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Velkin999

Velkin999

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Velkin999
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  • @glitchboi said:

    Well, that's your punishment for slamming gens instead of solving the box.

    Not playing the game feels like a better option, I'll just do that. I didn't play for about 2 months and I'll keep the trend going with how bad they are at making the game actually fun.

  • @[Deleted User] said:

    Solve the box before the chain hunt starts, and you can cleanse ruin.

    So I need to solve it immediately and if I don't the match us basically over? It felt like the box was only out for 5 seconds because pinhead had the addon that makes it so you can only see the aura when you are up close. If you are solo queue I assume everyone would dogpile on the box to make sure it's solved but that's just free slowdown and tells pinhead exactly where it is as well. Feels very lose lose and not fun at all.

  • @[Deleted User] said:

    What are you talking about? That's the Meg from that RE Universe. That one wasn't taken by The Entity.

    Meg is canon in RE dontchaknow

  • @Midori_21 said:

    Well, who else is going to play the role of anonymous Nemesis victim? Some random person we've never seen?

    If it makes sense than yes I guess.

  • @Jarol said:

    It's a trailer and also Meg is not a special police agent.

    Idk what Meg not being a police agent has to do with what I said.

  • @tolore said:

    I'm against universal anti tunnel/camping mechanics like that. for example, situation, I hook someone, run across the map, they get unhooked, run across the map directly into me. I'm fine if they spent a perk slot to make that situation bad for me, but I don't want a default built in game mechanic punishing me for downing a survivor who offered themselves up on a silver platter.

    Same thing with camping, I don't want a base mechanic that punishes me, for example, if I hook someone, and one of their allies loops me around the hooked survivor instead of leading me away. That's the survivors failure not mine.

    Both situations i described happen to me as killer relatively often, even in single digit ranks.

    It doesn't matter as long as the gens dont get done in 3 minutes and if a survivor runs across the map to ds you they are not doing gens and probably out of ds. That's their dumb mistake. As far as them looping around hook, you shouldn't be there. They die faster the faster they get unhooked.

  • @Yords said:

    4.DS does not need to be base. Tunneling is a valid strategy and the killer should not be punished for it especially since there are times where it is beneficial; it is their only objective and should not be punished for working towards finishing it. We cannot keep using perks as band-aid fixes to game design.

    5.Same reason for DS not being base, Camping is a valid strategy and the killer should not be punished for doing their only objective. It also would hardly do anything and only make the game more boring for the hooked survivor.

    If the game were balanced a good direction killers wouldn't have to play like that. Idk about you but I don't have fun playing that when I'm killer or the survivor. The only reason would be to make up for gens being so fast.

  • @Demon_Swords said:

    1. Yes, but who knows how difficult it is too code it correctly and considering how much behavior messes up, it might be better for them to not spend time attempting it too much.
    2. I don't think gens go too fast for average skill level. Though it can be really frustrating to play against an effective 4 man gen rush squad, there are plenty of ways for killers to run offense builds that apply enough pressure to end games before 5 gens are done. If generators were made default longer then the game would become way too killer sided in a majority of games. (see the many streamers and youtubers that play without perks or add-ons. Enough pressure and skill can combat the relatively fast generator speed.)
    3. Adding more consistency to matches would make the game more stale and boring for both sides. Survivors knowing if killer is near hook removes a lot of skill from well decided unhooks.
    4. No, DS is fine as is. If a killer is really willing to chase you for over 60 seconds after an unhook then their probably willing to tunnel you again after DS thus removing the point of buffing it to "counter" tunneling. Your proposed change has a lot more annoying implications for the killer. Let's say the killer finds a healthy survivor 30 seconds after being unhooked (healed by others or inner strength), chases that survivor for 30 seconds then downs them. Should that killer really have to wait another 30 seconds to hook that survivor even though they had to be damaged two states and a decent time after to not be near hook.
    5. (No comment)
    6. Way too much information since it would always tell survivors which way the killer goes after hooking. Also would be really dumb with open-handed since what used to take two perks now only takes 1 for a massive zone of killer aura reading.
    7. (no comment)
    8. No. As much as it is sad that blood warden is effectively useless, changing this would have worse consequences. If exit gates regressed then it would be pretty much impossible to unhook survivors post 5 gen completion (also makes trapper be able to hold the game hostage if exit gates are too close). Leaving the gate would cause it to regress making the gate too low to open when you return. Opening the gate would allow the killer to be able to zone survivors away from the exit gate and get kills that way.
    9. Yes.

    All of details would be subject to tweaks. It's all just a rough idea of some things. A few numbers one way or another can really balance it out. With a new objective added the opposite of the game being stale would happen I have to say. They could even implement new perks around it.

  • @Milo said:

    I'm pretty sure Dead Hard has the priority if as long as you're holding shift.

    Nope. Found out yesterday unfortunately.

  • @MadLordJack said:

    The chase.

    Same for me if my original post doesn't happen lol.

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/1986440#Comment_1986440

    2 perks for an extremely strong effect. No sound, no blood, no mid-chase tracking.

    Do survivors not leave scratch marks during a mid chase?

  • @MadLordJack said:

    Not dropping blood is actually really powerful, especially with Iron Will. Lucky Break needs to have limitations, though personally I think those limitations should mean you earn it like Inner Strength or Deliverence, not it just has a hard stop.

    I think it's a fair trade if I need to use 2 perk slots to make it good with iron will. Even then killers dont always look for blood or have to look for blood to track.

  • @Chocolate_Cosmos said:

    bECaUsE iT wOUld bE tOo ovERpOwEReD.

    Joke aside, no timer would be very good buff or at least make it 2x the base timer or refresh the timer once you get healed or something.

    I used it yesterday and thought the timer refreshed. When I saw it hadn't I was like "Bruh".

  • Just bring a med kit or iron will, or both! It's much more useful and consistent.

  • I had to play him again for a daily and WOW, I forgot how bad it is.

  • A big issue is that once someone has to go for the save there are only 2 gens max being worked. Which likely means a gen had to be given up to ruin and that happens constantly. That's not even counting the likely unsafe save that then puts 2 survivors at immediate risk.

  • So you have to hope the Freddy is not good at spreading pressure and go immersed until he gives up or you find the totems. Big RIP

  • @TripleSteal said:

    https://forum.deadbydaylight.com/en/discussion/comment/1828924#Comment_1828924

    Vast majority of what you listed is not bannable.

    Please refer to Rules section on the forum before spamming reports on every ocasion when you are displeased by something. Reports are processed manually and meaningless submissions delay the bans to be issued based on "actual" reports.

    https://forum.deadbydaylight.com/en/discussion/19450/game-rules-and-report-system

    It's hard to do accurate reports on psn because you cant give a description to send a report; It just immediately sends. Which is why I'm asking for something more comprehensive and if they dont think some of those things are reasons to ban someone than no wonder there are so many people ruining matches and making the game unfun. And yes I have read what is and is not a bannable offense in game.

  • I'll get outright toxic messages over the psn with words I cant repeat here. I'm not sure how they would enforce that one. I get they usual survivors teabagging, which doesn't usually bother me that much but it's still there. I get survivors throwing games in various way like not doing any gens at all or sandbagging me or friends I'm playing with in ways that are obvious not to do. I'm talking the scenarios where their bad decision making is obviously more than them being bad at the game. Killers hard camping, tunneling and excessive slugging for the 4k past the point of it making sense. Like when they slug you or your teammate at endgame until one of you bleeds out because they just need it that bad. Like seriously just hook me and end the match; I'm not like this on killer It's just so incredibly unsportsmanlike like. It's like people dont realize everyone's just trying to have a good time and they are ruining it or they like making others have a bad time. Which is toxic by definition.

    Edit* I forgot to mention survivors intentionally dcing or killing themselves on hook.

  • It's just that every time he hooked someone he would just teleport to my gen. Every time he got tinkerer he would just teleport to my gen and If I ran off by the time I got back it was almost zero. Then again I was unsure what my teammates were doing other than going down immediately. (Not that I faired much better) What he was doing felt so mindless and was ridiculously effective to the point no gens got done. I very rarely bring strong items like bnp on survivor and I feel like I shouldnt have to if I want to succeed. It probably doesnt help I'm on ps4 where I feel like I'm fighting the framerate harder than the killer.

  • @morbidjoe said:

    I wish they would also change the design of the skill check it sometimes blends in with the lighting in the environment I really do hope they nerf keys feels like ever since they nerfed mori's survives have been using keys more often it could be just me

    I noticed on new Ormond being so much whiter now I need to find a darker background near by just so I can see my skillchecks over it.

  • @killermainxd said:

    I'm just gonna go ahead and assume you're not very good at dbd at all, just because you can't catch someone doesn't make them toxic. It means they're better than you, quite simple

    Though I agree, there is a difference between being bad and bad map rng.

  • Entity blocker for the basement that the killer can pass through. They can also pass through while carrying a survivor but survivors cant. Obviously it wouldn't be up all game and would need a way to activate it, but I'm not the numbers type rn.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1799190#Comment_1799190

    The fact that they are so robotically metric-driven means that they don't even see it your way. The idea that "keys and moris are a problem" (a statement I emphatically agree with) is met with responses of "we looked at the data, and they don' impact win rates enough." As a team, they don't commit any effort to dig deeper into the human frustration on these things.

    Incorrect. Mathieu himself said that if something is not fun to play as/against, they will address it. Moris and keys, for example, are being addressed.

    Yes but with a big eventually. They said the same thing about dedicated servers. Remember how long that took?

  • They shouldnt have to have a DC penalty, but with how incredibly frustrating the game is to play I get why. Maybe some of that frustration should be alleviated? All of my frustration is with bugs that get me downed as survivor or swings that seemingly pass through survivors on killer. That's not even counting camping or tunneling which should have mechanics added to make it impossible. It would just be much healthier for both sides.

  • @Rydog said:

    https://forum.deadbydaylight.com/en/discussion/comment/1799129#Comment_1799129

    Customers are always gonna customer. People buy substandard stuff all the time and don't really get up in arms about it. For an individual customer, hey, it's $6.99, no big loss right? You don't have people boycotting them over that amount, and so the people in charge of looking at the profits and weighing the cost-benefit stuff shrug and go, eh, it's fine to keep going along like this. Behaviour is demonstrably a very metrics-driven company, and what we're seeing here is a consequence of that.

    My conclusion about them is that they're never going to stop doing it this way because there is no outside force -- no publishing partner or other external partner -- that is telling them "no" or that can exert pressure on them to try different things or change. They're like the Star Wars prequel-era George Lucas of video game developers in that way; they make all the decisions, and no one is in a position of power to convince them otherwise, because they own the entire stake in this thing.

    The only thing players can do is stop giving them money then. They haven't even fixed core problems like keys and Moris over years, and keep saying oh we're getting to that stuff eventually. NO its the most important thing right now,work on it right now. Atleast they are working on hit validation, but it will likely be a year before any results for that come out.

  • @Trappus_Krampus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1798137#Comment_1798137

    Yes but you are limited. At least I think so. Might only be limited in the discussions you can make

    Weird

  • They messed up. They released unfinished content instead of fixing content that already exists. Issues like that will only compound with time, unless they take a break from making DLC and focus on building a good core game and above all listen to fan feedback instead of a spreadsheet. I've been playing for years and I'm going to take a long break until the gameplay and balance is solid, and if that time doesn't come then I'm not coming back.

  • Am I aloud to still talk?

  • Wow. Alot to take in.