would also be super nice.
(Also, no player can earn more than 32k bp - as there are 4 categories to earn points and an 8k cap on them all!)
It also depends on the killer. Some killers have very sweet scoring events that make using their powers lucrative - while others are very quick to punish such things. If you instantly down a survivor, you're going to get half as many bp as if you hit them twice or even three times during an exchange.
When I say 50-64k, I mean with bbq.
I understand what you're saying but if there was going to be a healing buff perk,would that be better suited to wglf due to it being an unhooking perk which ties in with the healing aspect?
I still think the extra bp would tie in better with main objectives and make it as simple as bbq.
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Since I have just installed it on PC, none of my characters are levelled at all so I have no choice but to use different perks until their levelled lol.
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So why did I have a Bill who sat on a gen whilst I was hooked and the killer chased, downed and hooked the obsession. Then the killer downed him there and we all died lol.
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I just started playing on PC yesterday. Even though I no longer have 4K there, I did notice it was smoother.
Camera doesn't feel as tight, even with changing the speed, running feels smoother and skill checks also feel smoother. That took a little getting used to for me, blew up a few gens in my first couple of games.
Haven't tried killer yet on PC so can't comment about that.
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I left around November but I'm back again for now. If the anniversary update doesn't do something about bp gain or mmr balance/removal, I may be gone again.
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How about making a sandbox style mode. The survivors cannot escape, making killers happy, but the killer will be penalised heavily for downing the unhooked survivor straight away, before downing another possibly, limiting tunnelling, pleasing survivors. The unhooked survivor has no collision for a certain amount of time to prevent body blocking.
All bp gained are raised quite a bit, survivors still have to complete gens, have chases etc, maybe bhvr could add more objectives, however gen times are reduced to 60 seconds and games are limited to 30 minutes.
No MMR, no kills, no escapes, more bp. Slugging only lasts 1 minute before you automatically get up, unlimited escape attempts on hook and only first hook status, success rates are halved, so all 4 can't be hooked for 20 minutes or escape very quickly. To make up for this, to make it a bit fairer for killers, another tier of bloodlust is added but takes a little longer to accumulate.
This mode could even have its own xp system that lets you upgrade your stats.
Survivors have
Faster gen speed
Faster/walk/crouch speed (all seperate)
Quicker perk cd
Perks that hinder the killer
And more
The killers would be the opposite to hinder survivors but could also have
More traps, if a trap based killer.
Quicker bloodlust
Quicker speed
And more
Then there could be more expensive stats that affect the main game.
More bp
Quicker rift progress
Etc
Nothing that affects the speed and the other stats are not used in the main game.
If you die to a head pop or mori, you respawn after 1 minute.
Bonuses are rewarded based on amount of hooks/kills by traps or moris, they must be hooked twice, per survivor like normal, before a mori can be used and this resets after every mori.
Survivors gain bonuses by unhooking, gens completed etc.
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@BenZ0 said:
https://forum.deadbydaylight.com/en/discussion/comment/2927396#Comment_2927396
ye thats what I mean with it. The best way to deal with CoH is still to give it tokens that are beeing used up for each compelted heal action and once the tokens are gone the boon snuffs itsself. The heal speed could even go back to 100% then.
I think it should work like waking up survivors vs Freddy. Everytime you activate the boon it takes longer to do it next time. Possibly getting to the point it takes too long to activate so survivors don't bother if the killer keeps destroying it.
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@drsoontm said:
https://forum.deadbydaylight.com/en/discussion/comment/2927747#Comment_2927747
Another hint it's world wide.
https://forum.deadbydaylight.com/en/discussion/comment/2927773#Comment_2927773
Yes, this is exactly that. What region are you in?
I'm in the UK so I think I'm on EU servers.
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I have noticed it as I'm moving forward as both killer and survivor on both PS5 and PC. At first I thought it was a little strange but now it's getting annoying.
My ping is between 30-40ms, I'm moving forward then it does 3 quick stutters in a row and ends up moving me back a few steps. Exact same on both systems.