Avatar

Akumakaji

Akumakaji

About

Username
Akumakaji
Joined
Visits
0
Last Active
—

Comments

  • Grim Prophecy - each time a survivor is hooked for the first time Grim Prophecy gains a token. Upon reaching 4 tokens Grim Prophecy activates and one healthy, non-hooked survivor is put into the dying state instantly.

    Good Tidings - each time you finish repairing a generator Good Tidings gains a token. Upon reaching 4 tokens Good Tidings actives: the next generator you interact with is instantly repaired.

  • @Dionysus42 said:

    Inspired by Pixel Bush's recent statement and the response it got, but informed by a now long history of debate on this issue. People say that the new survivor is clearly tailored to be drooled over to the point of ignoring his actual history and origin in favor of modern fashions and so on, that Haddie's relative failure means BHVR is now entirely focused on making survivors that people want to have relations with, and that it has gone beyond the isolated environment of the spinoff to now infect the main game, destroying what little semblance of horror aesthetic is left. Also, characters like Claudette get outfits that don't at all fit their reserved personalities.

    What do YOU think? Do you still want more daddy Ghostface, David, and revealing Kate skins? Or has it all gone all too far? Post your favorite Feng bikini cosmetic ideas as well.

    I know where you are coming from, and I know that some of his outfits are quite revealing and show relatively a lot of skin, but please, please, please leave Jeffrey alone, I don't want my lovely, wheezing Clown any other way.

    That said, yeah, most successful survivors are pretty, but that shouldn't suprise anyone. I would say that Haddies failure might be some kind of self-fulfilling prophecy, in that she has next to no cosmetics. Give the woman some cool, dazling outfits, something special to set her appart. I don't know, give her a bollywood outfit line, a wedding dress or some Holi color outfit; if I can come up with that just while I am writing this here, so can the creative heads at BHVRs.

    I am also salty that Vittorio just looks like a modern fashion model. Nothing wrong with him being pretty ... but couldn't he be medieval pretty and wearing some cool court-clothings, royal garments, venician carnical costume or bawdy peasant roughs? The excuse that he was wandering the fog for 700years and just took fallen survivors modern ultra-fashionable clothing sounds so lame and paper thin, that I am actually offended by this, and I am usually not. Why would you make him a medieval noble when you don't lean into it? The way he looks he would be more authentic if he were a modern day historian or restorer of a museum or even better: ancient arts salesman.

  • @th3syst3m said:

    https://forum.deadbydaylight.com/en/discussion/comment/3263051#Comment_3263051

    I was taught respect was earned. You want to play a broken killer go for it, just don't expect people to be happy about it.

    Hmm ... so playing the Nurse makes you persona non grata, no matter what? This is something that I feel is a bit far-fetched.

    Yes there are this players who are really good at nurse and its totally uncalled for to kill the first survivor at 5 gens or something. But what if you just happen to like Nurses gameplay, are you then not allowed to play her?

    I once versed a survivor who had Nemesis=no skill as his screen name and well, I was playing Nemi. Wasn't I not allowed to have fun that match and destroy palettes, just because that player hated Nemesis and considered him op?

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3262996#Comment_3262996

    Let me expand a little bit. If you give the survivor Reassurance, they're prevented from 4%ing or letting go on second stage. If you give them the ability to cancel Reassurance, they're gonna use it and go right back to doing that. If a killer is stubborn enough to camp a survivor even through Reassurance, their being "held hostage" actually serves a purpose in that the killer's camping them whilst everyone else is doing gens and getting out.

    My argument is that it's ridiculous to assume that every 3-man SWF out there would hold someone hostage just because. Maybe it would happen once or twice for kicks, but not all the time, because that would be beyond boring even for the most sadistic of teams. But the important thing everyone misses about that scenario is that the match suddenly becomes a 3v1, a situation that could easily spiral out of control and lead to the killer downing everyone, even for competent SWFs. So if that starts happening and the survivors start losing, the SWF would be crazy not to take the player off the hook, even if just to take some of the pressure off themselves, and hopefully turn the game around. Whether the killer starts winning and they take them off hook, or the SWF loses and the game ends for everyone, the hooked player stops being taken hostage, albeit a little later than they'd like.

    Survivors can go in perkless and do really well. This was true before they were given BT/Haste for free, and it's especially true after. They can afford to lose 4 perk slots collectively, or not even that many because what survivors have 4 Reassurances on their team? If the killer's not camping, cool anyway, because they're intentionally not using a strategy that they sometimes pretty much have to use to win, because killers can't go for 12 hooks, and sometimes can't even afford to alternate between just 2 survivors.

    We call it game-breaking because it takes away yet another option. Killers can't slug, can't tunnel, can't hit and run, and now can't even camp. It's a direct power creep on Kinship, because it can be used on multiple teammates instead of just yourself, but also in combination with Kinship. Yes, I know Kinship's duration gets wasted when it activates before Reassurance is used, and that should be fixed. But I really think Reassurance is stronger than most give it credit for, because they're not even giving it a chance, and those who do may be thwarted by bad solo teammates.

    Reassurance can sometimes come in clutch when the game is nearing its conclusion and one survivor is close to being sacrificed, ie the others slammed a gen instead of going for a save and now the killer is "camping" the last 20s or something.

    But that's ok and in line with any other situational perk when it's situation arises. Other then that it's only useful when a killer really tries to face camp; in all other situations it's in everyone's interest to get the survivor off the hook.

    Yes, here are perks that can take away options, but that's nothing new, and you can't take away all the options at once.

    I wouldn't mind if they buffed Reassurance as I basically never camp outside of EGC situations. I would love for more survivors to run it and playing with one less perk.

  • @th3syst3m said:

    https://forum.deadbydaylight.com/en/discussion/comment/3263006#Comment_3263006

    Yeah it's crazy some people feel entitled to a fair match were the outcome actually means something.

    And I am always amazed how people still expect to be treated with regular respect and not being attacked for liking a certain thing. Reread your original comment and maybe pay attention to your tone. You might notice why your comment wasn't so well received, then.

    No one says that Nurse has no issues,everyone knows that, but playing a certain killer or survivor shouldn't give you a blanc card to disrespect anyone.

    But that might just be my old school two cents. Times are changing, I heared.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3262893#Comment_3262893

    I've actually never thought of using his iri add-ons together. But no, not even that is gonna be enough against good survivors. The slowdown from the "silent" portal add-on makes it stupid, and the aura reading from Lichen is nice but good survivors don't care to have their auras shown, because they just run the loops normally and take advantage of all the no-mindgame spots.

    Demogorgon is fun but I've had some of my sweatiest matches ever consistently on him. His shred is just good enough to tease you into thinking you can beat any team with him, but it never delivers that.

    That's true. Truly good teams just split up and slam gens while you chase one down, but when running this add-on combo I always have two pairs of portals directly next to each other. Port from one to the other and you see all the survivors and can instantly start to hunt one down. Also the 7s undetectable can lead to a gen grab every now and then, which massively puts you ahead of the curve.

    It's funny when you see someone entering a locker or hiding in the basement and you just sniff them out there with then barely realising what's happening due to the relatively long undetectable.

    Thebest thing about Shred is that it just loads fast enough that you can hit suevivors every time you run them in shack from the windows outside to the door and back: charge shred just before reaching the door and release once you come around, never misses, most don't know about this.

  • Copy pasta from another thread: Quick question: I got a couple of matches (like 3 or 4) in the last weeks were I got connection problems at the most inappropriate times, ie when hauling someone down to the basement or nearing a hook etc.

    Usually it's some kind of connectivity problems and it shows as a DC on my side on the post game screen, but I got no DC timeout.

    It's strange as it happened a couple of times just in the nick of time to "help" the poor, downed survivor, but not sus enough to suspect foul play.

  • @th3syst3m said:

    That's a little much? I've seen way worse, I wouldn't give that a second thought. But just to correct you it's not an ego issue, it's a fair game issue. Also Nurse players by far have the biggest egos. I don't know why but they think playing a broken killer and winning most their matches make them amazing.

    Entitled suevivors in 3 .. 2 .. oh, they already beat me to it.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3226559#Comment_3226559

    Unless they confirmed that it is a bug, i would argue that this is how they intended it to be (its their game after all). This is ment to be a horror game first and "parkour" game next... not the other way around. Disabling the Nvidia filters and keeping the maps dark, together with the approaching heartbeat sound are ment to keep you on edge.

    If all maps are just bright as day, the horror element will be gone.

    The horror element will be gone regardless after a max. of 30h of gameplay. Then the killer is just the obstacle hindering you from escaping

  • @jotaro said:

    https://us.v-cdn.net/6030815/uploads/9KYZBBSAB85H/snapchat-1154633325.jpg

    I clearly sacrificed 4 survivors (ez btw) so why after the match the challenge says 3/10 survivors sacrificed?

    Extra offerings for the High Pristess. Uwu

  • Or here is a truly wild idea: each hex perk deducts a certain time from the protection times, the stronger the shorter the protection. And strong combos would also reduce the timer more then two rather weak hexes. This would make it a bit more complex, but allowed for more fine tuning.

  • @Thusly_Boned said:

    I would bet a large sum of money that 90%+ of DCs are people who DC ragequit the minute it becomes clear the match isn't going to go the way they wanted it to.

    Screw all of those guys, let them rot in e-purgatory until they grow up.

    There are some occasions where someone has something irl happen mid match, or they get booted, and that's understandable, which is why the first instance should be met with a reasonable penalty.

    But once someone starts dipping out of matches multiple times a day, you have to draw a hard line.

    And yes, there are poor souls with crap internet or a janky machines who just can't maintain a stable connection, and as much as it sounds cold and insensitive to say, online gaming probably just isn't something they should invest in until they get that stuff sorted.

    While you are not wrong there are a slew of online games that let you reconnect to a session if you do so within 30s to 1min

    One small spike shouldn't be a kill switch. No matter if I am at a detriment after 30s of being afk, but at least gimme the option to reconnect.

  • Quick question: I gita couple of matches (like 3 or 4) in the last weeks were I got connection problems at the most inappropriate times, ie when hauling someone down to the basement or nearing a hook etc.

    Usually it's some kind of connectivity problems and it shows as a DC on my side on the post game screen, but I got no DC timeout.

    It's strange as it happened a couple of times just in the nick of time to "help" the poor, downed survivor

  • I am sorry for your bad team mates. Usually when I (playing mostly soloQ) encounter a 3 stacks Devour, the game grinds to a complete halt as everyone frantically searches for the totem.

    Sometimes the killer gets their 4th stack and then it gets cleansed.

    I guess you're either unlucky or your MMR took too big a hit.

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3262936#Comment_3262936

    It would work well on some hexes (like huntress lullaby), but not on others (blood favor would be very much not fun, old ruin would have been OP).

    I agree that some hexes need buffs, because other non-hexes provide same-strength, or even stronger effect. The problem is, that they are in a same ship as boons - if you nerf boons, you do so also to dark theory, which is weird to say the least and buffing them empowers CoH. The same can be said about say dhope vs crowd control

    Old Ruin is no longer in the game, hence the moniker. But do you think that 2min (or 1:30min) of unrestrained Blood Favor are too strong? Its not a bad perk, but most hex perks seem to either get cleansed within the first minute or survivor's somehow struggle to find them at all.

    I guess if hex perks were more viable you would also see more survivors specialising in finding and cleansing them.

  • @Grandpa_Crack_Pipe said:

    "Should be put to the sword"

    Damn dude, don't see many feudal lords playing this game.

    "M'lady" *tips Fedora towards Feng*

  • I proposed a change some while ago that got a few thumbs up, but eventually didn't get traction.

    Entities Blessing: when the trial starts no totems are lit up and all Hexes are sustained by the Entity for 2min. All totems are dull and can be interacted by survivors, ie booned, cleansed for toom challenges/Inner Healing/Overzealous etc.

    After 2min The Entities blessing ceases and all hex perks are transfered to any remaining dull totems in the trial, with the leftmost hex perks taking precedence if there are too few left.

    This would give killers 2min of guaranteed value of their Hexes and prevent them from being cleansed within 30s into the game, while letting survivors do all their usual totem stuff and if someone would want to cleanse all five they wouldn't be effected at all.

    I think that this is the best for everyone. Obviously the 2min protection timer could be twiddled with (1:30 maybe?) but I think that's a good start. A new killer perk could increase the sustained timer for a minute or something. All in all I believe that this system would make Hexes more viable and therefore hex anti hex builds more interesting.



    Altwrnative: we could rewrite all Hexes in the style of The Knights new hex perk, ie they only spawn onto he map even they first come into effect. Would need a bit of tweedling here and there, but could probably be done without any perk losing its identity.

    I still like my solution better:P

  • @skylarka said:

    https://forum.deadbydaylight.com/en/discussion/comment/3262174#Comment_3262174

    This would be OK but it's not really a solution to the problem. Seems like it'd be easy enough to implement a random selection model of leveling up based on a single click. It could be more difficult or involved to create something like Akumakaji suggested where it takes best perks or or cheap selections, but random? That should be pretty easy. One button per level. Done.

    I would love a small triangle if three orbs in one corner of the bloodweb. One finishes the bloodweb truly random, one buying the most expensive items, one buying the cheapest items.

    With a couple of clicks and probably less then 10nin you could spend 3 million BP and got what you want.

  • @Steakdabait said:

    it's meant to make it so injuried survivors don't get thrown out the gate if you hit them. It's not meant to be a LMAO I HIT YOU WHILE UR NEAR AN EXIT GATE TIME TO POST THIS ON REDDIT AND TAG IT AS JUST LEAVE mechanic.

    This is the most mundane and unfun, but also right, answer.

  • In the case of friendly survivors I try to 2 hook everyone and eyeball it from there. If its just 2 gens, then they can finsh them and go. If its more then that then I kill them off one after the other and give the last one / most cute one the hatch. If they really up their game and there is only one gen left when I kill someone, then sometimes even two may go.

    I really like it if I manage some fun interactions ... like trapping a survivor in a corner, slowly shaking my head while they try to wriggle past and then smack them.

  • @Seraphor said:

    Demo might be fairly well balanced, but he doesn't have a very high skill ceiling. Meaning there's only so far a good killer can take him.

    His Shred is a fairly good chase power, but his portals are very limited and easily counterable.

    He's ultimately a worse Wesker at this point.

    Every now and then, when I want to go really ham, I play Demo with double Iri add-ons. Thats probably quite unbalanced and survivors have little ability to hide and lay low, but its a lot of fun. But outside of his double-iris you are probably right.

    The lifesaver whistle can be fun at times with the add-on that increases portal detection rate, but in that case you still have to do the chasing and killing by hand.

    Demo is a fun killer that I often give one or two spins a night, but not my main by a far shot.

  • @R1ch4rd_N1x0n

    Demogorgon is a Demon Prince and current ruler of the 88th layer of the Abyss, called The Gaping Maw.

    The demon towers a full 18 feet (5.5 meters) in height, his body at once sinuous like that of a snake and powerful like that of a great ape. Two baleful baboon heads, with blue and red faces similar to those of mandrills, leere from atop his lumbering shoulders, from which two long tentacles writhed. His lower torso is saurian, like some great reptile with blue-green, scaly skin. He has an immense forked tail

    Each of Demogorgon's heads has its own name and personality, a duality that created an enduring internal conflict of his personality, while shaping all his actions and even his realm.[His left head is named Aameul while the right isnamed Hethradiah (sometimes referred to as Hathradiah). The two heads are constantly at war with each other, seeking to obtain the upper hand on each other. Aameul, the more charismatic and calculating, relishes deception and wishes to break free from the other half. The more impulsive and feral Hethradiah relishes destruction and does not wish to be separated.

    Perhaps the only thing preventing Demogorgon from taking over the rest of the Abyss is his own dual nature.

    The layer of The Gaping Maw consists of a great sea of briny water broken by tall, sharp, ugly, rocky promontories. Demogorgon's palace, called Abysm, consists of two twin towers roughly shaped like tightly coiled serpents, crowned at the top with skull-shaped minarets. The two towers are linked by a bridge near the top. Most of the fortress lays underwater beneath the towers. The reefs and caverns near the fortress are home to aboleth, kraken, and ixitxachitls, which constantly quarrel with each other and worship Demogorgon in his palace above.

    Demogorgon also keeps a fortress in the bog of the Gaping Maw called Ungorth Reddik. is was where he housed his armies of hezrous, aboleths, scrags, skum, and ichythoid creatures. The fortress is guarded by unusual retrievers, golems, and other evil constructs. Demogorgon us also served by abyssal marauders.

    The only significant landmass of the layer is a vast continent covered in tropical jungles. Here, Demogorgon's capital city of Lemoriax is located.


    The Demogorgon was planned to be the endboss of the kids D&D campaign dungeonmastered by Mike and Will the Wise even tried to throw a fireball at the Demogorgon. It was knocked over by Dustin and is belived to be deseased.

  • @JustAnotherNewbie said:

    https://forum.deadbydaylight.com/en/discussion/comment/3262808#Comment_3262808

    Do you get only two uses in total, or a maximum of two uses per hooked teammate? Because I thought it was a latter, like you have "unlimited" Reassurance with only the hook states limiting. Like say someone gets hooked once, you reassure them. Then they get rescued and later get hooked again, one more reassurance. Or a teammate gets hooked you reassure them but they still end up progressing to second stage, can't reassure them now cause hook state has not being reset at any time. But in the same game you can also reassure your other teammates. Do I understand the current version wrong, cause I can't say I really run it.

    Right now every survivor can be reassured a maximum of two times, ie once per hook stage. I think that we need to bumb this numbers up without getting into abuse territory.

    We basically have two way to do that: either we waive the limit on different survivors -> if every survivor who ran the perk could use reassurance twice on a hooked survivor, then that would ammount to +3min hook time, but this would need a lot of coordination and probably a lot of wasted time by traveling for three different survivors up to the hook and back. Two times.

    The other way would be to give each survivor a discret ammount of charges for Reassurance, the one which I would prefer. You could then have two survivors on a gen while one survivor hovers around the hook, intermittendly spending another Reassurance charge, while the killer just wastes their time. Either the killer leaves the hook and allows an unhooking, or in the case of several survivors with Reassurance, they switch places with one in the gen squad. At the most an unwilling survivor on the hook could be held hostage for 4.5min .. or 5 min if they somehow ran Kinship ... which is about the same time that a voluntary DC would take.

    4-5min gives the survivors ample time to finish the gens and maybe even organise a rescue attempts, incentivising the killer to just not camp.

  • @JustAnotherNewbie said:

    I totally agree with the range increase. If a survivor is getting camped and you have re-assurance on, you have to stop whatever you're doing (probably a gen) and run all the way there, which for the killer is positive because you are wasting time, then activate and perhaps put yourself (and subsequently your team) in a huge risk when killer can instadown, and then you maybe decide to hang around or go back to the gen, which is also wasted time not working on a gen, which is considered the facecamp counter.

    I'm a bit confused about the charges. Do you get only 3 Reassurance attempts the whole game but now you can reassure the same person twice granted they've not left the hook?

    Yes, the idea was to have 3 charges of Reassurance and that you could use up them how you want. I think I looked up how it works right now and somehow got it all mixed up in my head and bamboozled myself ;D

    So here you go: at the start of the trial you get three charges and can spend them any way you want: all on that one poor hooked survivor, or on three different ones or any combination, but you only got 3, so that it limits the abuse potential. 1:30min of extra hook time (or 2:04min with Kinship) should be plenty for a single survivor running this perk. I think we need a hard limit on Reassurances use, but the two uses we got right now are nowhere enough.

  • @Nun_So_Vile said:

    I hate that you got the Hunk skin Legion. YOU ARE NOT WORTHY OF HUNK!

    Hunk finally gave me an incentive to play one of the male Legions. Otherwise its always Stabby Queens. Go Susie, go!

  • @Remedicist said:

    Agreed. Some survivors also do not make falling notices currently even without Balanced Landing.

    For a fun experiment compare Bills running footsteps to Aces.

  • @the_dempsy99 said:

    then they nerfd it too the ground and if there is a camping bubba you have to get 6 meters of the hook too even use it and hopefully they don't have noed, and yes this happend too me it was a nurse with noed and she was camping the hex and hook and i couldn't save him with reassurance

    Funny enough, not 30min ago I posted a piece about Reassurance over in the Feedback section. Lets meet over there and talk :)

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3262754#Comment_3262754

    mach speed?

    5.8m/s btw

    Wraith moves at 6m/s while cloaked.

    Spirit moves at 7.04m/s while phasing.

    Oni moves at 7.8m/s when Demon Dashing.

    Blight and Hillbilly move at 9.2m/s when using both of their powers...

    el oh el

    And most importantly Sally blinks at 13.33m/s

  • @dgbug said:

    legion is cool

    This one speaks the truth. Running at breakneck speed, vaulting over obstackles and stabbing survivors left and right is the hight of fun gameplay, no matter that getting actually downs it pretty hard. I just enjoy the Need for Speed when playing Legion and their pretty cool selection of cosmetics.

  • @Xernoton said:

    Play in which ever way you like, as long as your intents are not malicious.

    You felt like slugging was the logical choice, so you did exactly that. I don't see any problem with there. Unfortunatley some people will be bad sports no matter how you play.

    This is really solid advise.

    A while ago I got pretty salty and burned out by the constant BMing of toxic survivors and decided to strike back. Next game I got a 3k, but it was very hard earned and especially that one Nancy gave me such a hard time, juked and cornerteched me a couple of times and only went down when I finally got Bloodlust going.

    After that I let her bleed out on the floor while nodding at her. In the post game chat the Nancy was very disappointed with me and asked what she did wrong and why I would waste 4min of her life. In retrospecion she actually did indeed nothign wrong. She had no flashy and never pointed at me or t-bagged me after palette vault. Indeed all she did was playing very well and evading me and lasting a long while in chase.

    I had projected the previous toxic survivors gameplay onto her, even thoug that Nancy was just a random good player in the next match, totally unrelated to anything that happened before. I felt really bad about this and never stooped so low ever again.

    It also helps to watch streams of TTV players after a game. A lot of the behavior that tilts you and makes you think "what a toxic A**!!! How can they be like this, do they have no conscience?" is actually just playing survivor and trying to do various things: diverting your attention from a nearby gen or the two survivors healing behind that stone, or them missclicking a button, flashing at you or them just being plain innocent. I had one twitch streamer whom I left on the floor for a good time commenting in the sweetest, innocent way "aww .. that killer is is sweet. He is just standing there and doesn't want to hook me. No its ok, just pick me up", not gloating or anything.

    So I highly recomment to not fall into this hole of bitterness, but just try to let BM-ing slide off of you. This people are most of the time either teens who don't know better, or young adults in their early 20s who try to be edgy and to impress an audience, but most aren' malicious, but just trying to enjoy a couple of rounds of DBD.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3262739#Comment_3262739

    Yep, 'Sacrifice 3 survivors in the same game' actually requires all 4 as I just discovered.

    I thought it was just the Devout Emblem that didn't count the last survivor sacrificed if it also happened to end the game. Turns out even if the 4th is alive, the 3rd doesn't count as a sacrifice is they're the last one.

    Good to know :V Sad, I usually give the last one the hatch ... oh well, I bet that one group will have to live with no one of them escaping :)

  • @KateMain86 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3262103#Comment_3262103

    I've spectated hundreds of last survivors in this game and it feels like half the people who play don't even know what the hatch is. Also these are just suggestions and the 50% idea doesn't have to go without conditions. For example, door progress can be based upon how many generators were (or weren't) completed and how quickly the other 3 survivors were eliminated. In that case, you wouldn't always get 50%, but the idea would be to balance out the situation for the last survivor instead of it always being a static situation regardless of what happened during the match.

    Having it always come down to a hatch chase will always favor the killer given the speed difference. The rest is up to RNG which factors in nothing from the match other than a hatch offering. Survivors run out of things to work with far too quickly and too often am I left feeling like I'm being punished for the failure of my team.

    https://forum.deadbydaylight.com/en/discussion/comment/3262120#Comment_3262120

    Exactly!

    Yes, a hatch search always favors the killer, but why should't it? They killed off three survivors at this point and played better, yet you still got a decent chance of escaping.

    In the same vein, a camped hook during the EGC with all 4 survivors alive massively favors the survivors. Unless they severely missplay or some instadown mechanic is in play its nearly a guranteed 4E .. and why shouldn't it? They obviously played better by getting here with all four alive and kicking. Actually, a point could be made to also give the killer a small hope mechanic in such a situation, like a 4% chance to instadown a healthy survivor, mirroring the chance to unhook yourself ... buuuuuut lets not venture down that road for now and focus on hatch :)

  • There was also the issue during the event with survivors arms spazing out when they operated the exit gate switches. Maybe thats a remnant of that bug.

  • @Rovend said:

    https://forum.deadbydaylight.com/en/discussion/comment/3262537#Comment_3262537

    The 1 killer perk needs to equal 4 survivor perks does not make any sense. It is not as killers and survivors share the same objective so you need to balance this around their perks.

    how can you even measure the needed effect of 1 killer perk where the objectives are so different from one another.

    it's not like a killer takes 90sec to hook one surv

    Indeed. In general a killer perk should trump an equivalent surivor perk, because of the 4v1 nature, but besides that its not an exact science. I bet that most killer perks would be grossly "underpowered" if you applied this metric, so this shows that its bogus.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/3262235#Comment_3262235

    We are literally in the gen kick meta.

    Call of Brine, Overcharge and Eruption are all meta for a reason.

    It would be one thing if Eruption only stopped gen progress for 25 seconds but it stops Survivors from doing ANYTHING.

    I think that this would be a very reasonable nerf. Its this "being removed from the game entirely for 25s" that feels somewhat out of place. When I run eruption I always feel elated when it goes off, because quite a few times you either take too long to down someone and a previously kicked gen gets finished or no one is at the gen when you kick it. A successful Eruption gives you some breathing room and allows you to ignore that gen for a short while, but honestsly if that survivors healed up in the mean time or booned something I wouldn't mind. To me the 25s safety net for the gen feels more important and I would appreciate a gen-only incapacitate like effect instead of just lowering it so something like 15s.

  • Thats the thing, you can either front load your perk selection, heling you with doing gens and survivor during the bulk of the trial (Proof, DH or other exhaustion perks, Hyperfocus, Windows etc) or backload, in order to secure an escape (Hope, Adrenalin, Wake Up, Sole Survivor) or something in between.

    You shouldn't have to hold your cake and also eat it. THIS is what all the calls for basekit changes lead to: if an aspect is important enough for you that you would want to have it as basekit, well, then pay the perk tax for that and adjust your loadout. Some killers have a permanent Lightborn slotted in, even when no one survivor wields a flashy in the lobby. And if you really hate the hopelessness during the Hatch standoff, well, maybe make room for Wake Up, Undercover or something else that helps you in this situations. But everytime something is made basekit, it incentivises the players to not deviate from their meta, because they can play meta and still benefit from the now basekit perk.

    The hatch is often missunderstood, just like the EGC, its not there to give one side a better chance at winning, to help them or whatever, but to put a timer on the game, with the hatch having the explicit addage that it indeed is there to give the last survivor some hope in an otherwise hopeless situation (3 gens left).

    Right now the hatch spawns invisibly when the map is generated, but its still there and you can sometimes notice it when your character walks over it and jumps up a bit. This is bogus. Here is one change that I would propose to the hatch: when the 3rd survivor dies ONLY then the hatch spawns into the world, and it does so either equidistant between the killer and survivor or at least 40/60% between the two, somewhat randomized. This way no one can know where the hatch spawns beforehand and you won't have situations where the hatch opens right next to some player, who instantly jumps into/closes it, but you would always have a somewhat 50/50 chance for either side to make the race to the hatch.

    I also like the UB base kit if the killer sluggs for the 4k, like someone suggested earlier. Maybe in the same vein we could add an "angry entity crows" meter to survivors who don't touch for 3min, that slowly degrades when you work at a gen, preventing 20min stealthing matches with 2 survivors left. Both, 20min stealthing matches and slugging for the 4k are rather unfun playstyles and I think this changes could help to make this situations more fun and engaging.

  • @Emeal said:

    I would also suggest bHVR to do something with Death Note. BUT PLEASE NOT A FENG SET!

    Gothic Lolita Feng outfit confirmed.

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3262516#Comment_3262516

    As sabo are my top fun interaction in a game, I am not really happy 😂 but it is fair I guess 🙂

    And I get why, having yanked a mate out of the pickle with it surely feels awesome ... but as the killer it's one of the most frustrating interactions for me personally.

    I fully know its petty, but gooooosh sabos have ruined so many good plays of myself, that I wrote this rule in my codex.

  • @not_requested49 said:

    https://forum.deadbydaylight.com/en/discussion/354448/new-animu-chapter-deathnote

    Eh I feel like it would be more fitting for the survivor to be L since Misa Misa was more of an ally to light than an enemy

    Thats true, but I just want Misa, she would be the new best gurl and she would slay it in all the cosmetics. And her perk "Shinigami Eyes" would show her at all times how close to death someone is.

  • @not_requested49 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3261991#Comment_3261991

    Hooks respawn tho? I hardly find it a big deal if a hook is sabo'd because it respawns pretty quick

    Yes of course they respawn, but that hooking that I was working towards, the reward for my tough chase, you are ruining that for me, so you put yourself waaaaaaaaaaaaaaay up on my priority list. As I said, touch my hooks, get tunneled into oblivion. Easy as that :) Everyone has their priorities, these are mine.

  • It feels a bit like the old DH situation, but in reverse.

    Killers "nearly every one is bringing DH and it makes greeding palettes so easy. I have to run each loop 3-4 times. They can just doge to a vault and get away Scott free. Each time someone uses DH, I die a little bit inside."

    Survivors "lol. DH is fine. Git gud. Learn to outplay it. If you cornered a survivor but they DHed away you didn't really outplay them. People over exaggerate DH impact greatly."

    Then patch 6.1 dropped and the first day pulled the wool off everyone's eyes and the rug from under their feet.


    Now it's

    Survivors "Eruption is overtuned. It's in over half the matches I play. It had zero counterplay, even when I know that gen is kicked there is nothing I can do. Its so unfun to play against."

    Killers "Lol the perk is fine. Git gud. Just let go of the gen. Do Bones. Slam gens. Bring a tool box. Touch grass."


    Well, Eruption itself isn't carrying as hard as old DH, but there are some parallels.

    I only use it sparingly and can mostly win without it. Don't lean and crutch too much on it, my fellow killers, for I too see the big nerf coming.

  • @Jangles said:

    Since when has iri been a banned word?

    Also Limiter?!?!

    Myers?!?!?

    Like these are basic functions inside the game, What have we done to the censor?!

    Is it mad at us? Should we be afraid of it?

    Because back in the days when you could see other players grades, this info could be used to belittle/insult/ridicule/throw shade on someone.

    BTW,I am just explaining this stuff, not supporting it. The chat censoring has gone so much out of hand that you can't have any meaningful conversation.

    Names of characters, screen names,grades, anything that could be used to verbally attack someone in game are censored out, but this also prevents you from having a normal conversation.

    "Wow, that Dwights flashlight save was so awesome!" - not possible.

    "Myers with the scratched mirror on the map was sooo scary." - beep

    So the only thing that's left seems to be gg, ggez, ggwp and various insults, curses and death wishes thrown at me, my family and especially my mom. Nothing out of the ordinary, please just move on.

  • @Alen_Starkly said:

    https://forum.deadbydaylight.com/en/discussion/comment/3261868#Comment_3261868

    Hmm I think one of the rules of the forums is that we shouldn't ping a staff member that hasn't commented in the thread. Thanks for the suggestion though!

    I guess that BHVR for some reason wants to keep the availability of the charm a mistery.... I don't get it.

    I had a feeling... oh well, we'll just wait and see then.

  • Yeah, stuff like this sucks, but you won the trial for your team this way. When the team MMR rise and fall drops next patch this will actually be a beneficial outcome, besides the de-pipping which always sucks.

    Killers can be really salty when you mess with their stuff, for this demo its his totems, for me its hooks. If you successfully sabo a hook, I will be petty and tunnel you to the end of the world. But thats actually the most honest kind of flattery that any killer could give you. So take the salt with both hands and run with it. Thats what I like to do.

  • What the doctor ordered. DBD must be my favorite game, but it got lots of issues. Just like with a lover, just accept the flaws, enjoy the good times and just don't comment on the weird stuff at all.

    Many players, be they survivors or killers, will find objections with anything, be it valid or not, and you literally can't move without offending anyone, so don't even bother.

    I find that playing somewhat fair leads to much more enjoyable matches, but no matter what you do, eventually someone will try to shame you or you will habe the worst gaming experience Of Your Life and then take it out at the next group of players, who probably are just memeing and fooling around, till you eat their heart out with a vengeance.

    At first I sweated a lot and give it my all, tunnelingcand slugging like there was no tomorrow, till all players I met played like their lifes depended it and this game was the DBad worldcups final match, while in reality it was just a casual Tuesday.

    Now I play tough, but somewhat fair, try to hold of killing someone until the 2nd gen is done and usually give hatch. But if the survivors play mean, try to tilt me and tbag at every opportunity, well then they get my special attention.

    All in all: you do you, so just enjoy the game in a way you're comfortable with. I would recommend not to actively try to destroy other people's fun, but in the end, it's just a game.

  • @Splinterverse said:

    I'd like to see Shelter Woods killswitched until it can be re-done. It just makes you want to DC (unless you are a killer).

    I know that feeling. My heart sinks when I see that the map is the Eyrie...or the Game ... or the Garde of Joy ... or Cowshed ... or Red Forest.

    It just makescyoucwannscDC (unless you are a survivor).

  • Maybe we should ping Mandy and inquire if she knows more? The charm looks kinda cute and the game is on sake right now for about 3.50, so no bigger and maybe its fun enough for some casual time slaying.

  • @skylarka said:

    As a general quality of life thing, it's a pain and it takes a long time and a lot of clicking to level up the bloodweb when you have loads of bloodpoints. For example, farming up a million bloodpoints and then prestiging a character. A lot of the time in these scenarios, players already have all the perks/items/add-ons they need, or the don't care what perks/items/add-ons they get from leveling up.

    Can we get a button that fills in the bloodweb randomly and just completes the level. I would use this CONSTANTLY and I am sure I am not alone. Imagine at the end of the season when you have 2 million blood points and instead of spending 30 minutes spending them down you could spend 5 minutes! That would be a joy!

    I think there could even be different options, like:

    "Instantly complete level (random selection)" - instantly fill in the current bloodweb level, making random choices

    "Instantly spend all blood points (random selection)" - instantly spend all your bloodpoints on the current character, making random choices on all levels until you're out.

    Adding some variation of one or both of these options would be a huge quality of life improvement, I think. Obviously you could still manually level the bloodweb exactly as you do now if you want to spend as few bloodpoints as possible by picking brown items or you want specific add-ons or skills. The idea would just be to add a button or two on the bloodweb screen to make it so players who aren't choosy about their bloodweb could level up more quickly and easily.

    This is suggested over and over and over again. We shall not stop until BHVR listens and gives us an easy blood point spending option.

    A couple further options:

    "Instantly complete level (maximum perks)" - instantly fill in the current bloodweb level, taking the maximum if perks.

    "Instantly complete level (highest bidder selection)" - instantly fill in the current bloodweb level, buying the most expensive items/add-ons on offer.

    "Instantly complete level (cheap selection)" - instantly fill in the current bloodweb level, spending the least amount of bloodpoints possible.

  • @Satelit said:

    We would've had Billy in a sweater if people voted B

    Press F to M B

  • @skylarka said:

    https://forum.deadbydaylight.com/en/discussion/comment/3260854#Comment_3260854

    Is this system the reason why when survivors DC lately they keep making noises forever? Example: survivor DCs while injured and working on a gen? Gen repair noises and groans of pain at that location last through the rest of the game. Survivor DCs on hook? Hook noises last forever, even if you kill another survivor on the same hook and break it. I thought it was ghosts, but it's beta husks.

    Oh! Thats an interesting thought! How intriguing.!

1 … 39 40 41 42 43 … 102