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Alphaphalt

Alphaphalt

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Alphaphalt
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  • Corrupt is a zoning perk, not a slowdown.

  • @SonicOffline said:

    https://forum.deadbydaylight.com/en/discussion/comment/1476093#Comment_1476093

    I can live with this conclusion. Thank you for input, and it has been noted. <3

    Okay that's good to hear. Everyone has bad matches so you shouldn't let it get to you too much.

  • One Iron Will and one Spine Chill, yeah I don't see the "three or more players are built for being invisible and unseen."

    Just accept the loss and move on, if it gets to you that bad, close the chat.

  • I use none because I prefer to use fun perks, every match has at least 2 terrible survivors so games are too easy anyways.

  • Thanks for the laugh.

  • So you're saying you knew they all had it, and still couldn't wait 8 seconds?

  • Lets say 4k is the standard for victory, which I also consider personally. If the kill average is 2.5k, then that means the killer wins 62% (roughly) of every match if you put it all into 4ks and 0ks. Now considering that this is also skewed by hatch escapes (which many people also consider to still be a victory), and it looks like killers need some heavy nerfs across the board I don't know about you sis.

  • I can't believe this how dare BHVR make me actually think about when I should use my power. >:(

  • You know that if it ends up being changed it's going to be even worse somehow.

  • If you're sending people to cages whenever possible you're playing him wrong.

  • This is BHVR we're talking about - but the idea is strange enough that it would be funny to watch play out.

  • Usually by playing the game normally and not ruining it for everyone else because you're not "confident" enough.

  • Doesn't matter, they can still use it as an excuse to force AA while providing no alternatives.

  • How privileged a state must you be in that someone "repeatedly crouching", as the devs put it, in a video game is enough to upset you.

  • @lazerlight said:

    The killers having their individual keybinds is okay, but the second part is all because of YOUR choice of having those two actions merged within the same key. Each of those perks have their individual conditions that need to be met in order to trigger them, there is no way you'll use more than one at the same time.

    To use FtP you need to be healthy and healing someone without a medkit. To use deadhard you need to be injured and running. And to use Diversion you need to be completely still and crouched.

    You just need to change your keybinds. BHVR won't change the game because you put that handicap on yourself.

    This isn't about "putting a handicap" on myself - this is about generic convenience features that should be in the game. It was merely an example of why it would be useful - an example I had no reason to give seeing as how self explanatory the feature should be anyways.

  • Pig main, no to all of these for good reasons that the devs (even them) have said before.

  • I mean, if you bring a perk to get out a survivor from a camping situation - the only one that you yourself can use - then it shouldn't not work just because the terror radius tiny/non-existent.

  • @Toxicity23 said:

    And allow survivors to bring new parts every game? I don't think so.

    However, it would be a MASSIVE help for everyone if the devs increased the amount of BPs gained on all the actions, just really beef it up. We're being forced to play killer just to get around 50K with BBQ, where people barely manage 35K with WGLF. Maybe double the amount of BP gained every action! 1.8x, WHATEVER, just buff the damn numbers! It'd make the grind less of a hassle to wait 10 minutes to get into a match as a killer, and play 10 more against horrible matchmaking.

    What part of any of this inclined you to believe this was an avocation for consumable add-ons being non-consumable.

  • @batax90 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1208220#Comment_1208220

    For freddy they are the only good addon and what im saying if survivor could choose there addon like a suggestion ive seen it should be the same for killer and if the survivor can keep their addon again the killer should be able to do it too i use freddy for an example but i can say the same for trapper the bag are a most on him and its the same for other killer

    I just think that's a bad idea, being able to choose what addons you get. Survivors could bring infinite styptics as long as they got 9000BP a game, irid addons for just 7000 as killer, etc.

  • @batax90 said:

    I think survivor should not have kept the addon from the start the cost of them and the amount of bp you do should not matter in that

    Lets say we could choose the addon we want in our blood web the only addon i will whant are jump rope and swing chain because the other addon on freddy are kinda meh

    Only wants forever Freddy add-ons.

    Thinks survivors never deserved to keep minimally impactful add-ons.

    ... I see.

  • @AnnoyedAtTheGame said:

    Didn't even have to read this to know for a fact no survivors should keep any add ons

    Good to see you actually want to have a discussion.

    Guess I was right when I said:

    'Queue heavy killer biased players here saying "but all survivor addons are OP so they shouldn't keep them" or something to that effect.'

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1207371#Comment_1207371

    I'm saying as killer if you go addon-less, it is a much bigger handicap than if you go addon-less as a survivor. Hell, even itemless. Meanwhile killers have ALWAYS lost their addons, even if the game was just 4 survivors DCing and or suiciding on hook. If you want addons to not get eaten up, it needs to go both ways.

    Did you even read the reasoning on the op.

  • @Con_Inc said:

    When I need bloodpoints for survivors I just play more killer matches then I can get whatever addons I need for my survivors. I play multiple killer and survivors so have a lot for both sides I use. If you say killers get more bloodpoints than survivors which they do simple solution is play killer when you need bp.

    Killers can play killer to get resources for killers.

    Survivors must play killer to get resources for survivors.

    How is this good design.

  • @Ghostwithaface said:

    https://forum.deadbydaylight.com/en/discussion/comment/1207366#Comment_1207366

    Yeah which now that you pointed that out, that would be one or two perk slots which could be used for something else. Like say burrow time, dead hard or something else that takes your fancy. Which can be alot to ask just to keep your add ons.

    Wish i knew. Since i have no idea why the change was made. Would be interesting to know the logic behind it. Since it does make the game more grindly for survivors who like to use items. Which is why a blood point boost might be needed. Like say to daily rituals, make them more rewarding and hand out more blood points. That or just simply let survivors keep adds on if they escape, since well if they escape. It sounds like they earned the right to keep the add ons by doing a good job at staying alive.

    You gotta play killer if you want BP at an acceptable rate. Keep in mind you now need Ace and WGLF for any sort of BP management as survivor and now you have 2 perk slots for use.

  • @RaSavage42 said:

    As a player of the killer verity (with some survivor mixed in)... I'd say that I agree with some addons being kept like rare and higher but lose lesser ones... unless the add on was used like styptic or BNP

    BNPs etc are already consumed upon use, they were never a problem in the sense of keeping them.

    I'm curious as to what possible reasoning you could have for not keeping trash addons but keeping higher rarity ones.

  • @Ryuhi said:

    You don't need items anywhere NEAR as much as killers need addons. I only just started using items to clear out some of my inventory, and its crazy how many addons I have over 50-60 of. Meanwhile Killer addons change their entire playstyle for the entire match, rather than a small buff that affects a handful of interactions.

    Not only that, but there is still a perk that lets you keep your addons anyway. Time for the tried and true double standard "Just run Ace in the Hole bruh" :)

    Implying this isn't bait, you're saying that because survivors don't need items, they shouldn't bring them, and should be punished for doing so despite the previously mentioned lower BP, almost three times the amount of competition and weaker effect.

    Killer's don't need addons either. I play killer without addons 99% of the time and have no issues. Bringing the items only adds more options, barely makes me "survive" every game. Also now if you want to play survivor and keep items while also being BP efficient, you only get two perk slots (WGLF/AitH taking two).

  • Don't bother guys, you can't help those who don't want to help themselves.

  • @Ghostwithaface said:

    https://forum.deadbydaylight.com/en/discussion/comment/1207332#Comment_1207332

    Yeah if a survivor has add ons and they escape with the item. Sounds like they should keep them, for doing a good enough job of escaping. Which they currently can do but that takes owning the right dlc and having unlock ace in the hole for your character of choice. Which might be a perk slot you want for something else. Along with possibly having to spend alot of blood points just to get tier one of the perk. Let alone if you want tier three, which might take even more blood points. Which heck, i would say everyone could use a bit more blood points in general, be they survivor or killer alike.

    Which if they are going to keep the current system of losing add ons, even if you escape, if you don't have ace in the hole. Well they might want to boost the number of chests in a match from three to say four. One for each survivor or maybe a slight buff to plunderers, making it add one more chest to the map but doesn't stack with other survivors using plunder. So even if all survivors take plunderers, it still only adds one more chest to the map. Of course just throwing random ideas out here off the top of my head. So might just be awful ideas really.

    All these ideas just force survivors who want to use items into Ace in the Hole, and perhaps plunderer's with your idea. BHVR why. :(

  • @feechima said:

    I counted the add ons survivors have to sift through at 55 per survivor. Killer has 20 different add ons to consider per killer. If we have to lose add ons each game, at least allow a category to be checked off for add ons we don't want to see in our next blood web. I don't use flashlights at all so I can care less about any flashlight add ons and would like a way to remove them from my web. But that's probably asking too much.

    The thing I just don't get is NO ONE asked for this, not any actual group of players except maybe a few outlying individuals. So why? I genuinely want to know what BHVR's thought process was.

  • Bad players are everywhere too, rank doesn't matter, 15-20 is just especially bad because of the 15 cap.

  • I can't help you. Find a different game.

  • Well yes rank 20 is obviously full of immersion.

  • @Traslogan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1207336#Comment_1207336

    Do you play Killer at all? the timer is not in our favor. It lasts so long that if people unhook each other to ensure everyone has active DS, there's almost nowhere on any map they can't crawl to the exit gate from during the 60s timer.

    Camping the sabo is nice and all, except when the guy you downed just crawls away and now you go get him and the sabo returns, or you lose and the whole process begins again. We're literally just unable to get hooks now unless we're over the basement.

    Just about every single god damn patch makes things faster for survivors, and there's no killers left that can do things with the speed necessary to accommodate these changes. Sabotage is simply so fast now they could literally bring back v1.0 infinite-sabotage hooks and there'd be no difference.

    Are you daft. Having a timer that gives them a time limit is in your favour compared to no timer on the survivors.

    If you can't outplay simple sabo, and think the timer is in the survivors favour, then I think you're not a very experienced killer and should practice before complaining.

    Also have you even been reading the patch notes lmao.

  • @Traslogan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1207322#Comment_1207322

    I'm watching sweaty rank 1s camp the hooks so we can't wait it out, especially during EGC. They have someone waiting to heal if you slug and give chase, and if you don't give chase they'll just run for the hook again.

    For all intents and purposes it's no longer possible to play killer.

    "Sweaty rank 1's" lol.

    "Especially during EGC" the timer is in your favour, what.

    "They have someone waiting to heal" force the sabo out, then stand on the body until it regens. The wiggle bar regresses and the penalty for dropping is lower.

    This isn't an issue, you just didn't think or know of the counterplay. Now you do, so this isn't an issue.

  • Or just let survivors keep addons again. There are so many reasons for this and few against:

    1. Survivors get less BP than killers, addons/items (they also need items) are, as such, obtained in smaller amounts.
    2. Survivor has FAR more addons than killers to compete with. Alongside the items which they also have, getting the addons you actually want on survivor is far more expensive than on killer (doesn't help that, again, they get less BP).
    3. Survivor addons are far less powerful than killer addons in general, and any survivor addon with strength to it is ALREADY consumed upon use.

    The only reason I can think of against is to bring it "consistent" with killer. No one was complaining about brown-green survivor addons except toolboxes which are already tweaked.

  • Sabo hooks stay down for like, 10 seconds. Press R, the penalty is barely anything now.

  • No idea why people are disagreeing. He's not at all wrong, except for stating that, at this SPECIFIC moment in time, killer queues are long when they're fast (but only at the moment).

    Then you got people talking about Ruin because we gotta forcefeed our salt about that into every thread.

    What even is this.

  • All they have to do is pull the window and the door closer to the left so the loop itself is shorter, and then do something about the god awful other variation that can spawn.

  • Spot all the people who never played Freddy and thought he was trash because that's what everyone else said.

  • So he's a 115 Huntress with instant wind up and can activate a 10% movespeed boost and can vault pallets and still down you.

    Are you high?

  • It's great at how you see specific individuals here scapegoat and straw-man real issues that players have with the PTB to "SMH U JUST DONT WANT UR INFINITES GONE 😤😤😤".

    Who do you think is falling for this, or are you just that illiterate that anyone who disagrees with you must advocate for infinites.

  • @ad19970 said:

    Yeah the window and door should always spawn the other way around. Windows shouldn't be completely safe like they used to be, but they also shouldn't become death traps for survivors.

    Unfortunately a lot of people don't share the same sentiment. These forums are killer preferred, and you see people complain that survivors get easy wins and should have to try, then they applaud when brain dead chases like this are made.

  • @finitethrills said:

    Yeah, coal tower and pantry are now just death sentences for the most part. Ironworks was made even worse for killers, essentially. Some tweaking is needed.

    No, Coal Tower is pretty strong as it is, two windows that are lead from drop downs. Not super OP but pretty strong still.

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/1201638#Comment_1201638

    I explained the difference between your and his statement, but let's just leave it to that

    Still wrong, look at the objects around the window. Coming from the left is faster to go through the door. Coming from right is faster to go through door. Coming from the inside staircase the window is no better than the door.

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/1201610#Comment_1201610

    Still your "fake dumb" reaction doesn't make sense because his sentence wasn't dumb. Of course you have to adapt to balance changes. And this does not look like a useless loop.

    Unfortunately I haven't had the map yet, but this looks like you can fast vault and when you approach from left, fast vault and turn left again heading the stairs inside, then the killer indeed has to take the longer route through the door. If you come from the right, of course not. Because then you won't have a fast vault and it is probably better to turn right. But I don't see how this is a trap. Maybe like half of the Hawkins pallets are traps, but you just can put yourself into these traps. These pallets are meant to be thrown to gain a bit of distance, not to stun the killer mindgame them.

    You cannot come from the left, there are objects funnelling you into/from the door side. And yes, his statement was dumb, and if it wasn't then neither was mine, of course you'd have to adapt to map design.

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/1201549#Comment_1201549

    I think you can still fast vault this window, so it gives you a bit of distance. This is no loop then of course, you need distance to use it and shouldn't stay there. And your first sentence is **** this has nothing to do wioth adapt, this has to do with forfeit and watch every survivor run there as soon as the chase starts. There is no "ignore", that simply was a "don't chase anyone".

    I don't actually believe that, I was just pointing out how dumb it sounded when the other guy said it.

    The thing is, it doesn't really make any more distance than running in a straight line, maybe even less considering you have to medium vault it in one direction and the killer doesn't have to take any sort of detour.

  • @xEa said:

    https://forum.deadbydaylight.com/en/discussion/142758/what-on-earth-is-this

    https://us.v-cdn.net/6030815/uploads/474/KWY7BM42UXF0.jpg

    This variation exists for a reason: To distract how terrible the other version is aswell.

    By the way, simple solution to that: Switch the pallet and the doorway. Done.

    I never even saw the other variation because I got this dumpster fire five in a row when trying. How bad is the other one?

  • @myersismydaddy said:

    If you get that variaton then just run the loop next to the building, and ignore the window. I don't see the problem here. Adapt.

    When the silo got the "variation" for the strong window, you should just ignore people running there. I don't see the problem. Adapt.

    @chaosdriver said:

    That window and door are dependant on rng and can be switched around. This peticular setup (from your pov) it's safe to vault if going from the inside to the outside from the left side of the building. Just takes a little more thought to use it properly.

    This variation shouldn't spawn really, all it does is make the window a death trap with easily blood lusted pallets around it.

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