Atrushan88
Atrushan88
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@HatCreature said:
I love this perk and run it most of the time and it sucks because it doesn't actually DO anything, I can replace it with anything and I would be more of a help to my team. If they combined WGLF with ''We'll Make It'' then it would help you with healing the person you just unhooked and it also encourages the player to stick around and get more points to stack by healing that Survivor you hopefully didn't farm.
Getting stacks for this perk is easier than getting them for MoM but rarely do I ever get 4, my average is 2 and if I get 3 I am ecstatic because wow. They said they were working on Protection Hits and they have plans for WGLF so maybe whatever plans they have for Mettle can transfer over to this perk; depending on what they are of course.
It might be good if you got stacks for healing survivors with it AND/OR if We'll Make it was combined with it.
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@DelsKibara said:
You are aware that Perma Tier 3 only happens if your team allows him to get enough evil to begin with right? And the amount he needs to gain is huge
Also Judith's Tombstone makes him a slower killer.
Those addons are strong and they should remain as such. Stop asking for counterplay on things that literally already has counterplay or setbacks for the killer.
I mean, if I have Judith's Journal and Furtive Chase on, I can mori 2 or even people fairly easily, or get tier 3 in a very reasonable time frame with either addon. That said, I don't know if I'd consider it OP or not. It does negate the time frame for both a lot though.
That said, this isn't a bug report.
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While I do think most survivors run around like chickens with their heads cut off resulting in no progress in the game whenever there's a ruin in play, I don't think it really needs any changes. It helps survivors get better at skillchecks IF they're not doing what I mentioned above. The only thing I think needs changes is survivors doing exactly what I said whenever ruin is in play, but that's not likely to change any time soon.
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@AsePlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/843283#Comment_843283
I rarely struggle with getting my stacks. You can get some easy stacks with protection hits in various scenarios, including 1 for 1 trades, exit gate hits at the end of the game, etc.
At the end of the day, if you REALLY want them, hook bombing gives you 2-3 easy stacks in a matter of seconds.
You can also just take pointless hits when the killer is carrying someone as well if you're really struggling to meet your quota (works really nicely in tandem with an active Decisive Strike).
One for one trades means you're farming your teammate and they're likely to go down again too. You need SWF for your hook bombing scenario in most cases. Taking pointless hits means you aren't likely to get many points anyways to make it worth taking(and that encourages you to play poorly). Just feels not worth overall.
Sure, I had one person get 2 stacks off me from farming me off the hook with BT, that was easy for him. What did that mean for me? If I had WGLF, no stacks because I was tunneled.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/843359#Comment_843359
If you didn't do generators, you wouldn't have died to the trap. That's what people don't see: Yeah, survivors will do generators instead of getting their trap off, but at a cost of putting themselves at risk.
One time, the whole survivor team had RBTs on them and they rushed the last generator pretty fast. Typically, I would start checking boxes, but instead, I opened the Exit Gates to put the survivors on a double timer.
I ended up turning a 0K into a 4K because they didn't want to get their RBTs off before completing the generator.
People don't give the pressure a RBT causes enough credit, especially when you're unlucky. 😕
Except I didn't, someone else did. As I said, I try to get traps off my head asap, well except for getting heals.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/843317#Comment_843317
People already do this even without Rules Set NO.2, and it often gets them killed because they make poor choices due to their timer running low.
I experienced this as a survivor and I seen survivors as a killer try to search a box in front of me.
Edit: Englih is hrd.
The searching a box in front of you is just a bad case scenario. I've had that happen even without RSN2(in fact I've never even experienced a pig use RSN2) and I try to get a trap off my head regardless. Sometimes you're just screwed. I had one game where a survivor was searching a box while I was nearby, so I left it to find another, that person was being chased by the pig, and the other box I was searching didn't have a key. Needless to say, I died from the trap that game, because the one that had the key was actually the one the pig was chasing that survivor at.
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@TerrorTrooper said:
But removing skill checks will make some perks useless like Hex: Ruin. Which is popular when looking at killer builds people use. For the doctor, his power can make the skill check gauge shake when affect with his power, which pro will still hit it every time, but some players can miss it. I also play on ps4 and have problems too hitting it when frames drop but i atleast still hit 70% of them.
I'm not talking about every skillcheck, just DS. Frame drops during skillchecks for DS are extremely penalizing, because one, you don't get to punish tunneling, and two, you never get to use your DS again in the extremely likely event they tunnel a second time. You'd already normally hit the DS skillcheck, but while frames are dropping, you don't because of that. The skill check is basically pointless, might as well remove it.
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@Mangomonster420 said:
https://forum.deadbydaylight.com/en/discussion/comment/843334#Comment_843334
I meant the fountains could be used for specifically healing injuries caused by infection. As The Plague, hit Survs enough with Vile Purge and it’ll have the same effect as a physical attack. The fountains can’t heal injuries caused by the censer was my suggestion.
As far as I know, this is already a thing though, aside from being injured by the censer while infected, in which case, it's just an edge case scenario where it would have happened either way.
If you meant that it can't heal injuries, but only heals the sickness, then like I said, that'd be way too ridiculous and no one would ever heal from a fountain.
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@Mangomonster420 said:
https://forum.deadbydaylight.com/en/discussion/comment/843326#Comment_843326
Not necessarily. The infection injures over time. I agree with that being healed from the fountain. What I disagree with is injuries from being hit by The Plague’s censer.
I could be wrong but I think unless you're infected, you cannot use the fountain. If you're injured by her censer AND infected, then yeah, you should be healed from the infection and damage. If it didn't heal your damage, there'd be literally no point in ever using a fountain because the negative would FARRRRR outweigh the positive.
"Oh, I just healed from the infection, now I can be healed....if she doesn't use that fountain get ranged damage and then injure us both while the other person is healing me, downing both of us at the same time, and having time to look for other survivors while she has ranged damage"
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@Mangomonster420 said:
It would be nice if the ability for Survs to heal themselves using the fountains when injured was removed. It makes sense that they use it to disinfect themselves, but not to heal themselves. Besides, The Plague is a challenging enough killer already. At least in my opinion. Yay or nay?
Basically you're saying to remove any and all reason to use a fountain ever.
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@EverflowingRiver said:
When teammates who don't have two brain cells to rub together continue to flock to the hook knowing full well that the killer is waiting, the killer knows he has it made if he stays put.
In low tiers maybe. In higher tiers I don't see this near as often, and yet I sometimes still see campers, especially on weekends.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/843304#Comment_843304
You're quite right, but that's completely beside the point of the OP.
Yeah, I know. I just feel it's worth a mention.
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@gaydavidking said:
I completely missed this! Now I know why everybody says rule set no. 2 should be base! xD It's strange that it's a pink add on when it seems like this should be a common add on :thinking:
Honestly I can kind of see why this isn't base. It'd just encourage people to stay on generators until their trap is activated.
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@Fibijean said:
The challenges are supposed to be more like daily rituals than achievements. The idea is that you get rewarded for doing specific things which are part of ordinary gameplay, not enormous feats of skill. Remember that these challenges are meant to be accessible to average players, and short grinds are easier to complete than achieving a single event which is dependent on high levels of both skill and luck.
And that'd be fine, if it did reward normal gameplay, but it doesn't. It rewards people who throw pallets just for the sake of throwing pallets, or unhooks with BT as soon as the killer hooks someone to consider them "safe unhooks", or using self care to heal yourself while someone sits there tbagging wanting you to let them heal you, but you ignore them because you have a challenge to do.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/843254#Comment_843254
If that ever becomes a problem in practice, maybe it should be looked at. But I run WGLF all the time, and rarely have trouble getting stacks with it, because in my experience it's simply not a popular enough perk for competition to really be a problem. Feel free to correct me if yours is different, though.
It's popularity is a problem because of the mathematical situation in which all four survivors will never be able to stack it, and the fact that you're not the only one unhooking people. It's trash compared to BBQ because BBQ gives you stacks so easily, while WGLF forces you to compete against other survivors.
I had to take it off because even going for unhooks, I could never get 4 stacks. I rarely got 2, because usually someone else got to the hook before me, even if I hightailed it to them. The difficulty of getting stacks needs to be made as common as BBQ. I can easily get 4 stacks of BBQ on most games. Getting 4 stacks of WGLF is a challenge to get in 1 game out of 20, unless I'm being a complete dick and bringing Borrowed Time, and farming people off hooks.
I've seen Peanits mention "Killers have BBQ, survivors have WGLF", which is completely silly because no, survivors don't have WGLF. Compared to BBQ, it's useless. I might get 25% of my normal BP, and if I'm LUCKY, 50%. K that's 25000 instead of 20000. Thanks for 5k extra BP. If I'm lucky I might get 10k extra, woo. Now look at all the killers getting 40k BP instead of 20k.
If I were to use the full 32k as an example. I'd normally get 40k with WGLF, and if I'm lucky, 48k. With BBQ I'd get 64k.
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@DelsKibara said:
https://forum.deadbydaylight.com/en/discussion/comment/843260#Comment_843260
There is a counter to Spirit Fury+Enduring, and it's dropping the pallet in front of the killer rather than stunning them.
https://forum.deadbydaylight.com/en/discussion/comment/843270#Comment_843270
Which, again, in my opinion isn't that big of a deal. Considering that Freddy is just 1 out of 17 killers. No other killer has what he has, yes. Which means that he is more powerful when there's a survivor on a hook. He rewards players for consistently keeping the pressure on by putting them in the dream state. A state that, even as a survivor, I know I should be heavily disadvantaged in.
Yes, but that forces you to play differently. I said in which case the counter means that the pallet does not break, or the killer is stunned for the entire duration, rendering the perk completely useless.
As for the "rewards players by putting them in the dream state", no he does not. You're also passively put into the dream state. As for Borrowed time, it does not work no matter if he puts you in the dream state or not. He can hit you, and Borrowed Time no longer works, he can let you unhook, and hit the survivor, and they just bleed out, he can basically go unchallenged when camping, which is all this change really does.
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@DelsKibara said:
https://forum.deadbydaylight.com/en/discussion/comment/843246#Comment_843246
Well see it this way, if a killer is camping and you know they are camping. Or if you hear the lullaby very close to the hook, why are you bothering to go for a very risky save? You could force the Freddy to waste gens because he is standing there waiting for a save that would never happen. So he is forced to go away from the hook in order to protect and patrol gens.
BT rewards unsafe unhooks, and I've used it everytime I play as a Survivor. It basically makes hook diving an easy way to get someone safely off the hook. I don't necessarily agree that Freddy needs to be changed because he is only 1 killer out of 17 that has a complete counter to one perk. It's not that broken
I disagree that it actually makes an unsafe unhook safe, unless the gates are open and the door is close. If you unhook unsafely with BT, all that literally does if they decide to chase the unhooked is give them a few extra seconds, which they MAY(but not often, unless more people are there to help with the unhook) get to a pallet. It rewards the unhooker with BP, but it rarely does anything helpful for the unhooked, again, unless the doors are open or 99ed or multiple people are there to keep the killer from his victim.
As for "why are you bothering for a risky save?", I don't use BT, but I don't think that a counter to bad behavior should have a counter to it. It was made to counter camping, there should not be a counter to that counter, and yes, you can punish the killer camping, if the hooked person wasted minutes of his time and you managed to get 2 or almost 2 gens done(in other words people aren't doing totems, chests, or nothing). Otherwise, he'll find someone else after that person dies on the hook before the gens are all done. But even if you managed to successfully get all the gens done while that camper only had one kill, that one person had to suffer through a game doing absolutely nothing and likely didn't get many points and is going to depip because all they got out of the game was a chase. At least with BT there's a potential chance they get to play the game more, except against Freddy.
In my opinion, this is like saying survivors should have a counter to Spirit Fury+Enduring(where the pallet actually does not break, or the killer is still stunned for the full duration).
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@DelsKibara said:
https://forum.deadbydaylight.com/en/discussion/comment/843167#Comment_843167
This may sound controversial but I feel like this should stay how it is.
As a survivor, being a dream state is disadvantageous to you. You become more easier to see (white outline), your action speeds are slower, and you are vulnerable to his snares and pallets.
Adding the oblivious buff (and subsequently countering BT all together) would make sense as being in a dream state (in my opinion) should be heavily crippling.
The problem with this is that BT is a band aid fix to a behavioral issue. BT is supposed to be their "counter" to camping and tunneling. Giving a killer immunity to that does two things. It gives campers a killer to use to maximize it's effectiveness, and encourages that behavior. Oblivious is fine when used in moderation, but when the killer can inflict it at will, while it renders band aid fix perks useless, it's bad design.
Yes, being in the dream world should be a detriment to the survivor, but it shouldn't add bad design on top of bad design.
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@RainbowPatooie said:
https://forum.deadbydaylight.com/en/discussion/comment/836463#Comment_836463
That cuz most people don't attempt to sabo hooks/traps, they just play the objective.
Sabo is bad because you can bring a sabo toolbox instead and do the work faster if you wanted to go for a sabotage build. The only reason to bring Saboteur is the extra 30 seconds of hook time, not the actual intended use of the perk. I think at the very least Saboteur should work at 100% speed.
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@S_Panda said:
https://forum.deadbydaylight.com/en/discussion/104791/borrowed-time-dont-work-with-freddy
Adding on: even if it was active, when freddy hits your survivor they're asleep so they're no longer in a terror radius so he can just proxy chase them for borrowed timer's mend timer to run out.
Adding on again, he can also hit the survivor before they pull you off, causing BT to not activate in the first place. I think at the VERY LEAST, BT should activate based on the hooked survivor, not the unhooker, because on the hook you're always awake. He can still chase you until the timer runs out, there's no need for him to double down.
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@Butter_Nutter said:
Probably been posted here plenty of times, but I would like to put my two cents in. This game is full of promise, absolutely full of it. This is proved by their ability to partner with larger projects (like Stranger Things as of late). The mechanics are new and exciting, nothing ever really seen in a game before. However, there is one small part of the Dead by Daylight equation that completely and utterly destroys the experience. The community of Dead by Daylight is comparable to that of a rotting, seeping, #########-filled trashbag that has been run over by a car 13 times. Easily the worst part of DbD, and honestly quite sad. It hurts to see a game full of such promise be pummeled into the ground by the toxicity of the fanbase. It is very hard to find enjoyment from a game where you get tunneled and camped 20 games in a row, with people that make it their life goal to disrespectfully ######### on as many people as possible. The game has become a nuisance at best, the only reason people still play being the hope of a better game next round, or the hope of irritating your next victim. This isnt really meant as a discussion, but more of a catalyst for my rant. Thank you for coming to my TedTalk.
There's a reason why you can't kill people on spawn in shooters(you used to be able to), or other such things. They are the same thing as camping and every other game has done something to address this. That is, except BHVR because they see it as a "strategy".
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@Quol said:
But it does take skill? You need to hit people, keep a consistent pressure and have them consistently in the dream world for this build to work. This build only works if you take an active approach to the match.
Personally i feel like Pill Bottle (w/Swing Chains) is the more dangerous combo since that addon makes him invisible 24+ meters, and flicker 12-24 meters.
Waking up is only for his two addons though. He also has Thanataphobia, Dying Light, Ruin, and Pop, which don't require you to be asleep. Btw, I've tried waking up with Red Paint Brush+Swing Chains every time it was available just to see if it was a viable counter. It was nowhere near a viable counter btw.
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Spirit is already spooky when she grabs you off a gen(I do this without prayer beads just by pretending or being in a chase with one person, phasing, and grabbing someone else off a gen). I've had people literally gen tap. It's hilarious.
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@Bravo0413 said:
https://forum.deadbydaylight.com/en/discussion/comment/842967#Comment_842967
What sound bug?.... the shards glow and that's proven here....
The shards only glow on her base outfit, from what he said. From what all I've seen said, you're saying "that's fine, she should have p2w skins"
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@Star99er said:
Frame rate feels worse depending on the Killer you play. It’s disappointing because Hag is my favorite Killer to play but it just feels too choppy to play her and certain other killers on Console.
Regarding Nurse I think buffing her on all platforms aside from PC is in order. She was already one of the least played killers at all ranks for us, now I’d go as far as to say she’s worse than Leatherface.
I don't think Nurse needs any buffs on any platform if she's the same on PC. I've seen some scary Nurses even on PS4. Sure, not many play her, but that's because she's more difficult to play on PS4 due to frame rate. That doesn't change the fact that someone can't be good at her and still smash survivors.
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@Avocet said:
https://forum.deadbydaylight.com/en/discussion/comment/838277#Comment_838277
Somebody who has 20 mins killer queues but seconds for survivor.
I have the opposite.
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@KillermainBTWm8 said:
https://forum.deadbydaylight.com/en/discussion/comment/841491#Comment_841491
It was going to fail by design, battle passes were designed for BR games. Games that had 100 players per match. It didn't matter if people were doing challenges because by the end. They probably weren't but in a game like DBD it doesn't quite work like that. It just isn't good design for an assym.
I don't think the challenges would have been that bad, if they had put more thought into them to make them more skillful displays than just farming ones.
"Take two protection hits in a single game". That would have encouraged less toxic gameplay because you're not farming anyone, you're not harming anyone, and you're not playing toxic. You are encouraged to play in a way that's beneficial to progress of the game.
"lose the killer in a chase twice in a single game". Maybe a bit more luck based occasionally, but still not harming anyone, promotes skill, and progression of the game(you can work on gens, or you can lure the killer back into you to take the heat off everyone else).
Things like that wouldn't be too bad. Things like "Get two safe unhooks in a single game" encourage you bringing BT and unhooking the moment the killer hooks someone, or trying to get someone hooked so that you can unhook them(a Nancy sandbagged me for this one).
Of course, if BT didn't count as a safe unhook, then maybe it'd be a little better.
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@HatCreature said:
https://forum.deadbydaylight.com/en/discussion/comment/841444#Comment_841444
The challenges are all like this and annoying I agree, I felt like an ######### for using Self-Care and I'm pretty sure I got yelled at in Spanish when I told everyone what Challenge I was doing. I feel it is a case of the Devs underestimating how far players can take advantage of their challenges, I think they just didn't expect us to play in the way we are when it comes to the pallets and the unhooks.
You'd think they'd learn by now. All of the survivor challenges are like this. The killer ones can all be done by playing regularly, most in one game. A lot of the survivor ones can take several games to do and the rewards are pretty bad. The master challenges are easier imo and reward survivors better than the ones that take longer to do, which I don't understand, but my main issue is with how it pretty much encourages toxic gameplay for survivors to each other. There's no telling how many games a killer got a 4k just because the survivors weren't taking the actual game seriously and were just doing challenges, which imo shouldn't happen. The challenges shouldn't encourage abnormal gameplay that hands a killer a win on a silver platter, and you know during those games the killer most likely felt like either "These survivors were potatoes" or "I didn't really earn this win". That's how I'd feel anyways. I've only done the gen grab and agitation ones for killer so far because the survivor ones take much longer and I'd rather get them out of the way.
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@HatCreature said:
https://forum.deadbydaylight.com/en/discussion/comment/841390#Comment_841390
Probably because the pallet one requires you to be in a chase in order to complete the challenge which is the right thing to do for that challenge. Only an idiot who cannot read will screw the game over for other players by throwing down pallets for no reason. I actually had a hard time doing this one because I kept getting stealth Killers who were breaking chase. I am more concerned about bad game design and not people who are illiterate, at least for now.
Even if it requires being in a chase, someone can still throw pallets without using them correctly and screw over their entire team. Playing terribly on purpose is far worse than rushing gens imo, and the survivor challenges are riddled with ones that encourage you to do just that.
Two safe unhooks in one game? Better bring BT and farm my teammates to get those safe unhooks, even though they're not really safe. Use Self Care to heal myself two times in a match? Oh it's an anti heal GhostFace, time to waste a full gen worth of time while someone's sitting there trying to heal me(this was literally my Self Care 2 times game).
The killer's chasing me? Yay I can surely throw at least 6 pallets before I go down... the first time.
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@HatCreature said:
So I just had a 5 minute match, maybe. TL:DR below
I spawned near Ruin that was right next to a Gen, you know a typical match, and the Gens flew hard, really hard. Everyone was going on those Gens as hard as we possibly could because we had the Dark Sense Challenge, I'm assuming they had it too since everyone was teaming on the Gens. When someone got chased we all just sat on that Gen, hid when the Killer came by, went back on it a second later, I was being chased and I went near a Gen that was almost done so the Killer switched targets and I finished that Gen. Right afterwards I ran to the Gen I was previously working on and raced 2 other Survivors to that Gen that thankfully had a spot for all of us and bam, game over, Adrenawin on everyone but me because I don't have faith I would get that far to use it 😅
We were like flies on a pile of crap in that match and the Killer got 2 hooks.
The problem with the Dark Sense Challenge is that it basically tells Survivors ''Yo, if you don't get that Gen done you won't get your prize, you better do ALL 3 ONE TIME''. Survivors have to race to finish Gens before other Survivors do them first, the challenge forces Survivors to not just do gens but RACE to do Gens, it makes finishing Gens a competition instead of just the goal. This Challenge encourages Survivors to Gen rush by proxy.
To further explain why this challenge is bad lol If we all have to do 3 Gens then we are competing with each other. If one person is getting chased I will finish their Gen for my Challenge and that leaves that person with 1 less Gen to finish. That Survivor is pressured into finishing a Gen before anyone else so they can do their challenge, they are pressured into doing it FAST, fast so no one can steal their victory. If Survivors feel they are racing to do the Gens before everyone else then they are as a matter of fact, rushing the Gens, that is legit Gen rush; Gen rush made by a Challenge.
This Challenge is unhealthy for the game, it doesn't matter if the Killer is skilled it matters that Survivors are encouraged to compete with other Survivors over the main goal of the game, it makes us speed run. We want to problems to fix Gen rush not make it worse yo.
TL:DR---The challenge is influencing Survivors to compete over completing Gens and unintentionally encouraging Gen rushing. Gen rush may exist normally in Red Ranks but the Devs are making the problem worse by challenging us to do it.
Funny how the gen rush challenge is unhealthy for the game but the "throw 15 pallets while in a chase" isn't on your list of concerns at all.
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@twistedmonkey said:
They are doing something about it.
Right at this minute they are testing the new system in the background they have been working on for a while. It's coming with dedicated servers as it enables them to properly see why someone dced.
The current system in place atm was just a deterrent as it's very hard to tell what's a dc and a game problem so the percentage needed for a bans is very lenient and why it still happens too frequently.
Dcing will soon give timeouts. The more you do it the longer you have to wait. If it happen in an SWF lobby Then everyone who is in that SWF has the timeout applied.
There is also a husk system so if s survivors dc's then there body will still be in the game which allows the killer to hook them.
I wouldn't be surprised if they changed how the hook system works also so people don't start to suicide more instead.
I feel that them doing something against hook suicides should not be fair. I shouldn't have to sit through someone's vendetta because two survivors brought a toolbox, or a flashlight. If I want to deny a mori because a killer flips his ######### every time two or more people bring an item, I should be able to. That said, I feel like every time a mori is in play I kobe, and it kinda pisses me off. It almost feels like it's intentional.
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@AsePlayer said:
Either get rid of it from the chest rotation or force it to come with addons.
Or remove the item from the game entirely.
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@AsePlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/840969#Comment_840969
Something you could try is bringing a medkit and using resilience and 99%ing your heal to get some boost.
Yeah, I suppose. With my luck it'd be a no heal ghostface though and he'd get me before I noticed him without spine chill.
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@AsePlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/840963#Comment_840963
Damn I feel for you brother. The rank reset definitely isn't helping by giving you potatoes too. Best of luck to ya
Don't even have socket swivels. Stupid prestiging(Still level 50 with several bloodweb progress too) ><
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@AsePlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/840946#Comment_840946
Yes, I know it's based on completion, thought you were talking about the 3 gen dark sense challenge. At the end of the day, you could just do it passively if you really don't want to be a gen jockey.
Strapping on a commodious and going to town took care of it pretty quickly for me though.
I don't have a commodious, sadly. Lost mine in that last game.
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I'm not talking about the 3 gens. I'm talking about the 15 gens. It moniters your progress by gen completion, btw, not by a gen popping off. I actually have 0.9% gen progress right now after one game that we got wiped on because the other guys were looking for Ruin and kept getting downed and hooked.
Btw that 15 gen one, even less than 3 gens. 25k.
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@AsePlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/840925#Comment_840925
That's what a decent chunk of the Survivor experience is though.
That's 2 full gens each game, with one game having 3, btw. Generally you like to be chased a decent amount too. The only way that challenge could get done in 7 or so games would be literally losing the killer and not doing chases.
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@AsePlayer said:
https://forum.deadbydaylight.com/en/discussion/104610/what-are-these-challenges
I meannnn do you got anything else to do? I'd prefer they take longer than me getting them all done in a single day like the first tome.
I mean some people don't like to have their face in a gen for 7+ games.
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@SaintDenisSlasher said:
https://forum.deadbydaylight.com/en/discussion/comment/838188#Comment_838188
Lot of words but i skipped to the end to see you complain about the weakest perk the game lol
Now going off of intuition here, if you're in red ranks.....you're probably playing swf right? Meaning you guys are probably ready at the hook to get the unhook as soon as its safe.
I've been in that situation as killer and gotten hate mail for camping......when i know all 3 of the other guys are literally right there lol. So either you're dying to baby killers or you're playing in red ranks and throwing the game in ensure your friend lives. Either way, you're the reason you're losing not the camper.
And you know what else is dumb? Not too long ago i was in the opposite side of this as a survivor (doesn't happen much for obvious reasons) my whole team went over to the trappers hook where he was obviously camping and died. You know what i did when all this was going on? 3 gens. And opened the exit gate and saved one of the dummies in the process. Then i get hatemail from one of the guys i didn't save for "not being a team player" and coming to save his headass with the trapper right in front of him. I was basically the only one that did anything that game and still won easily because i JUST DID GENS.
I don't know how to spell this out any simpler than that
I didn't complain about the weakest perk in a game, I said a camper made it work by putting someone in the basement where their hook progression sped up, meaning you couldn't just do gens and everyone get out, and no I'm not in a SWF, and no I wasn't waiting at a hook, nor was anyone else, we were all doing gens from what I could tell, as no one got that person off the hook. No matter what you say, if Ruin is not in play, the numbers themselves tell you that you cannot finish all gens while one person's sacrifice is complete, even if everyone never left a gen to even check if the killer was camping. That said, if the survivor ran the killer around for a minute or two, sure, it's possible, again, if no one gets off a gen. But most games people search chests, do totems, etc.
You did 3 gens while 3 people were keeping a Trapper busy, congratulations. That's not that difficult. Try doing 3 gens while one person is on a hook and no one else is. That's an accomplishment(not to mention impossible).
You know what they say about assuming, right?
Also Monstrous Shrine is far from the weakest perk in the game. Object of Obsession has a 1/4 chance to actually do nothing for you and give the killer sight of you, without you knowing. We're Gonna Live Forever is practically pointless, No Mither has no real upsides if the killer knows you have it(which they always do), do I even need to mention Dark Sense or Deja Vu? Monstrous Shrine just speeds up hook progression in the basement(and a few other near useless things), but it apparently works for campers, and basement builds. People don't generally run basement builds though. Still more useful than all of the perks I mentioned.
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@HatCreature said:
There are so few Killer challenges this time and they're mostly Master Challenges which is fine as they reward more but there are only 5 Killer challenges, hooray for playing Survivor and WHY does the Killer node END with a SURVIVOR CHALLENGE?!
I know the Challenges are meant to get progressively harder down the line but some of these are designed to be done through dozens of games or play like ######### to get them done. Use 6 Med-Kits, well if you play Quentin you can start with a Med-Kit and then find a Med-Kit but then you rob everyone of Altrusim points and maybe you'll die before you can use the 2nd one.
I am not excited for Grabbing 1 Survivor off a Gen, Grabs have been so bad because of the servers that I lose chases because it denied me the grab and they got away; I don't trust that I can get the grab even if I play Ghostface. That's another thing too, ''Grabbing'' can only be done by Licensed stealth Killers and all of those are paid DLC, that challenge requires you to spend money to complete, unless you're a damn GOD with Tinkerer or have a Coxbombed Clapper on Wraith.
I just play Spirit, pretend I'm in a chase with someone(with distressing) and get gen grabs that way. I get a gen grab a game without prayer beads bracelet.
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@Volfawott said:
https://forum.deadbydaylight.com/en/discussion/comment/838048#Comment_838048
It's a decent suggestion what you just put something however stealth Killers would still be able to camp same thing with anybody using insidious.
Killers can also abuse the system you could however make it a certain range limit from the hook like how make your choice and devour hope work.
So if the killer's within 32 m the protection will activate however if a survivors work in 16 to 20 m the protection world deactivate.
However a system like this would have to be turned off after the exit gates are powered
I never meant for it to be terror radius based. Just whenever you're unhooked, that hook has that protection in a certain radius around it for you only. It wouldn't prevent camping, just make you able to last longer and give you a chance to escape in certain situations(sprint burst, baiting a swing, etc). I don't see a need for it being turned off even after the gates are powered. You can't leave the area of the hook if you're unhooked anyways while still being protected, and it wouldn't do you any good to just stand in the hook protection, unless you had a med kit, but there's always the possibility of removing the protection upon using an item.
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@SunderMun said:
https://forum.deadbydaylight.com/en/discussion/comment/838154#Comment_838154
Trust me, it feels much more playable in low ranks. I was stuck there long enough with the rank update error bug.
When I was in low ranks, if I was found first, I couldn't loop or anything, so I literally died in like 3 seconds, then was stuck on a hook. I don't see how that felt more playable. This happened a lot, until I started getting better. There's no telling how many games I felt like I wanted to quit playing altogether because of how frustrating it was. It probably didn't help that I leveled David first so finding me was pretty easy, especially injured. I also thought No Mither was a good perk then, because I thought "Oh, being able to heal yourself on the ground sounds cool!, and so does not having grunts of pain or blood." Didn't take me long to realize how bad it was though.
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While not OP(as far as I know because I don't have the data), without small game, you generally have to walk everywhere and sometimes slow down in a chase just to avoid hitting one of his traps if you don't know where they are. It is quite stressful playing against him because of this fact alone.
Zero counterplay though is a silly statement. I mean, I don't consider taking perks into the game as counterplay, but you can walk.
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@Avocet said:
Just because you got the perks doesn't mean you're a skilled killer. Some people play survivor and use the bloodpoints to level their killer (those 20 min queues...).
Who the hell would play survivor to level killers? Lol. Killers are the be all end all for BP.
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@DWolfAlpha said:
I still think the camped survivor should get a distraction bp event. Sure, everyone else can gen rush, but in a point based game where BP is your only means of progression, it's more logical suicide out and start your next matchmaking endeavor. It already takes forever to get into a match. If the killer isn't going to pet me play, I might as we move on to the next match. Personally, I consider camping on par with taking the game hostage, but only for 1 person.
That's how I consider camping as well. You're taking the game hostage with that person, and slightly with the others as well, since you won't chase them.
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/838207#Comment_838207
You can activate cross-platform in the settings on PC now.
How does that work when PC has dedicated servers and we don't?
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@FireHazard said:
1.) Well, most would consider PC to be the superior version due to the higher player count and the obvious advantage which is Keyboard and Mouse. But since we have cross-platform which allows you to play with other console users... it isn't really necessary to switch.
If you really want to switch to the main version that this game was first created on... than you'd have to buy all that DLC again and start all over. I'm not sure if your data transfers to PC because of cross-platform... but they didn't say cross-platform saves were a thing so i'm pretty sure it isn't.
It's honestly up to you, you'll still play with PC users if you decide to not switch.
2.) Well, we have cross-platform already... so the idea of cross progression isn't out of the realm of possibility. Considering cross-platform gaming usually brings cross-progression with it... you can try and wait to see if it ever does happen. If it does, than you can switch without issue... but i'm not sure if the DLC will cross over.
3.) No, you need to own DBD to take part in the PTB on PC. That's how its always been... if you don't own the game than you can't access the beta private servers.
Are you sure we have cross platform? I never saw Bills before he came to console and they asked about crossplay on the surveys..Not to mention PS4 does not have dedicated servers, so I don't see that being possible.
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@SaintDenisSlasher said:
You're in low rank. Baby killers are getting bullied are frustrated.
Do gens, rank up, the killer will get 1 kill and you'll escape. Ez
Of course with these long paragraphs about BT and such i don't think people are really upset over the baby wraith camping at 5 gens. And if you are wow, i most be a god at this game and didn't even realize it
Not only are low rank killers camping though. Even higher ranked ones do. Even had one guy who camped all the way to rank 1 on PS4. Either way, whether the killer gets only 1 kill or not is not the issue. The issue is that it creates a situation where one person cannot play the game. And I'm sorry, but killers in low rank have it easy. You can get 4ks in low ranks so easily you could do it blindfolded. Sure if you have a higher ranked survivor in your games, it might be more difficult, but killer is a lot less stressful in low ranks than it is at higher ranks. Survivors suffer the most in low ranks. Being new to the game as a survivor makes you wonder if the game is even worth playing because of how bad of an attitude most killers have there. I went through this, but I was very determined to get better at the game, and I have, and don't experience camping AS MUCH, but it's still there, and it still sucks for that one person who doesn't get to play the game, and believe it or not, unless the survivor runs the killer for an insane amount of time, you can only do 3-4 gens before they die on the hook, meaning someone else is likely to die as well, unless you go for a BT or DS play(or Adrenaline, if they don't have NOED, but most campers have NOED).
By the way, I've even seen worse things. I had one guy actually bring Monstrous Shrine, Iron Grasp, and Agitation while camping so the person in the basement died faster, meaning he could go to the next. I know Monstrous Shrine is supposedly really bad, but for people who camp, this lets them get to their next target faster if they play like this.
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@SunderMun said:
https://forum.deadbydaylight.com/en/discussion/comment/838131#Comment_838131
It happens almost every game in red rank, and in low ranks too, which is one reason why a lot of survivors intentionally derank to stay in the mid-ranks, also meaning they end up bullying killers in order to avoid the stress of red ranks.
Yeah but someone in red ranks can at least play the game a lot longer than someone in low ranks.
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@NMCKE said:
Personally, I would like to see Kindred get added as a base mechanic for the survivors.
That way, it opens more counterplay camping to solo survivors, but doesn't effect the killer when the survivors decides to feed the camper. ??
While Kindred being a base mechanic would be cool, camping itself prevents one player from playing the game, and it happens in low ranks quite frequently, which people tend to ignore. That however is a big factor in people continuing to play from my experience.