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Somna

Somna

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Somna
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  • @Murgleïs said:

    https://forum.deadbydaylight.com/en/discussion/comment/3088303#Comment_3088303

    The solution is to increase penalties. A DC should remove -50 000 BP too.

    The only change I can see to DC penalties that might be plausible is increasing the first DC penalty to 30 minutes. That gets them out of at least one round, if not two, of games.

  • What if Eruption worked more similarly to Plague's vomit instead? Explodes and leaves a residue for the incapacitated duration instead?

  • Sounds like a reason to keep using BT.

  • I am on EST, and historically for me they are instant from somewhere around 6AM to around 7-8 PM. Then the queue times climb super fast. Now it has a slight delay each match up (minimum 15 seconds or so) but it has yet to go beyond 2 minutes, regardless of the hour, so far.

  • All I can say is, they're doing something right. This is an hour where usually survivor queues for me is at 10-20 minutes. Now it's less than 2 minutes.

  • Ngl, I think the David cosmetic is going to have some people too thirsty to care.

  • Survivor: Distortion, Off the Record, Circle of Healing, (free slot)

    If I'm trying to do a challenge then that might get tweaked more, like dropping CoH to squeeze in both Flashbang and Blast Mine for blind challenges.

  • @d3vi1 said:

    Why not just remove the cap, if someone wants to hoard 10m, go ahead and grind.

    Caps exist because of these things called variables that store your numbers. Those variables have limits to how big of a number or string they can store. My reason for pointing out the highest shards is to point out how you aren't likely to have anywhere near as many shards as you do blood points, so "removing" its cap isn't anywhere near a big deal. Blood points accumulate way faster and are much more likely to hit some kind of stored variable limitation. Consider the fact that the game does need to be able to support console limitations as well and I don't think it is a stretch to say that uncapped bloodpoints is a ridiculous request.

  • @LichQueen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3059350#Comment_3059350

    If there is no shard cap, there can be no bloodpoint cap.

    And what is the highest amount of shards you've ever seen?

  • @MsSaltyGiggles said:

    https://forum.deadbydaylight.com/en/discussion/comment/3059342#Comment_3059342

    So, it's BT, Iron Will, and Distortion in one perk xD? That's what it sounds like :P.

    Yes, it is. Currently it is an underrated ninja perk.

  • @LichQueen said:

    It shouldn't exist in general, no cap is the only good "cap".

    That's unrealistic. Variables only go so high before it's seriously not worth the effort.

  • OTR does keep it's aura blocking and grunts of pain suppression as well. Not sure if those go away (but guessing it does) when you do a conspicuous action.

  • @lav3 said:

    Still why there's no option for players to decide whether Prestige or not?

    Is it abusable that I keep farming things from lv.50 Bloodweb?

    Portrait effect? Wow, clearly there are even customized portrait players made and this is disappointing.

    Give something that upcoming legacy P3 players can show off.

    Endurance change? Fine, now look at Pinhead's "Original Pain" add-on which negates all Endurance.

    Why nothing has been done to Pharmacy? Why does it only activate only when "injured"?

    Where's camping solution? Previlege to not camp and penalty for extreme camping? Nothing.

    Honestly some of changes were good but I think Developer Update lacks so many of what players want.

    The update is big enough that being disappointed in this kind of laundry list looks petty in comparison.

  • IIRC, it gives buying the teachables from the shrine a secondary use to lessen your grind -- leveling up the perk for you on everyone.

  • @tensu950 said:

    https://forum.deadbydaylight.com/en/discussion/333313/all-the-grind-reduction-rants-are-missing-the-point

    I think you are missing the point on what most people are arguing about though.

    It now costs more BP to farm add-ons, Will cost more to farm perks (Unless you already have everyone bumped to p3) and it will cost more, in general, to do most things in the game. And the question is why? let me ask you this what are the pros and cons of giving people more BP or lowering the grind by adjusting the cost of nodes in a blood web?

    Pros:

    Easier for new players to get into the game.

    It feels more rewarding in a match even if it does not go your way (Camped, tunneled, go against a swf that destroys you)

    Opens up build diversity by allowing you to more easily farm add-ons and perks.

    This one is a bit iffy but could open up players to play other roles. Right now I pretty much never play survivor because I need to horde all my BP into my killers as a newer player to unlock things. however, if it was far easier to unlock those things and I didn't feel like I needed to do that I would be more willing to dump BP into a random survivor to mess around with it.

    Ontop of I am sure many more things I am not thinking of.

    Cons:

    The only can I can think of is BHVR is afraid without the grind they will lose player retention meaning players will go "Well I unlocked everything so guess I'm done with this game" However I would argue a large part of that player base would quit well before finishing said grind or even they never-ending prestige update would then counter that since they have 100 levels to grind through to unlock cosmetics and other rewards.

    However, if anyone else can think of any real negative impact on the game please by all means feel free to inform me.

    I haven't seen any mention of BP prices changing for the bloodweb items, so I'm curious where the BP cost of items was mentioned to have increased.

  • There's three really good reasons to unhook before the killer can get too far that I have seen:

    Devour Hope

    Make Your Choice

    Survivors that suicide on hook because they're the first ones caught.

    When #3 stops happening every other game for people, then you might see being left on hook more often.

  • Another reason they don't like it is because they don't like the replacement: Getting a bonus for playing killer or survivor based on how needed the role is.

  • @KateMain86 said:

    Sluzzy can speak their mind about the game here just like everyone else. I find it interesting you've been around for 3 years, have 15 posts and decided 1 of them would be to say something snarky to Sluzzy for simply giving their opinion about a game mechanic. You could've given a substantive response to the post they made, but you didn't.

    Allegedly, people are under the impression Sluzzy is a Nurse main and that these threads being posted are for baiting purposes. So the reactions make a lot of sense.

  • @Dustin said:

    https://forum.deadbydaylight.com/en/discussion/323351/why-is-this-attitude-so-widespread

    Be honest though - Would you prefer survivors forcibly trying to interact with you in chase or just focusing on gens and getting out as fast as possible?

    As for "toxic behavior" there isn't really any toxic behavior in this game that happens in game. Dead By Daylight is a game where when one side is doing well the other side won't have fun most of the time - That's just how it is.

    As killer do what ever - Tunnel, Slug, Camp - Do what ever it takes to win. Because at the end of the day your job is to kill and if you decide to let the survivors have fun during that time that's completely on you. Your role isn't to babysit the other team it's to kill them. Same thing goes for survivors - Do what ever it takes to win because at the end of the day if the killer isn't performing well enough to kill you then they're not doing their job at 100%. Yeah not every game will be fair but for the most part that's the reality of DBD. Heavily RNG based game where skill disparity on teams won't always be the same and the losing team won't always be having fun.

    Yep. Killer has a hell of a handicap in DBD. Compare to a game where (to put it in DBD terms) a killer can port right next to another survivor as soon as a survivor is hooked and immediately start snowballing, and you have no windows and only self breaking pallets.

  • @adirgeforthedead said:

    I use it as part of my "Safe Rescue" build, which is Borrowed Time, Desperate Measures, Babysitter/Guardian and Spine Chill. With one other injured Survivor and the one in the hook, it's a solid unhook fast enough even if the Killer is camping. Very few Killers expect it and most grab situations get cancelled.

    Granted I only ever use it with BHVR's latest missions all "Unhook 100 Survivors, must unhook them safely" like they aren't promoting camping as a legit tactic.

    This.

    Desperate Measures is better viewed as an unhooking perk with a healing bonus.

  • @jajay119 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2935141#Comment_2935141

    The only basement on any of the maps I've been on is the basement hooks in the strode house. Literally no other houses have basements and the dedicated basement house building present in the old version (the one where you can go down in the garage and come back up inside the house on the opposite side) is gone completely being replaced with the closed off yellow building of a similar shape in all matches I've had.

    So I don't know which house is which, but the one next to the Basement building has always had a basement of its own (with gen and sometimes totem) for me so far, and been open.

  • I love how the new Haddonfield is so far. It's harder to tell which 3 gens to work on first though. Also still learning where all the totem spawns are (blocked one not included).

    @jajay119 said:

    I think the map is mostly fine. Visually and atmosphere wise it's great.

    The upstairs of houses are useless though as every time I've been on the map no gens have spawned upstairs.

    I also don't like that they got rid of the basement gen.

    I've seen at least one basement gen every time I've gone in, so not sure what you're referring to, but the upstairs are either for tricking the killer into chasing you into a vault, using Balanced Landing, or for the Boil Over users to go down at. I'm pretty sure there are some totem spawns upstairs too. At least one of the upstairs does have a hook, however.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2934769#Comment_2934769

    No, but I don't go around searching for them that's why I asked. I was able to get the challenge done without issue but was still curious.

    I get that. I finished mine pretty quickly just from stumbling over them. Just saying that if you could grab them without the challenge, you should have seen them light up during an EGC at some point, given that there's a lot of potential totem spawn points.

  • I've only seen survivor DCs today unfortunately. But it feels like there's been a lot more killers playing lately, as I've had to wait longer and longer into the night for an instant killer queue.

  • @Nos37 said:

    Starstruck + Agitation, if you want to manage mindgames, baits, and cooldowns.

    OR

    Lightborn + Forced Penance (or play Onryo and walk through bodyblocks), if you're lazy and just want to play mindlessly

    I can't comment about Starstruck, but I know Lightborn is so rarely used that people don't seem to realize it's why the blinds aren't working. It's once they realize you are using it that the d/cs commence.

  • If the entire team is constantly mending, I don't blame Legion for that -- I blame the survivors who haven't learned to spread out.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2934672#Comment_2934672

    Mandy can you please confirm, do the glyphs show for everyone or just the players doing the challenge?

    Any that aren't collected yet will show up when EGC triggers for a short moment. Have you ever seen one show up then without the challenge selected, ever?

  • @ColonGlock said:

    In 2300 hours I disconnected once in 2017 as a nurse on Haddonfield. After that, I decided that I will keep any hard-earned blood points by staying until the end no matter the role. I never understood playing hard and then disconnecting to lose all those blood points. The game cannot function if everyone who is having a bad game just leaves.

    This is exactly why there's a d/c penalty. Whenever they remove it, the d/c rate skyrockets because so many entitled players bail at times like being the first one downed, being picked up by the killer, when 3 gens pop at once 2 minutes into the round, and so on. It makes it that much more frustrating to try to get through a game.

  • @thrawn3054 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2932641#Comment_2932641

    The default standard isn't toxic because you think it is.

    We'll just agree to disagree then.

  • @thrawn3054 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2932618#Comment_2932618

    That's my point. You can't know why they were waiting. You're assuming they are being toxic with nothing backing that assumption.

    Yes, because that's the default standard for this game.

    If the default behavior in the game was not being toxic, your point would have a lot more merit to me, and playing killer wouldn't be such a nightmare.

    Otherwise, your point requires an unrealistic suspension of disbelief given the typical behavior I see in game both on the survivor and killer side, especially after spectating matches for the last year if I get tunneled out first.


  • @thrawn3054 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2931933#Comment_2931933

    Yes, except my examples were things that happen regularly. You deliberately went for highly unlikely scenarios.

    Most of your examples are reasons that the opponent has no way to know about until after the match, IF someone is actually nice enough to clarify it. I also don't see how the killer is going to know to go to a gen that is at 99% without Tinkerer. Maybe it's just me, but if I'm on killer, it pops and I don't immediately head to it, it's usually safe to assume I have no chance of making to it in time anyway and it's better for me to keep doing what I was in the middle of doing.

    Again, the specific point where it is toxic is the waiting. Just like people wait at the hatch or at the exit gate. If you are being chased there, that's not toxic. If you are still working on it and the killer shows up, that's not toxic. Just finishing the gen itself is not toxic. It's the waiting.

  • @AsherFrost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2931840#Comment_2931840

    Why would that make a difference? Whether it was op or another survivor who did the first bit of work, it's the team's success the rides on it being completed.

    If someone else is working on it, it's not staying 99%.

    The point people are missing is intentionally waiting at the location for the killer to get there and then finishing or doing X (in this case, finishing the gen) is the part that is toxic. It's the exact same concept as players waiting on top of an open hatch before jumping out or closing it, or survivors waiting at the exit gate for the killer to get there before leaving. Nothing is stopping you from using the hatch or leaving other than the desire to be toxic to the opponent.


  • @thrawn3054 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2931872#Comment_2931872

    There are several reasons I can think of for someone doing this. Mouse/Controller dying. Making sure the killer commits to coming to that gen to waste their time. They could be streaming with challenges from their chat.

    They could be doing it to annoy the killer. With no proof though you shouldn't just assume they're being toxic.

    So? I could suddenly have a stuck CTRL key that forces it to trigger multiple times when I press it because I wanted to crouch. Or maybe I'm a streamer and I have a challenge to Tbag the killer every time someone spends a particular amount of points. I'd still be Tbagging. You're going away from in-game reasons on why it would be happening into external reasons on why something could have happened. If you want to extend into that, anything is excusable.


  • Yeah, so I wouldn't consider your situation being toxic.

    @Shaped said:

    https://forum.deadbydaylight.com/en/discussion/comment/2931872#Comment_2931872

    Bm is flashlight clicking, teabagging etc. if the intent is to insult someone.

    If the person finished a gen and tbagged, tbagg would be considered bm not the act of finishing the gen. You don't know why would someone finish a gen that they left at 99%. It really isn't toxic, stop calling everything toxic.

    Thank you for showing you have no intention of understanding what I am saying.

    OP gets what I am saying and that's what matters.

  • @Shaped said:

    https://forum.deadbydaylight.com/en/discussion/comment/2931847#Comment_2931847

    Bm'ing is toxic. Insulting someone in chat etc. is toxic.

    I don't see how finishing nearly finished gen before killer can pop it is toxic.

    Uh, and what do you think BM stands for? Taunting falls under that you know.

    Why would you stand next to a 99% gen and wait for the killer to show up before finishing it in their face? Archive challenges for finishing are terror radius, not Killer being on top of the gen. Killer shows up, then you tap the gen to finish it?

    Intent matters, and when you make it clear with your actions that you COULD have gotten it done earlier and chose not to, yes that's toxic to people who actually have a sense of ethics.

  • It depends. For example, if the gen was 99% and you weren't actively working on it when she showed up, then tapped it to complete it once she did, that's pretty toxic. But if you were working on it the entire time and then she showed up right as it finished...not your fault.

  • @catnipthegreat said:

    https://forum.deadbydaylight.com/en/discussion/comment/2931514#Comment_2931514

    This much I can understand. Survivors played at the highest echelon in an organized team are definitely going to be awful to deal with. I respect the teamwork and cooperation it takes to achieve that though.

    But the issue then lies with - with balancing a game for the highest skill level, the players below that suffer tremendously for it. And these high tier players are -always- the minority. There are far more casual, or lower tier etc players in this game than these mega players.

    So to fix that imbalance between the 2 types of players--- why not a "ranked mode" -- somewhere these people can go and be sweaty and not ruin the game for the other people just trying to have fun. I dont know... but I for sure don't agree that games should always be balanced based on the best possible outcome.

    Ranked mode is a dead horse topic. Just use search above to see what I mean.

  • Legitimate Gen rushing is 4 survivors with 4 toolkits and 4 brand new parts and at least one Prove Thyself. The Gens get done so fast it is ridiculous.

    Most complaints of gen rushing are killers who lost track of time, in my experience.

  • I have started seeing more Twins again ever since the Tome release. Of course, any number > 0.

  • @Froggard728 said:

    I should mention I'm also a solo queue survivor too and know what thats like darkcloudlink. I don't bother healing against him either.

    If you haven't vs'd a legion since his new update then you can't have been playing much or have been very lucky. Pretty much every other game I get now Is a legion.

    I know mending isn't what has been reintroduced, but I'm seeing a lot more of him now since his new changes and having to mend a lot more than previously. It's just boring, doesn't give you fun chases and doesn't let you progress the game much.

    Sure a SWF 4 man group can speak to each other to stay split up, not run him into each others terror radius, but for solo survivors we're just ######### most of the time.

    And it's not that I'm new or bad at the game either, I've been playing a long time.

    As a solo queue player 99% of the time on survivor, when I feel like I am getting targeted next by Legion, I try to pallet camp them. I'm happy to trade a Deep Wounds for knocking them out of their power + the BP for Killer Stun, and it wastes a lot of their time. That usually lets the other headless chickens get far enough away so that I don't run back into them accidentally.

  • I think (as primarily a survivor with a few dips in Killer) that Legion is really fun now, while being a gateway to teach survivors better habits. Then again, a Blight player was super bitter that I learned from Legion to start camping pallets to try to knock them out of their power (and kept setting Blast Mine in his face) but hey.

  • Depends. Sometimes it is me taking the whole minute because I am burning BP.

  • All I can say is that there's a really nice song by Lily Allen that completely covers this.

  • Give her the ability to phase through walls and floors when both insubstantial and in range (like what the add-ons limit it to) of a TV. Nurse Jr!

  • @ColonGlock said:

    I agree it feels bad but I have a feeling they tested faster switching and it resulted in the Twins dominating a bit too much. They have to figure out how to make the switch feel better.

    Maybe a bot victor/charlotte that stays close to the other? The switch would not be so bad if the other was close by.

    I can't see this happening until zombie movement is more flawless (instead of getting caught in walls and such).

  • @eloise said:

    https://forum.deadbydaylight.com/en/discussion/comment/2915795#Comment_2915795

    Nope I had just come out of the basement, he hit me on the steps and then 'hit at the door closest to the market of the killer's hut

    Keep in mind that Bubba can down more than one survivor on a chainsaw swing. Unless he hit something like an obstacle and got stuck in tantrum, you are NOT safe taking a hit because that's not going to slow him down.

  • @Vampwire said:

    I'm actually surprised to see the amount of UB defenders. I was under the impression most people wanted it changed but I was wrong.

    Why on earth would people want to change a deterrence perk that punishes killers for not coming back to pick them up?

  • Crowd Control would be way more useful/annoying if it blocked all vaults in a certain radius when fast vaulting.

  • Sadako, Artist.

    Wraith if I have a pallet stun challenge I am trying to finish.

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