TheIdeaMind2000
TheIdeaMind2000
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- TheIdeaMind2000
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I kinda understand what your saying, Ps4 player here. I'm survivor main though, I understand everything clearly. I used to play killer before all hell broke loose, I loved playing Spirit and plague my favorite.
I playing killer should be a bit more scarier and more easier due to (slashers) killers are meant to be powerful, but due to most perks like NOED, Hex perks and etc. The entity (the prick) gave killers more of a power boost. Which is fine, but addons like Mori and Over used meta is very...Boring to go up against.
I see killer time and time, most enjoyable matches, most are down right cruel to be in. I wait up to 30+ minutes to get the "right" match. But this game as a weird tone that says, "Play us, were fun"
Um no you aren't most of the time, this is like a competitive game to be more exact. Competitive games aren't fun depending on either side of the team...
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/934223#Comment_934223
No need to feel embarrassed! A dev might still come along and answer your question, but in the meantime I can try to help somewhat.
I'm having a bit of trouble understanding - maybe it's because I don't play many competitive ranked games. Are you suggesting that they have different categories of ranks and each one has a whole bunch of sub-ranks inside it? Like for example in LoL how they have the categories of Silver, Gold, Diamond, and such but then within that there's Silver I, Silver II, Silver III, etc.? Or have I totally misunderstood lol.
Basically like that really. But a more different saying on the bronze and silver thing. Since its DBD the names should be altered. But yeah.
Like ex:
Gray Ranks
Fresh meat l to lV: Simple
Yellow ranks
Normal Survivor/Killer l to V: Normal
Green Ranks
Vigo & Benedict l to Vl: Hard
Purple Ranks
Archives Librarian l to Vlll: Expert
Red Ranks
Entity l to X: Pro
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/934214#Comment_934214
I'm not a developer, just the OP, but could you explain what you mean a bit more?
Oops I'm very embarrassed but I'll explain.
A rank category is like a level list of inexperience, experience and pros.
Each category is like a rank for people who want an easy or challenging game.
The inexperience will have more fun and have less grind.
While the pros are more challenging and have more grind since they'll earn more.
It'll balance out the ranks more effectively. The more you rank the more you can think about changing to a higher category. But if you chose to go back let's just say earning more will be earning less.
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I have a small question. Might be unanswered or avoided but, do you lot have any plans of adding a Rank Category list that might ease on most parts?
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@Shraar said:
Just saying before it's called one way or the other. It would be such a terrible redundant addition to the game if they added Rin's dad as KILLER.
Survivor? Yes please. Let us chase that murdering PoS and stab him a few times for what he did to his family. But if he's the Killer... Come on. Rin's lore stated he was passed over in favour of Rin, promising her revenge... so, what? Did the Entity change its mind? Did it just lie to her? How does any of this work and why am I quickly not caring? Don't take a huge dump on your lore right as soon as you start to focus on it through tomes, BHVR!!
Smh, I was honestly so hyped for the next original Killer (or even the Nun) to be revealed, but now I'm dreading it. I'm really hoping they don't add pointless Spirit 2.0 to the game, that would absolutely SUCK.
It's basically that, I mean. The entity did grab the wrong person after all.
The devs said they are "Reworking" the spirit since the lore for Rin didnt add up...She loved her father why would she want revenge in the first place. Why would a loving caring daughter ever wanted to hurt someone she knew was suffering from his debts. Betrayal you all might think but, she knew deep in his eyes he was broken at his point.
The point where he didn't even care, the moment Rin died she already gotten pulled in. The entities world works differently in the real world...So maybe just as she died. The entity knew they made a mistake and takes the father instead, pushing in to the survivors but fresh before her death.
This probably doesnt make since but eh...At least we knew that Rin got a job for dad, blah,blah,blah. Got betrayed all that. Pulled in. Dad kills himself maybe, got pulled in, Rin got yeeted out killers and bam.. (most dumbest thing I've ever typed in my life..Hope you didnt read this one...)
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(Can answer many)
1 Question
When are you guys gonna add back the old map offerings?
2 Question
Are you gonna add more of a chance for survivors to wiggle off the hook more easily.
3 Question
Any changes gonna happen soon to Michael, Pig, Wraith and Ghost face? Because most of their wall hack add-ons are very over powered in some builds they do.
4 Question
Are you guys/girls gonna make the main menu more...Comfortable to use?
5 Question
Why put less stuff in Free in the "Slash" in pass? You know adding more gaps
Last Question
Any updates on the lighting in the game. I mean Macmillan needs to be a bit brighter. Cold wind farm needs to be a bit darker. So does Auto wreckers. (Love the new mist change in the ptb)
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Nice touch but maybe you should add a little down side if the perk upgrades
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@se05239 said:
You cannot possibly be serious with this?
Oh I'm not! I just meant it as a funny little thing. Plus dont take this hard it wont be implemented in the game but Blood Jerk is a pretty good thing...
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@Peanits said:
The roadmap is just a rough estimate, not so much for getting the exact date. We tend not to announce release dates too far in advance.
True but most of the release dates of every chapter is a proximity of 5-4 months or 3-4 months. Sometimes longer telling by how complicated bugs, glitches and exploits tend to sneak in every chapter.
And telling how the pattern is it's always near a new season of the year or mid season
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Doesnt seem OP M8. But time to eat might need a little tweaking
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@Chocolate_Cosmos said:
I think it will be revealed to us towards end of August (PTB) and then LIVE in September.
It might be August tell by how all the chapters are either long dates meaning the killer and survivor is very unique and most take some time or it's a solo but telling by a new map meaning it's a all by together chapter. Meaning its gonna take up to three or four months to finish but they'll release a trailer for the chapter to come after all all chapters must be unique
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Telling by popular demands it has to be a non-OC chapter. Plus I hope they release dedicated service before my year start...
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@Raptorrotas said:
my previous post was straight from the wiki.
they didnt implement a "Killer in chase" exception because they simply didnt think it necessary back then.
Survivors turned into potatoes. THEY think too altrustic: "We are a team and must ALL get out" , its worse on "bad" swf while "good" swfs ignore the guy on the hook.
Survivors being too altruistic or too greedy for the 1500 unhook points are the reasons that camping works.
Who knows man, people these days are kinda off since the game release a few months later and when DLCs was first introduced
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Geez this is a lot of commotion...But it's far worse then 3 minutes when survivor(s) teabag at the exit gates for almost the duration that's why they made it 2.
P.s. most gates spawn either side by side or across so if you complain about it then I'd advise to bring a key if your at that rank
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@Raptorrotas said:
PTB #1 - September 2016
The first Public Test Build took place between 20-23 September 2016 in preparation for Patch 1.1.2.
The main changes the Developers intended to test with this build:
- improved Matchmaking
- new mechanic:
- slowed-down the Entity progression on the Hook if the Killer remained within a certain proximity of it.
It was their first attempt to create and implement an anti-camping mechanic. Since the new Mechanic got abused too heavily by Survivors purposefully kiting the Killer around their hooked team mate, the Developers disabled the Mechanic again.
I did not know that and I feel very upset even wanting it back in the game, but what if it only slowed down when killers aren't in chase idk I just seem kinda glad they didnt add it but I dont know...why
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@Pulsar said:
They already tried a similar change on the PTB and apparently, Survivors abused the hell out of it.
I'm a console player and I did not know that
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Okay for most of you right now, I am a console player so I don't really know about the PTB builds so yeah
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I feel you so much cause I only play survivor only cause of the heck of it. I always play a game or two depending on my mood of the game if the devs added in any modes then maybe my friends should've been still interested in the game sadly they switched to..That game..
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@drimmalor said:
I'd love to see more animals, even as just map decoration - the horse on Father Campbell's Chapel was such a neat inclusion!
Oh I remember that noob3 when hit it, that was sad but funny how his 'sub' drop
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True, but what if they gotten hurt by the killers purposely that would be animal cruelty and that might be challenging I like it good idea
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@Yamaoka said:
https://forum.deadbydaylight.com/en/discussion/comment/578493#Comment_578493
50/60/70% ? So you want survivors to be slower than normal running speed (100%) while getting adrenaline? 🤔
I think he made a mistake about that part
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@TheIdeaMind2000 said:
Okay here's what I think, my personal opinion okay. I think that Sprint burst should have a more efficent way like this,
Sprint burst
Increased running speed by 115%/120%/125% of moment speed.
Running in a long distance for more then 15/10/5.2 seconds causes the survivor to be in exhaustion for 35 seconds.
Balance landing
Landing reflexes are 100% when landing from a 1.5 second drop. Gives a small boost of speed 135% for 2.5 seconds.
Causes the survivor to be Hindered for 35 seconds, go a second time falling will make the survivor injured from the second fall.
Adrenaline (two different parts all separate)
1) When the getting off a hook you'll be healed back and be given a small speed boost of 145% speed for 4 seconds.
2) When a generators is done while in chase you'll be given a 135% speed boost for ONLY 3.5 seconds. When all generators are done, you'll be in the healthy state and given a speed boost of 150%.
Lithe
Increased vaulting Pallets and Windows by 8%/10%/12% faster while in/not in chase.
In chase will give a boost of 125% moment speed for 2 seconds.
All of them them exhaustion for up to 45/40/35 seconds. Recovering your breath is when your not moving or when your walking.
How do you think? Should these be balanced fairly or now?
Okay I forgot dead hard and Head On so I'm gonna say this.
Head On
When entering a locker 50%/75%/100% of entering of the locker makes no noise when slowly getting in. When the killer is 5 meters of the locker they can be stunned up to 4 seconds.
Doesnt give exhaustion.
Dead Hard
Activating the perk will give you a small boost of avoiding damage. You'll be giving ONLY 3 tokens and be used anytime. Gaining a token is by getting protection hits only.
Exhausted after all tokens are used.
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Okay here's what I think, my personal opinion okay. I think that Sprint burst should have a more efficent way like this,
Sprint burst
Increased running speed by 115%/120%/125% of moment speed.
Running in a long distance for more then 15/10/5.2 seconds causes the survivor to be in exhaustion for 35 seconds.
Balance landing
Landing reflexes are 100% when landing from a 1.5 second drop. Gives a small boost of speed 135% for 2.5 seconds.
Causes the survivor to be Hindered for 35 seconds, go a second time falling will make the survivor injured from the second fall.
Adrenaline (two different parts all separate)
1) When the getting off a hook you'll be healed back and be given a small speed boost of 145% speed for 4 seconds.
2) When a generators is done while in chase you'll be given a 135% speed boost for ONLY 3.5 seconds. When all generators are done, you'll be in the healthy state and given a speed boost of 150%.
Lithe
Increased vaulting Pallets and Windows by 8%/10%/12% faster while in/not in chase.
In chase will give a boost of 125% moment speed for 2 seconds.
All of them them exhaustion for up to 45/40/35 seconds. Recovering your breath is when your not moving or when your walking.
How do you think? Should these be balanced fairly or now?