TheOneElric
TheOneElric
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Anyone?....
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@goodwill said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3504742#Comment_3504742
that would be a good however the bird chirping also happens in game as well on some maps im pretty sure so its just gotta go entirely
I think it's enough to just remove it from the menu - See, in a match, it can actually enhance the flair of some maps. I mean they could replace it with something better, but to me personally, it's most irritating in the lobby.
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I am hoping the A-L-I-E-N can crawl on walls and ceilings... it would be SO fitting.
I doubt it'll happen, but one can hope!
Also think the motion scanner idea would be great.
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I completely agree - Get rid of the bird chirping, it's very irritating, especially when someone is running DbD on speakers in the next room with an open door... I spent 5 minutes figuring out where the **** that noise came from and what it was.
How about just letting us switch/choose from all released main menu themes while we're at it?
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@Chiky said:
Use the sprint time to run like that
@FilthyLegionRevival said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3503617#Comment_3503617
In that case, have the animation play for the duration you have the haste from it afterwards. Makes sense, right?
Yup, makes sense, that would be fine!
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@IlliterateGenocide said:
Wouldn't that be a small nerf? unless you mean past the regular 0.5 seconds you get the sprint
or maybe im not understanding the perk and it works right away even during the high knees
Nono, no nerf - Just extend the animation to 1 - 1.5 seconds.
The haste will still trigger after 0.5 seconds as it is now.
I'm really purely talking visuals. It's just too funny to just see for half a second.
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Come on people, please? 😅
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Underneath all the brawn and muscle, he is just a man falling to pieces...
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@Eradik said:
57 hours... in 70 days. Less than an hour a day. It's not difficult, even if you have a busy life.
57 hours ON TOP of the time you need to put in to get all the challenges.
Reading comprehension, man.
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What the hell happened to my post... yeah, that was my post in the quotes.
Yeah maybe I should REALLY leave until EVIL has left.
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@Boosted_Dwight said:
https://forum.deadbydaylight.com/en/discussion/comment/1187339#Comment_1187339
As a person who hasn't even graduated high school I can tell you that it's not comic sans. At least for me it isn't.
Dude.
h1, h2, h3, h4, p, a, a.Title, .BoxCategories li.Heading {
font-family: "Comic Sans MS", "Comic Sans", cursive !important;
Something is wrong with your browser then. It's in the bloody code.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1187328#Comment_1187328
As a recent graphic design graduate, I can confirm this is indeed Comic Sans.
As for my thoughts, I will be quitting the forums for 24 hours, effective immediately. Thank you very much, good night.
With you on that, as a certified graphics design pensioneer.
See you once this abomination has been cleansed from the forums.
Comic Sans is design murder.
MURDER I TELL YOU.
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Someone actually did the math on this:
@Cancan71 said:
As the rift closes tomorrow I'm trying to complete my last few challenges and I realized that I'll only reach tier 63 with all challenges done. So I decided to do some math on how long it would take to complete the rift. If you see anything wrong with my math feel free to correct me.
There's 393 rift fragments which we get by completing challenges, so there's 307 fragments we need to obtain from gameplay.
It's 800xp for every fragment, so 307 x 800 = 245,600xp total we need to get.
Now it's important to note that for the first killer and survivor game of the day you get 300xp each, or 600xp total. For this calculation, we'll assume that you played both sides every day. So...
600 x 70 (days the rift is open) = 42,000xp
245,600 - 42,000 = 203,600xp
Now we got that out of the way we now have the task of calculating how much do one gets in a match. Of course match time varies from game to game so for this calculation we'll be generous and assume that each match lasts for 10 minutes as that is the cut off point when you stop getting exp in a match (I'm not 100% sure on this point so if anyone can confirm this I'll be grateful).
According to the DBD unofficial wiki, you get 1xp for every second in the match, so...
1 x 600 (seconds in 10 minutes) = 600xp per match
203,600 ÷ 600 = 339.333 matches
As we earlier stated that a match is 10 minutes...
339.333 x 10 = 3393.33 minutes or 56.55 hours
So in conclusion, it takes around 57 hours of GAMEPLAY to complete the rift assuming you completed all the challenges.
Of course there are a few things to consider:
- I didn't include xp for emblems in the calculations.
- This assumes that you play perfectly to maximize xp gains, which we all know won't happen in DBD.
- This assumes you play every day to get the 600 bonus xp.
- This is only game time. Time spent in matchmaking or in loading screens will add on to the above figure.
With that I have provided a rough figure of how long it takes to complete the rift. How do you feel about this? Myself I wish they make it so that you would complete the rift around the same time you complete all the challenges but I didn't play DBD as much around the start of the rift so the blame probably lies with me. I would love to hear your opinions on this.
FIFTY SEVEN additional hours of gameplay ON TOP of finishing the challenges.
Utterly out of proportion. Honestly, it feels kind of like a scam this time.
@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/1185144#Comment_1185144
It was actually mentioned originally that your would complete the Rift by the time you finished the Tome, although this was based on the original Tome. At first, the Tome would have taken much longer to complete, meaning that you would have many more matches played and many more fragments - and tiers by extension - as a result. After receiving feedback on the Tome, we decided to make the challenges easier, although we mentioned that it would mean that you would need to continue playing matches after finish the Tome to finish off the Rift.
This is the post where it changed, for reference: https://forum.deadbydaylight.com/en/discussion/108232
When we originally planned the Tome and Rift, we had designed it in such a way that you would earn enough fragments from Player XP to finish The Rift by the time you complete all the challenges. Since the challenges can now be completed in fewer matches, you may need to play additional matches after completing the Tome in order to reach Tier 70 in The Rift.
"Since the challenges can now be completed in fewer matches, you may need to play additional matches after completing the Tome in order to reach Tier 70 in The Rift. "
You MAY NEED is a false statement. You're the devs of this game, I'm sure you've done your math, you KNEW you would ABSOLUTELY need to play additional matches to complete The Rift. If you didn't know, your quality and consumer satisfaction control is horrific. You could of course just admit to wanting to pressure people into buying those sweet auric cells, if that's the case.
Whatever the reason, the grind is just not okay at this point.
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This is starting to come off as a scam. Yes, a SCAM.
It's ridiculous just HOW MUCH they expect you to play outside of challenges, sorry. If I throw down money, I don't want to ALSO have to spend an insane amount of time to get all I.. kind of paid for?
We should be done with the rift when we get all the challenges. Period.
To those telling us we shouldn't buy if we aren't going to play enough, really? People with lives? Ohrite, yeah, git gud our fault for having a life but FIFTY SEVEN ######### HOURS OUTSIDE OF CHALLENGES? No. Just ######### no.
My partner was done with the rift like a WEEK before challenges were completed last rift. This time she struggled to get all the bits for the hag ( With about the same amount of playtime ) and just said screw the rest I'm done.
This ain't a stupid mobile game where they try to force you to pay real money if you want to get anywhere. Or is it?
Also thanks to @Cancan71 for doing the math. This is outrageous.
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@DEADMEURT said:
Exactly Ohnoes !
Why I need to change my name Reborn2020 ? If I want to play with my real name and not a fake name ? Why the killer can see my name and stream snip me and me I can't see is name ??? I don't know why the killer can see Survivor's names before the game...
@DEADMEURT Could you please not like completely ignore the post @Sharkio used to completely prove the point you tried to make in your first post in this thread moot?
Also, no. I like to have a vague idea of what and who I'm up against.
Seeing player names really helps with that. You can use it to identify potential SWF players and toxic or offensive people. Like, sorry, but if one of the survivors is names "Suck my dicc faggit", I want to know, and he is going to get tunneled and die. Fully deserved.
And honestly, I don't want ANY extra protection for Streamers. They have work hazards like any other job. No special treatment for our "celebrities" please. We have enough of that in the world already.
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@Demogordon_Ramsay said:
https://forum.deadbydaylight.com/en/discussion/comment/1162680#Comment_1162680
So you would rather make his massive, currently-incorrigible weakness even more glaring but make his absolutely disgusting chase potential even stronger?
I already said his issues feel a lot like old Legion's; don't make that worse by effectively putting him in the situation of "absolutely broken but F-tier at the same time". That is an extremely bad idea.
Yes, I would make ANY choice that retains the fun of his gun. If that meant slowing him even more, I'd prefer that over nerfing his gun. I'd prefer ANYTHING over nerfing his gun. This doesn't mean that I -want- him to be even slower.
Don't. #########. Touch. His. Gun.
Also I don't get what the hell the problem is, his movement speed isn't exactly Nurse level, actually, it's the same as Huntress. It's not a glaring, currently incorrigible weakness. He's in a decent spot as is. Just buff up his range by 2 or 4 metres and he'll be perfect. I wouldn't even do anything else.
I take it back. We don't agree.
His chase potential is not "absolutely disgusting", it's strong, but perfect to make up for his slower movement speed.
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I'm absolutely against doing anything about the aiming speed and shooting feel in general.
I mentioned the range since it's the thing that just feels off about him. I get it's a gun with a spear on a chain but it feels just "that bit" too short.
On both ends - Both "I should have hit with that" and "He should've hit me".
I don't want him to get increased movement speed, I think THAT is fine as is. I mean look at the guy he has a brace on one leg. And fast movement speed isn't his strength. We are in agreement about his chase potential though - He's a menace. He doesn't need to go the full loop to get you, he can spear you much, much earlier. And there are few loops with a complete LOS block you can't shoot over or through.
Don't mess with the gun. The gun is THE most fun thing we had to play with and against since the release of... umm.. pretty the original DBD?
I'd much rather deal with an even lower movement speed if it meant buffing his gun game. Map pressure is just so ######### since so many maps are oversized - He's not exactly the only one struggling.
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I'm absolutely against doing anything about the aiming speed and shooting feel in general.
I mentioned the range since it's the thing that just feels off about him. I get it's a gun with a spear on a chain but it feels just "that bit" too short.
I don't want him to get increased movement speed, I think THAT is fine as is. I mean look at the guy he has a brace on one leg. And fast movement speed isn't his strength.
Don't mess with the gun, or aiming. The gun is THE most fun thing we had to play with and against since the release of... umm.. pretty much the original DBD?
He could be slower still if it were for me, to justify buffing his gun and chain, if we had better ways of applying map pressure then again map pressure is just so terrible since so many maps are oversized.
I don't get what people are talking about regarding bad chase either though, he's a menace, so we agree on that. There are not that many loops where you don't have anything that you can shoot through or over, and when you can do that, you don't need to run full laps - Half around the loop and spear em up...
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You have all of my yes, because ANYTHING that breaks up the monotony of what we've been doing since 2016 is a good thing.
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Honestly I'd be happy if they would just increase the range on his gun a little. 20 or 22 metres, maybe even 24.
Regardless, yes on the coin suggestions, the others would be a bit OP in my opinion.
Deep wounds would be nice if you had a way of taking away from the timer, yeah. There should be SOME consequence on applying deep wound on a deep wound lol.
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Disclaimer: The first iteration of this post was an in-depth reply to Kind_Lemon longer, and deleted by the forum software having a laugh, couldn't even recover it from my memory via hex editor. Can't be arsed to write it all write this wall of text again. It's likely neither of our posts are going to have any impact on the developers or the game, and I'm not spending any more time on this, so I'll keep this very short.
@Kind_Lemon said:
Hmm...this thread is not healthy. Regardless, here is my addition:
Tier one Myers is countered by two perks: Spine Chill and Premonition, both of which alert the survivor as to when to start paying attention or running. I've rarely seen Premonition be used (I suspect due to the cooldown), but on average, I see .8 of a Spine Chill equipped every game. It's a perk that requires game sense to use to its fullest, but once grasped, Spine Chill will practically guarantee that any user will not be prepared for an incoming chase if the survivor doesn't know that already. This is usually perfectly fine for most killers in DbD. It's information given to a survivor and it doesn't directly affect the killer's ability to chase and down survivors. Nearly every stealth killer in the game has some indication that the killer is about to attack a survivor other than breathing, and all of these killers have the ability to travel at 4.6 m/s when need be. The only exception in the entire game to this is Tier one Myers.
Tier one Myers cannot increase his speed to 4.6 m.s or come close to that at any point during the match without the help of perks that stack with one another. The entire idea behind his low movement speed is that he is granted impregnable stealth, unable to be undermined by any survivor tactic. That is, until the Undetectable patch came barging into this delicate drawback and benefit of his. Without giving any thought to the importance of a terror radius to the horror experience in DbD (especially since the introduction of M&A, which I had little issue with on Tier one Myers), the developers completely removed his terror radius (down from 6). In addition to removing atmosphere from the survivor experience (for those who cared), the developers removed his invulnerability to detection perks. As such, a Tier one Myers poses little to no threat to any Spine Chill user, and he was the only killer who was ever able to scare someone using one of the two once-meta detection perks.
Running stealth builds should not be a "gamble". Breaking outside of whatever meta this game has should not be taking a risk. Bringing fear and fun should be possible in any number of means in this game. This suggested change of reverting how Myers' stealth works doesn't even have any downsides to local or overall game health. In fact, variety like that causes benefits to game health. Myers' stealth behaves differently and exists in a different way than do other killer stealth powers. The developers should know that and stop seeking to change things in the game just for the sake of "consistency".
I would love to hear someone else's opinion on why Myers' shouldn't receive this change, and I will most likely respectfully disagree, but giving others the chance to express their beliefs is something I'm always excited to do.
https://forum.deadbydaylight.com/en/discussion/comment/1158027#Comment_1158027
In response to your post, I wanted to ask why you think Spine Chill is a wasted perk slot, seeing as it's only half about stealth and half about staying informed during chases. You place a large focus on a "sacrificed" perk slot if the killer isn't a stealth killer. I've used Spine Chill to great effects on most (if not all) killers, ranging from Spirit and Nurse to Trapper and Myers, and while I've felt that perhaps there could have been a better perk to choose, it often gives me enough value (preparation for chases) that I never consider it useless.
I absolutely agree with Spine Chill being a decent perk no matter what the killer runs - But this thread was started with the exaggeration of Myers being able to be detected by it on T1 being one of the most BS and unfair aspects of the ENTIRE game. Therefore, I exaggerated myself, to keep in line with the type of argumentation we're seeing. And you even said yourself that yes, you have felt that you could've brought a more useful perk against the matchup you've had. That's what I was talking about regarding the sacrific of a perk slot, in a less exaggerated way.
And I'm sure we can agree on that there are more worrysome and unfair mechanics in this game?
An inconsistency like the OP suggests would cause frustration in players not understanding why spine chill or premonition isn't working for them when Myers keeps sneaking up on them on T1. They'd have to change EVERY stealth related tooltip in the game to accomodate a line of "Does not work on T1 Myers", and I just don't see the proportionality.
And even then, frustrated newbies and lots, LOTS of false cheating reports are bound to lead to SOME unlucky Myers players being falsely banned for cheating simply due to the sheer volume of reports. This will ebb off eventually yeah, but damage done is damage done.
It would also damage the fun and excitement of running your builds and gambling on if you'll win the game with them or be matched up against a counter-build. I find this FUN. Nothing should work all the time, there should always exist something to counter something else.
And yes, you could argue that Spine Chill does NOT a counter, but it does and it's a ( to me ) much more fun and creative way to circumvent that hard counter: Ingenuity.
Walk backwards towards the survivors, turn around at the last second. I've done this with Myers, Pig, Wraith and Ghostface countless times. It's a bit weird and finnicky to get used to and reliably pull off, but it WORKS, and it should be hard to reliably pull off since well, it circumvents a hard counter.
Now add surveillance so you can hear gens from further away and you can navigate to them backwards even easier. Gen monitoring perks are extremely useful for slow killers anyway so there's less time wasted moving to gens that aren't being worked on.
There. I'm not writing anything longer than this, but out of respect for your polite reply, I had to get you some reply.
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Naaaaah, reminds me WAY too much of classic superhero landings.
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@BattleCast said:
https://forum.deadbydaylight.com/en/discussion/comment/1159720#Comment_1159720
tysm! I spent a long time thinking of how I could fix these perks and it's nice to see approval of my ideas.
You're welcome. Modest, well tought out ideas deserve credit and attention.
I only recently had to play Steve for a Daily and I only have him at level 13, so I had to make due with what I got - And tried the adept challenge.
Yeeeeeeah. They're not TOTAL garbage but they're far from what they could be - Fun, and special. As they would be with your ideas.
Mind you I main killer and I approve of these perk improvements.
Except the don't show your aura part on Babysitter, but I'm totally in favour of making the unhooked surv REAL stealthy for the time the perk runs.
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Yes. All of my yes.
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If you can't see the rational, objective logic of a survivor having wasted a perk slot ( Since they could've used a perk better suited for the matchup, but lost the gamble on the one they chose ) when a you're matched with can counter or completely ignore the perk in that slot ( Or vice versa, killer using perks survs they are matched with can counter/ignore ), you're just in denial. Or dumb. Or both.
There is nothing as rational or logical about wanting Spine Chill nerfed because YOU want to play your stealth killers without people being able to counter your builds.
K yourself, internet kid.
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@ASurvkillivorer said:
https://forum.deadbydaylight.com/en/discussion/comment/1158027#Comment_1158027
Neither did you. No self awareness? You sound mad I didn't just concede to what you had to say. I like how you did the exact same thing you accused me of doing lmao.
I think its absurd a perk hammers an entire category of killer powers and you don't. Whatever. I've also had survivors in games where I 1k get enraged that I didn't give them even more chances to all get away even though the flow the game entirely favored them. I'm not surprised.
The scenario you described is almost nothing like what I am talking about. Flip Flop alone is likely going to achieve its potential in less than 10% of matches. But that at least makes sense because there was 4 survivors who can be using it.
There isn't any reason to not be running Spine Chill especially in a group. Survivor perspective? Wasted perk slot? Weird how in the red ranks I play it is one of the most popular perks that appears in nearly every game I play.
Are you blind? I've explained to great lengths why this is a non-issue including similar examples ( Wiggle-Builds ). I engaged your arguments with the explanation of why situational perks always have a chance of being rendered useless by counter perks - Just like they have the chance of winning you the game.
Spine Chill is part of the natural gameplay of the game, as is T1 Myers jumpscaring in and grabbing survs off generators.
I'm not mad, I just have no polite talk to waste on irrational idiots like you. Seeing as this is just one of the many threads where the OP will ignore everything that doesn't align with their opinion, I'm out.
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You have not countered or engaged with any of the arguments I have made, you only keep repeating yourself trying to enforce your opinion, which yeah well, is just like, your opinion, man.
If you have so much trouble with spine chill run perks that negate and counter it. You need to adjust your playstyle, not try to have the devs adjust the game to it.
Every build that is specific like a T1 or stealth build is always a gamble. Nobody has spine chill, you murder them, hard. They have spine chill, you lost a gamble.
Looking at it from the survivor perspective, imagine encountering a killer who gives a ######### about your spine chill because she/he is SUPER effective at locating survivors or REALLY, REALLY fast. Well, there goes your spine chill, perk slot wasted.
This is like complaining that the hooks are too close to each other because you often run flip-flop, unbreakable, tenacity AND wild horse OR sabo/ and toolbox trying to create a hookless area so you can wiggle free EVERY TIME the killer downs and picks you up in that area, buying your mates LOTS of time.
It's a fun thing I do with Ash sometimes, but it's -super- situational and specific and I don't complain that I still get hooked because hooks respawn or there's just too many of them. And well, if they have agitation and iron grip, I lost my gamble. That's fine.
Situational builds like T1 Myers & stealth killers or Wiggle & Sabo and No Mither builds are ALWAYS a gamble. You can win or lose gambles. Deal with it.
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Myers is my least favourite killer to go up against.
I get served almost every time. Unless the Myers is particulary incompetent. Add-Ons could use a rework for more variety, but he's in a very good spot balance wise overall. Maybe the red addons are a bit much honestly... bloody tombstone..
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Spine Chill is about the only perk that works truly reliably against stealth killers.
It's perfectly fine as is. They're sacrificing a whole perk slot for it. Every ( decent ) perk will counter SOMETHING. If that happens to be your T1 Myers build, well, bad luck. Next match might be without survs with spinechill and you'll gut 'em.
And "Always knows where you are" is exaggerated. They don't know WHERE you are, they know when you're LOOKING at them. Unless they have a wall in their back, you could be coming from anywhere they just know they should get out.
Get creative when you encounter tough counters to your playstyle instead of calling for nerfs/changes. I've reverse-walked into gen parties with T1 Myers before. They did NOT expect that.
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I can only repeat that I'd be fine with that change. I don't -want- it but I'd be fine with it.
While we're at it, home about giving "We're Gonna Farm Forever" SOME kind of benefit other than BP stacks?
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@WhoDatNinja said:
https://forum.deadbydaylight.com/en/discussion/comment/1152655#Comment_1152655
Ok baby killer i wont [BAD WORD] be more specific so i know which word you're referring to
Yeah, keep at it. Repeating the same non-applicaple insult hurts me so bad.
I just have no respect or politeness to waste on the likes of you. Get out of your bubble and realise that just because YOU can't cope with #########, the world don't have to change.
Your idea would make killers dealing with a whole team camping a hook even before he hooks his victim on it completely helpless.
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Yeah you go out of your way assuming all kinds of things about me, I don't give a #########.
I've been playing this game this end of 2016. I'm just tired of people crying for nerfs and ways to make the game harder ( for both sides, mind you ), for everyone just because they can't deal with one type of playstyle/behaviour.
I'm chill. I just want you and your ideas to ######### off. 😉
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I would LOVE this.
While you're at this, let us zoom in on the different cosmetic slots ( weapons, pants, face ) or at least the face.
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Yes.
+1
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I'm a killer main and I say "Okay". BBQ would be fine without showing dying state survs. Often wondered if it was intentional or not to be honest.
Would give the "Deerstalker" perk more purpose.
Or fix distortion.
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Wow.
Stop trying to use your sad anecdotal experience and annoyances on the games balance.
Horrible idea to start with.
And 40 meters? Laughable.
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@NEVELEVEN11 said:
https://forum.deadbydaylight.com/en/discussion/comment/999340#Comment_999340
Dude id love to know how to record vids of my gameplay. Im not game savvy. The xbox1 is the first console ive bought since the ps2 came out.
Filthy console peasants talking about being unbeatable at the game.
Amusing.
C'mon SOMEONE had to say it. 😁
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I concur.
I get the feeling all my neighbours are hating me and my mechanical keyboard in the night, playing Dead by Daylight.
Yeah, I could do a macro but I'm lazy.
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I concur.
Make the fear real again.
We're up against terrible monsters here, survivors need to be afraid, since I -think- that's why many play, but it's more of a fun horror ride where you know you get out alive.
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Well, fair enough everyone. It WAS just a random idea that popped up one evening.
I suppose you're right... making killers see SWF and normalising map sizes ( No more walking simulator size maps ) would be the only effective way of slowing down the gen game.
I thought the added challenge of more gens would be enough encouragement for the top survs but oh well..
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Yes.