Accorn
Accorn
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- Accorn
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I believe that the partnership is there, but it could be for DbD or something else. Though with the hype building, they may just force it on DbD to avoid the impending face-explosion.
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@LordGlint said:
Side note...
Ever think its weird that killers lose their addons no matter how well they did? I get you dont want a killer to be using their iri heads and such EVERYGAME, but why are survivor items not treated the same way? Not trying to start an arguement and this isnt meant to be a loaded question. I get that using really strong killer addons would boost the chances of you doing well, which would then boost your chance of keeping the addons if they stayed when you "win". What I dont understand though is why its not both ways when the same can be said about someone cranking out gens with the same stocked up toolbox each game.
I have always wanted a 4k to save killer add-ons, but balance it to only be below ultra rares or something.
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@December_1863 said:
Make borrowed time activate no matter what, instead of only in the killer's terror radius.
I kinda get where this is coming from, especially when against a Wraith or the Shape. But unfortunately it would need to be about the same as a normal terror radius (32m) or it means there's no point in a killer trying to stop a hook rush.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/635362#Comment_635362
Simply because there is no info on google about it does not make it true either. It needs to be tested out. As I said it's 240 s without moving.
You're making an assertion that literally no one else is, claims, or has even posted about. There are people asking for it, but that's it. Please do record yourself doing this experiment and prove us wrong. Also no, just popping in and claiming you proved yourself right won't cut it, verifiable proof through recording or nada.
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@HatCreature said:
https://forum.deadbydaylight.com/en/discussion/comment/635346#Comment_635346
Well Adrenaline already gives them an extra hit while they make their way to wherever they're going, Exit or not. Ideally you would want Adrenaline to get you to the Exit and hope it's already open but that's a hope and strat that may not work 100% of the time. Now it would give them an extra hit and they should use it to hide and then find the Switch.
People already complain about NOED and they have no reason to, it's their fault 100% counter or not. But I can see the possibilities yeah, this change makes the end game a more stealthy approach rather than a rush.
The problem with a stealthy approach to the endgame is stealth is basically dead. I could just play the doctor with specific perks and there'd be no point to stealth. The survivors finishing all 5 gens is supposed to signal that it's do or die time, not "look for two arbitrarily placed switches, THEN run to the exit."
I like where your head is at to this, but I'd like to see something a bit different. Such as: for each gen complete, the others have an extra 10sec complete time. Or slow down the speed gens are done with multiple survivors working on them.
The endgame doesn't need anything added, it's stressful enough knowing the killer knows you have only 2 places to go and if they guess right, that could mean a 4k. If anything, the midgame needs slowed, especially since only 4 or 5 killers can stop 3 gens from being done in 3 minutes against a good survivor team.
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I've scoured 2 pages of Google. You made me go to page two... Of Google. No, nothing speeds up the bleedout timer. You just think it goes by faster when you crawl because you're actively doing something, that's it.
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@HatCreature said:
So the awesome @SpaceCoconut came up with a cool idea for the end game today and posted a video about it. https://www.youtube.com/watch?v=5omCuvbMyv4&lc=z22yylfpjm2jetr2yacdp434lfxomvw3xzwrd4lzmq1w03c010c.1566071687595986
Basically the gist of it is that instead of the Switches for opening the Exit being right next to the Exit, they spawn randomly around the map like any other tile.
So let's say on Thompson House there is an Exit behind the house and one to the side, the Exits would need to have a color coded switch and the switches would be highlighted like Exits when the Gens are done. The switch for the Exit behind the house is actually located at the top of the house and the switch for the Exit to the side may be at the Killer Shack.
This allows both sides a chance to get out or Sacrifice. This gives Survivors a chance to get to the Switch since the Killer doesn't have to guard the Exits, if you can turn on the Switch then you have a chance to get to the Exit and the Killer has a chance to cut you off, instead of you being AT the Exit trying to open it when the Hatch has been closed which is basically a GG.
I would agree with this, but it makes some perks worthless and some perks broken. NOED would be a broken s***-show considering survivors already ignore unlit totems most times and Adrenaline wouldn't actually do much but give people an extra hit while they hunt for randomly generated switches.
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Wait what? HOW AM I JUST NOW LEARNING THIS??
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Honestly I believe the Kill your Friends mode shouldn't require a full team, so just you and a friend can go in, learn the map, how pallets and vaulting works, when to struggle on the hook and when to not, totems and what they are/do, etc. Practice but with a friend!
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@DarkFox said:
I've taken to using treatment over punishment after doing some minor research about the field.
However, I don't have any of the dlc killers (nor can I buy them outright with funds right now) so...in place of pop and coul and such? I do have sloppy butcher, though I don't feel it does much and I'm hesitant to run hexes cause most games they're just gone (I have a tier 1 noed and thrill of the hunt i think it was?), especially cause I don't know the spawn points at all nor could I remember them all.
And how many generators are on the map again in total? Cause I will admit I play with minor ADD where I get tired of being looped by one person so I'll go off and look elsewhere for someone else in a less irritating location that I can actually hit or stomp a gen since the "speed boost" from tunneling feels essentially worthless.
Don't be afraid to run Hex perks. Every moment they're working on a totem is another moment they're not on a generator. If they decide to ignore totems, great your NOED will pop or you keep Ruin and the game will slow to a crawl for them (until you get into single digit ranks). If they're smart and work on totems, oh well you can hunt them with a bit less worry about gens.
As for the doctor, ALWAYS stay in treatment mode until you're ready to smack a survivor. The shock prevents them from preforming any action, or will interrupt any action, for a brief period. If you find they're a bit more pesky than normal, focus on just shocking until you force them into rank 3 of madness. They cannot heal, do totems, or work on generators until they snap out of it and you can leave them to hunt the other, less pesky survivors.
For the very beginning of your killer career, NOED and Thrill of the Hunt is a great combo to farm blood points. You'll be notified any time a survivor starts working on a totem, taking away the guess work of where. You'll eventually not need them, but it's a great starting place.
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Well with how feast or famine the Nurse is already, I'm good with something muffling or muting her scream when blinking. Gives sub-par nurses a fighting chance (it'd be an Ultra Rare, so not like you'd see it often), but it won't matter if you're against a skilled nurse.
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In all honesty I'd love to be able to play in a custom lobby with just one or two survivors instead of forcing a full team. Have a friend help you practice as killer or survivor, learn all the maps, where gens and pallets tend to spawn, etc.
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In all honesty there is only one nerf I could think of for Billy that wouldn't kill his gameplay and would help survivors feel like they have a chance once he gets going.
Slow the drain on his rev progress bar (as in you decided not to use the chainsaw), make Billy players feel like the choice between mallet vs chainsaw should be more thought out. Not anything extreme, mind you, but a second or two before they can decide not to go vroom vroom and bonk instead.
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@DaS_only said:
https://forum.deadbydaylight.com/en/discussion/comment/634891#Comment_634891
I haven't say that you are biased, I said that to the one who said that items are free
I never said items were free, I said asking for the changes you're thinking of is like asking for a free item. The moment you drop it, it's no longer in your possession. You no longer HAVE an item for the ward to protect. You're asking for them to magically throw it back into your inventory when you die, aka a free item.
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They kinda need to make money to be able to work on the problems mentioned. Making money and fixing bugs are also not mutually exclusive, they can do both at once.
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@grtf47 said:
@Almo How does a killer play handicapped when they get quicker movement speed and insta downs from noed? The killer gets this automatically just by letting the survivors do all gens aka failing to protect them. Now the killer can gets faster movement speed and can insta-down the survivors because the killer failed one of their objectives which is to protect the gens? I understand that survivors can cleanse totems but in random lobbies, I have encountered so many noobs at all ranks that can't buy time so there isn't enough time to do all gens and totems. I can count the number of matches where I actually seen all the totems cleansed. Im also not understanding how adrenaline rewards survivors for playing badly, which is what you said, if they have to do all gens or run the killer around while the other members do gens...Unless that teammate doesn't contribute at all.
It comes down to want. If randos aren't doing totems, you can (extra 5k bloodpoints for you!). If you don't, then NOED is on you as the survivors for not caring enough to put in the effort. It's not rewarding the killer for failing, it's punishing you for not caring enough about the secondary objective. Do the bones or you have no one and nothing to blame but yourself.
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When you play as someone like the clown and the game is 60% over before you even cross the map. M1 killers are worthless unless a secondary, mandatory objective is added or gen completion times are increased. So until then I hope survivors like hillbilly, nurse, spirit, and occasionally huntress.
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@Locker_Monster said:
Honestly, I think people who habitually DC (To the point of getting a month ban) should return to special skins fored onto on EVERY Survivor & Killer that they play that show the DC icon.
Just a big DC icon on shirts and vests and Trappers fishing waders, etc.
(I'm only partially kidding. This is funny as heck in my head)
I'm honestly for this, but add a reflective vest with it.
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@Chatkovski said:
This would make Borrowed Time even more attractive while this perk is already in the top.
The goal (I guess we all agree) is to make the game as varied as possible.
It is therefore necessary to make the free camping more punitive for the killer with a general feature, without too much impacting the legitimate camps (when a survivor is actually near the hook), and this without clearly informing the killer that there is a survivor around... It's difficult.
Kindred does not have to become an acceptable answer to killer behaviors that are not. A perk must offer an advantage, and not solve a defect of the game because of a "strategy" making this game uninteresting for all players. (Ruine's indispensability is based on the same logic)
Oh Kindred is also great in that it let's your team see each other. Everyone hop on the same gen, pop it, move on to the next. See if someone is trying to go for a "save" because they're not very smart, have one person finish a gen and the other open a door and see which door they're at, and see if the killer gave up camping. Honestly I think Kindred is underrated as a perk.
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I dont believe lag affects your ability to hit checks, could be wrong but I've had 200+ ping (getting away from the killer before rubber banding back into them just to get hit) but zero issues on any skill check.
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In all honesty this is why I run with Kindred. Let my team see the camping so they can work gens and walk away. Eventually campers learn they're not going to get jack if they don't pressure other survivors.
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@DaS_only said:
https://forum.deadbydaylight.com/en/discussion/comment/634572#Comment_634572
Free items? It's an item you earned + wasted an offering to protect. Your bias is heavy
It's not any kind of bias, I mostly play survivor. You're asking to keep an item you no longer possess. The ward prevents you from losing the item when you DIE, it specifically states that. You're asking for a buff to an offering and that's what it comes down to.
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Wanting to keep an item not in your possession is like wanting the ward to work even when the item runs out of charges. It's, for all intents and purposes, gone. No longer present. Survivors don't need free items any more than killers need free ultra rares
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@Venoxxie said:
So how is it supposed to be more visible? Just curious how a key could be more noticed...
Should we make it the Keyblade from Kingdom Hearts? Not meaning to be rude, I just don't see how they could be more visible is all.
Make it shine a bit is one way
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Honestly I'd be happy if gens just took a bit longer to finish, like 15-20% more. Plenty of killers with zero map presence against good players won't even see a survivor before the first gen is done and when they do find one another gen or two can be done during a chase.