Aven_Fallen
Aven_Fallen
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@Tvångsrunkar said:
https://forum.deadbydaylight.com/en/discussion/comment/2330634#Comment_2330634
Sure, some may argue that my options are invalid and some may agree with them. They were just ideas.
You have almost 9k posts here, so I can only assume you have so much more gametime than most of us here. I dont have that much, and its really hard for me to play against a full premade team. In that case I do get why its easy for YOU to be cocky and say that its easy to stomp swfs. But you need to keep in mind that not everyone are veterans.
But what should they do instead? I cant win a game when 1 is rank 13 and the rest is 4 and 6. I should get something out of it.
I mean, I can be an absolut twat from now on and just tunnel one person and camp him for the rest of the game if that is what you want to.
I really believe that killers deserves something when facing swfs. The comunication is still really unfair and we, killers, deserves something from it. If not during the game, we can have something after the game.
But tbf, in what occation is it fair to face better ranks than you? Im still learning the game, and its hard to do anything against these players.
Facing Survivors who are way above your Rank is a Matchmaking Issue, not an SWF-Issue. And you can be sure that SWFs dont get up each Morning and think "Man, now lets ruin some Killer players experiences!". Like, most of the time, they just play with others who are not their Rank, just because not everyone plays the same amount of time.
Rank is mostly a reflection of playtime and not much more, even the Devs have admitted that and are working on a Skill-Based Matchmaking (but, I doubt it will work good).
When I look your initial post, I notice this: " Too many of these games have atleast 2 flashlights and they "spamblinded" me for a good amount of time."
Usually, Flashlights are the best thing Survivors can bring, because most of the time, Flashlight-Users are not even that good and waste time trying to go for Flashlight-Saves instead of working on Generators. When you are blinded at Pallets, try to hear them, with a little bit of practice, you should be able to follow them while blinded. This way, they waste their time getting the blind instead of gaining distance.
And if they are chain-blinding you, look up or down, this will avoid being blinded for a longer duration. If you keep looking at the Flashlight, the Blind can be reset each time it wears off.
When it comes to playing dirty - eh, if you need to. Like, I dont have any shame to tunnel one person out if I really have to. I usually play as nice as possible, but I wont let them win easily and if they are way too fast on Generators for me, I will need to slug and tunnel. Not my preference, but at this point, they need to be slowed down.
And when it comes to SWF... When a really strong SWF plays together, you can be quite sure that they will also be able to dominate the same Killer while playing Solo. The amount of really good SWFs is rare, most players just fool around.
Like, this was the latest SWF I faced (which I know of, I dont usually check profiles):
I let them all escape, because why not? They were just there to have fun. It would have been an easy win if not, because they were handicapping themselves pretty hard.
I guess, you will win way more often against SWFs if you play a little bit more. And if you get cucked by Matchmaking, just try to learn from it and dont give up too early, in the end, Matchmaking is out of your control and if the game decides to pair you with a bunch of high Rank Survivors, it is at least not your fault.
@VoidGenom said:
https://forum.deadbydaylight.com/en/discussion/comment/2330634#Comment_2330634
Could just tell you if you're vs a SWF after the game, and not before. Then maybe new killers won't feel so bad when they have a rough match
I would be for that, however, I can understand, why BHVR would be against it. If it is really a SWF and the Killer lost, there will be quite a big discussion in the Endgame Chat. OR, if the Killer wins against a SWF, this might happen as well.
Personally, I think it would be good for some Killers to see that they did not lose to an SWF, but to 4 Solos. And to see as well, that they are able to beat SWFs.
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Seems like Survivors got fed up with the constant Nerfs.
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All of your ideas are really bad:
- I wish there was a way to "warn" the killer that they are premades, so we can dodge the game if we want to.
Killers are already cherrypicking enough. And most of the time, they can stomp even SWFs, at least the casual ones. Let alone Solos. So Killers would just dodge until they have a full Solo-Lobby to have the easiest game possible.
- Give the killer some kind of "bonus", like an extra addon or something.
An extra Add On is no "Bonus", it is a very big Advantage. You are talking about 50% more Add Ons... I dont even want to think about the combinations possible.
- Increase the time for generators with 25%/35% and so on, depending on how big your premade group is.
Really bad idea. Like, I have faced 4 man SWFs which did not complete more than 3 Gens during the whole game. What should they do? Get even less of a chance to get out? And what would you do with a 3 man SWF and a Solo? Should the Solo suffer as well, because of the increased Gen Repair times?
- Decrease the times that you need to hook someone to use more to 1.
This would just make Moris overpowered again...
- Dont play against higher ranks, but lower since they have the upper hand to comunicate.
This would just increase Matchmaking Time. Also, Ranking is almost meaningless, e.g. someone at Rank 1 can play like a Rank 15, because it is way too easy to rank up. (Except for currently, because it seemed to be bugged)
- But a little box so we can choose if its okay for us to face premades or not. Ofcourse, the ones that are facing premades should get something extra from the match.
Again, would increase Matchmaking Times. So SWFs and Killers who want to play against Solos will have to wait LONG times to get into a game. Not really desireable.
IMO you should stop focussing on SWFs, way over 90% of SWFs are beatable.
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Kidnapping Victor is not really a problem. Yes, the Survivor will not go down, be slowed down or anything, but they are basically useless as long as Victor is on their Back.
Obviously this means that Charlotte is an M1-Killer without ability for that time, however, you basically chase two Survivors at once, since the one guy with Victor on the back cannot progress the game in any way.
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/2329047#Comment_2329047
I mean it's more so the fact they recognised that these are things that are still happening and are at least trying to address them directly rather than doing what they did before with the umbrella 'hit validation' thing
If it doesn't work, then it doesn't work and it'll be criticised but the issue has at least been addressed and acknowledged directly.
Sure, under this aspect, it is good. But I am pretty pessimistic on this topic, given the fact that Hit Validation has not really done anything meaningful.
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@Trickstaaaaa said:
https://forum.deadbydaylight.com/en/discussion/comment/2329035#Comment_2329035
- "The number of knives required to damage a Survivor has been reduced to 6 (down from 8)"
I still don't get if they mean simply to a injure survivor? did they make it you need 6 to injure? And 8 to down?
Because they wrote 'damage' it makes me wonder do mean only to injure? It's kind of vague for me.
Before: You need 8 Knives to remove a Health State.
Midchapter: You need 6 Knives to remove a Health State.
So basically the Melodious Murder- Add On Basekit.
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Hold your horses, you seem to have overlooked that part: "This is similar to how hit validation works now."
And we all know how bad Hit Validation currently works. So I would not be that excited until I have seen how it works.
Also: They make a paragraph to explain Latency and STILL it is not possible to see the Killers Ping in the Lobby...
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Maybe its just me, but for me it reads like they are referring to the current Tutorial in this Update, like if this part of the Dev Update was written a few weeks ago.
(Especially since they mention a Bug which got fixed)
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@Power_Guy said:
You know what would fix this complaint about Survivors not getting enough BP?
If the devs listened and raised how much BP survivors get for doing things. Plus made an ongoing BP event for Survivors being camped.
I am a Killer main (just look at my post history!), but I am 100% convinced that Survivors get way too little BP for a match.
The problem is that a Survivor doing everything matches a Killer who gets a 3-ish K. The PROBLEM is that a Survivor cannot do everything; gen repairs, chases, heals and unhooks are spread amongst 4 people.
So when you add up 4 Survivors scores for a 2K/2E or 3K game, they equal a Killer's score, give or take. Which looks great on paper, but sucks for the 4 people dividing the BP.
Each Survivor should, at the least, be near the Killer's BP amount by the end of a match. I mean, it's BP; it has no use but for the horribly grindy bloodweb.
They should tweak the numbers. Give Survivors more BP.
Yes, this is probably one part of the frustration. Even tho, I have to say, there are WAY more Killers who go full-tryhard. I faced more Spirits than the past weeks combined, I played against Insidious Bubba, got a Nurse with Starstruck and Infectious Fright and two face-camping Huntresses. In just two days.
But yeah, a higher BP-gain for Survivors would lower the frustration a bit, because currently it feels like the one opportunity to make many BPs as Survivor, because lets face it - a bad/mediocre Killer game is around the same like a great Survivor game when it comes to BPs. Like, I just got out of a Nemesis-game, barely made a 2K, played pretty bad, still 25k BPs. 25k BPs as Survivor is a more than decent game.
I have read the idea (by TricksterShadow) that Survivors should get 1/4 of the BPs of other Survivors actions while being chased (extra, not taken away). So while being Chased and a Gen gets completed, said Survivor gets ~300 Objective BPs on top.
Also, the Category-Cap REALLY needs to be removed, this would make Survivor gameplay so much better and more rewarding. This is not really a problem on the Killer Side since all categories are increased over time, but as Survivor, you quite often reach the point of not getting any more Objective-Points. But what shouid be the consequence - not doing Gens?
I guess, the removal of the Category Cap will make it so much better already.
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@humanbeing1704 said:
I never understood why it gives deep wounds tbh I've seen deathslingers use the mend add ons which seem pointless
I guess they wanted to give him some form or Reward if he manages to hit someone but is unable to reel them in. However, I can probably count on one hand how often I actually broke free from the Chain when playing against Deathslinger (except for those occasions where they want me to break free because I am the Obsession and they are running STBFL).
So the Deep Wound is kinda pointless since he does not really need it, most of the time it is either a Hit or a Down, breaking free is really happening on rare occasions.
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If you consider running Vanity Mirror - eh. It is his worst Add On and as said, you are barely faster than Tier 1-Myers. Like, if you compare it to Scratched Mirror:
Vanity Mirror: 108% Movement Speed, Scratched Mirror: 105% Movement Speed (barely noticeable)
Vanity Mirror: 16m Aura Read, Scratched Mirror: 32m Aura Read
Vantiy Mirror: Tier 2, so 16m Terror Radius, Scratched Mirror: Tier 1, Undetectable
Questionable if the 3% extra Movement Speed and the longer Lunge (which is also only a little bit, if you use Boyfriends Memo together with Scratched Mirror) make Vanity Mirror worth it.
I used it one time and this was the worst game I have ever played.
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@GoodBoyKaru said:
Events bring about the worst of both sides because ruining everyone's day is what makes someone, somewhere smile
Yep. :I
4 Cakes were burned. Guess who did not burn one and probably got the most points...
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@AVoiceOfReason said:
https://forum.deadbydaylight.com/en/discussion/comment/2325717#Comment_2325717
Correct. Last year was amazing. We got like 6-8 cakes per web. Now you get lucky to get 1 every 3-4 bloodwebs. Problem with items is, you might get 4 toolboxes instead.
It was not that much last year, at least not 6-8 Cakes. But there were more Cakes, until they fixed them, then suddenly there were less Cakes per Bloodweb.
IMO there should be two Cakes per Default and the third Slot can either be a Cake or a Item. And for Killers, it is 3 Cakes per Default (because they dont get Items).
I dont care for the Items that much anyway, everytime I bring one, the Killer brings Franklins anyway.
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@AVoiceOfReason said:
More cakes, not items. Every anniversary, they just change the last year's anniversary items to a new name and that's it. There is no point in hoarding them since they only replace the name. The cakes are actually unique. I want more cakes.
Also, more Cakes would mean more Items eventually.
Like, seriously, Cakes are the interesting stuff, not Toolboxes, Medkits or Flashlights. They are neat, but most people dont use them outside of events.
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Only original Killers (=BHVRs own creations) can get Crowns. Same for Survivors.
You can get an overview here:
https://twitter.com/PaulieEsther1/status/1410305634948599809
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Nobody should see all the dirty games I am playing.
But eh, I dont really want people to dodge just because I play SWF with 1 (ONE) other person or because I have a few thousand hours. I dont even get why Killers dont play instead of checking Steam Profiles the whole time just to get an easy game. And I dont really want to support it.
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@Laluzi said:
I'm making a point of not killing anyone just because the whole escape requirement is so annoying. It's not fair that killers just have to find the crown, but survivors need to find it and then make it out alive. Turns it from a one-game thing to a five or ten game thing in solo queue.
While it is nice, it should not be the case that people with a Crown get away for free. Like, I totally appreciate it, but I am not a big fan of "Get away"-Cards.
However, I also think that it is silly that Survivors have to stay alive. I dont know how many games got ruined during the Halloween-Event, but back then I did not have many Survivors suicide on hook after filling up their vials. And I doubt that the majority would suicide on Hook to go into the next game once they found a Crown.
The requirement to escape just makes it more annoying to get Crowns as Survivor and it takes longer. It really should be removed.
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"Compared to a community-made cosmetic that would have been the absolute best we would have gotten at that time that WE voted for and that WE made possible to be a part of DBD."
Wasnt it up to BHVR to decide which Skins will be in the game? Because I know that many people were surprised that the Claudette-Skin will come to the game.
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So, I just spent around 1,7 Million BPs on my Survivors:
22 Cakees
10 Toolboxes
11 Flashlights
6 Medkits
Sometimes I only get 1 Event Item, sometimes I get 3 Event Items, one time I got 3 Cakes in one Bloodweb.
IMO more Cakes would be nice, but it does not look as grim as for other players.
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@Mooks said:
it only changes the name of the event at the bottom right?
didn’t this already happen with the Halloween items as well?
Yes. So nothing new.
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This is Lag. Claudette lost Connection to the Server for a brief second, the Server made her go into a straight line on your screen (the last registered input). Once she regained connection, she was on her actual position.
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Hello and welcome. :)
It depends - DBD has the license so it is possible that there will be other Legendary Skins for the Characters, however, Capcom must be fine with them. It might take some time.
E.g. the Cybil Bennett Skin for Cheryl Mason was released a few months after the Chapter. The Jonathan-Skin for Steve was released around two years after the Stranger Things-Chapter was released.
So it is entirely possible that there will be more Resident Evil-Legendary Skins, however, nothing is announced so far. So currently, we have Nemesis as Killer without any Skin, Jill with another Skin and the Legendary Skin for Claire and Leon with a Skin for himself and Chris as Legendary Skin.
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@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/2320957#Comment_2320957
https://forum.deadbydaylight.com/en/discussion/comment/2320963#Comment_2320963
Dont forget they're more common on killer due to there being less brown items available. They also drop from mystery boxes (3000bp ones), once again more common as killer
True.
IMO there should be 2 Cakes per Bloodweb by default and one Spot for a Cake or Event Item on the Survivor Side as well, and for Killer, another Cake (or Event Item, if they get Add Ons, like last Halloween). So each Bloodweb will have either 3 Cakes OR 2 Cakes+1 Event Item for Survivors and 3 Cakes OR 2 Cakes + 1 Event Add On for Killers.
In general Cakes are hopefully more common, since Event Items will pop up anyway when you can do more Bloodwebs due to more Cakes.
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Bugfixes are no Nerfs.
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It is a Buff to Killer. Survivors cannot kill themselves as fast as before, which makes it easier for the Killer to find the Hatch/last Survivor on the Hatch.
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@Chocolate_Cosmos said:
https://forum.deadbydaylight.com/en/discussion/comment/2320957#Comment_2320957
I hope I can get at least 1 each bloodweb
Eh, IMO it should be more. The thing is that it will probably harder for Survivors to gain Cakes, since they get Event Items as well. And I dont really care about those, I would not use them anyway, because whenever I brought an Event Item, the Killer equipped Franklins.
So I am all for Cakes and I want to see huge amounts of Cakes.
Killers will be fine for Cakes tho, last year I pushed my Hag from P3-1 to P3-50 with all Perks and got around 60 Cakes left afterwards...
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@Wavy said:
DC Penalty is gone lets go boi. One of the disabled maps is RPD but idk the second one
The other disabled Map is Temple of Purgation. There are some invisible Walls.
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Depends how generous they are with the Cakes. If I have to do 2+ Bloodwebs to get one Cake, I will be really disappointed.
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Yes.
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I agree, this should have been done with the Change to Franklins.
However, I am pretty sure that the Devs know what they want to do with Keys, so I dont think that any ideas on the Forums will really grab their attention.
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@Viktor1853 said:
https://forum.deadbydaylight.com/en/discussion/comment/2318289#Comment_2318289
puking on people still isn't bannable
@Edgars_Raven said:
https://forum.deadbydaylight.com/en/discussion/comment/2318289#Comment_2318289
Puking on someone thats on hook isnt bannable anymore than tbagging or flashlight clicking is. Come on aven, i know youre a survivor main but youre smarter/better than this
I did not say it was bannable, lol. I said it is BMing, and you cannot really argue with that. It is roughly the same as teabagging. And it is certainly not "using the power as intended".
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2318289#Comment_2318289
If she wasn't infected, then that's absolutely using her power the way it's intended. That's how you infect people.
Either way, puking on people still isn't bannable, and if you look at my edit above...
But OP was. And even if, you just have to puke one time and not standing in front of the Hook, constantly puking. This is not using the power as intended.
And according to the Edit, I also did not notice that they were working together.
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First of all, the Emblem System might be bugged on the Survivor Side.
Second, when the Killer was bad it was always pretty hard to pip, even with a fully functional Emblem System.
Third, Pipping as Survivor is harder than pipping as Killer. Because you have to rely on the Killer not being that good AND also have to rely on your teammates messing up so that you can get unhooks or do more Gens, because they are not that efficient.
At least I get more Double Pips and Blackpips as Killer, compared to Survivor. Because as Survivor, you have to share the workload and this might result in worse Emblems (if nobody goes down because the Killer is bad or the Survivors are good, you wont get Altruism, for example...or if the Killer has extreme Tunnel Vision and follows a Survivor for 5 Gens, you wont get much Emblem Points either).
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@Seraphor said:
You've just posted screenshots of the Plague using her power in a way it's intended to be used. I'm assuming you're talking about camping but your screenshots don't illustrate that.
Camping is a valid tactic anyway. Just as much as genrushing and teabagging. It's not a nice tactic, you can call it toxic if you like and you might not be wrong (depending on the details), but it's not bannable.
Come on, she was puking on them on the Hook, while they were already infected. This is BMing, not "using her power in a way its intended to be used".
I hope you are not mad at Survivors teabagging you, in the end, they are just using the Crouch-Button "in a way its intended to be used".
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@Shaped said:
https://forum.deadbydaylight.com/en/discussion/comment/2318075#Comment_2318075
I am just saying what I observed majority does. Just google spirit is unfun for example and you'll see what I am talking about. And lets be real ask anyone who dislike her is she fun or unfun. Or put any weaker killer in a poll asking who is less fun, them or spirit.
Suddenly it is not that subjective since everyone jumped on the spirit hate bandwagon. And the guy above is saying complaints are not about her being unfun when evidence suggests otherwise or just ask that guy himself is she fun or not and he will contradict himself.
That is just my opinion btw and what I think is happening.
Only because there is a Killer who is worse than others does not make those other Killers fun to verse. Like, if I get to choose to chop of my Finger or my Hand, I will choose the finger, this does not mean that I enjoy it if my finger is getting chopped off.
So only because Spirit exists and is more unfun than e.g. Trapper, this does not really make Trapper fun to verse.
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No point in complaining here.
People will say it is a "valid strategy".
Or, they will say that this Plague probably got bullied in a previous game and there is no way that the person can be such a guy on its own.
Sadly, there are people like this in the game. The best thing is to just ignore them as good as possible, yes, it sucks, but there is no point in ranting in the Postgame Chat, they wont change their behavior, they will not suddenly think "Oh right, I AM a dick". Just leave after you are dead and go into the next game, luckily players like that are quite rare.
EDIT: I just saw that the same Jeff was standing there the whole time. If they were teaming, you should report both of them - this is a bannable offense.
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Sometimes it seems like if all Servers in your Region are occupied, the game will place you on a different Server.
I am on EU-Servers, from time to time it happens that I have around 130 Ping, because I am placed on Servers far away. The interesting thing is that everyone in the Lobby will be from EU. It also happened one time with 300 Ping, the Killer was from Austria (so EU as well) and must have had around 300 Ping as well.
So if this happens, you might just want to wait a few minutes before searching for a Match OR just try until the game puts you on a Server in your Region.
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@Shaped said:
https://forum.deadbydaylight.com/en/discussion/comment/2318008#Comment_2318008
I wish that is true but I see a lot of people enjoying when they completely stomp the other side and rub it in. And I also see people blowing things out of proportions when they lose. Both sides.
https://forum.deadbydaylight.com/en/discussion/comment/2318012#Comment_2318012
How many people complain about these killers as unfun tho? That is why I said "mostly".
I mean, fun is highly subjective.
Like, I dont like to step into a Trap during a Chase, just because I did not know it was there. But this does not make Trapper a strong Killer.
And for Clown, I highly dislike to not be able to see through his Gas. And again, Clown is one of the weaker Killers.
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@Shaped said:
Easy win=fun. Losing=not fun.
That is how people see it and most complaints are based on that.
Not really.
Some of the weaker Killers are also not fun to go against, like Clown or Trapper.
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No time yet, as far as I know.
USUALLY it should start at 11 AM ET, which would be around 32,5 hours from now on.
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It has always been that way, this happens when there is only one button for multiple interactions. Another favorite is getting sucked into a Locker when trying to fault a Window.
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Around 4 or 5 each week. Today I saw two Tricksters.
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They probably see Builds like this when watching Streamers, but since they are not really good at playing Deathslinger, they dont play like said Streamers, but resort to camping and such things, while not being able to use the Speargun properly.
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Wraith. Huntress is a strong contender, but at least you can use one of her Perks (Lullaby) in very specific Builds. But for Wraith...
Predator-->Simply terrible, makes Scratchsmarks worse.
Bloodhound-->Really not needed, tracking Blood is easy most of the time.
Shadowborn-->Just gives you a bigger FoV, sure, you can get addicted to it, but if you never used it before, you will never think about using it at some point.
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This is THE reason why I dont take Bond.
I would probably start crying after 5 games.
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/2311805#Comment_2311805
For the health and fun of the game, it needs to be addressed. You can hold w and waste 48 seconds of a killers time without even dropping a pallet or vaulting a window. Factor in picking up the survivor, finding a hook, hooking them, and you just lost 3 gens.
This kind of gameplay is boring for both sides. Survivors should buy time for generators by winning loops and mindgames against the killer. This is more fun for both sides.
I mean, I can grab another Trick out of the Killer-Box:
"It is a valid strategy". Sounds familiar?
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@Trwth said:
We could just make Survivors spawn together all the time unless they use an offering. The gen speed reduction isn’t necessary. At most, increase the time to repair gens from 80 to 90 seconds but ONLY if you’re working alone.
There is no need for any increase in Gen Speeds. This should just compensate the Killer for Survivors spawning in their most optimal Spawnpoints while being more interesting than just "Yeah, they spawn all together all the time".
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@Product said:
https://forum.deadbydaylight.com/en/discussion/comment/2313579#Comment_2313579
The game should not be balanced around new players.
Also, new players are already ######### over by having no perks, so why not let them have tier 3 common perks from really early on?
This does not have anything to do with balancing. Not even close.
But if you start a new game and have all Perks after like 2 hours of Playtime (maybe even less with the new Tutorial), you have no new Content to unlock except for brown Tooilboxes and stuff like that.
It should not be boring when someone starts the Game, Grind is alright. Too much Grind is bad, which is why I offered Alternatives which also reduce the Grind by a lot.
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@RoboMojo said:
https://forum.deadbydaylight.com/en/discussion/comment/2313579#Comment_2313579
Slight side tangent but I'm genuinely curious. When did the Devs say we'd get prestige rewards? I know that rank rewards are on the horizon (as seemingly small as they may be) but I haven't heard about prestige awards.
This was mentioned either in the 4th Anniversary Stream or shortly afterwards in a Q&A. Either way, it was almost a year ago.
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I am against the removal of Perk Tiers. Simple reason - new players would have no Content.
If we look at Survivors and Killers:
Survivors have 14 general Perks.
Killers have 12 general Perks.
So before a player has his 4th Perk Slot on either side, they run out of Perks to get in the Bloodweb. And this is really boring, Perks are the most interesting thing to get, especially as a new player - and you have them all at Level 14/12. Yay.
What I would do (100%):
- Let more Perks appear in the Bloodweb: Level 1-9-->1 Perk, Level 10-24-->1 out of 2 Perks (guaranteed!), Level 25-39-->2 out of 3 Perks, Level 40-49--> 2 out of 4 Perks, Level 50+ --> 3 out of 6 Perks.
- Teachables unlock automatically and dont need to be collected in the Bloodweb--> So if you reach Level 30/35/40, you unlock one of the Teachables, same like you would do with the Perk Slots without the need of doing a Bloodweb for them.
Other things that can be considered:
When players prestige, they keep their already acquired Perks at least at Tier 1. This means that someone who prestiges will already start with a somewhat decent Perk Build and they have some Perks less to get. And, given the fact that we have Prestige Rewards at some point in the future, it would help players decide if they want to prestige or not, if they did not before - they would at least have all of their Perks at Tier 1, which might be an option. And this would mean that they have some Perk Builds already (or an easier grind since they have BBQ and WGLF available from the start).


