BirdSpirit
BirdSpirit
About
- Username
- BirdSpirit
- Joined
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Comments
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@WesCravenFan said:
If keys are basekit what is the point of closing the hatch?
Yeah this.
And what the heck does this even have to do with NOED? lol
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I mean every time I tune in after a match, the TTV is:
- Finding X reason to complain, say I'm bad, a perk I'm using is dumb, etc when there is a 4E.
- Finding X reason to complain, say I'm bad, a perk I'm using is dumb, etc when there is a 4k.
- Finding X reason to complain, say I'm bad, a perk I'm using is dumb, etc when the match is anything in between.
So yeah am pretty biased towards them.
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I think the devs are less focused on what is considered "boring" and more on actual gameplay strength.
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@anarchy753 said:
The emblem system is not just about your performance. As a ranking system it was also changed many times to encourage players to play in a more engagin way for both teams and essentially have a better, less toxic match in order to rank up.
As such, camping people to death prevents you going higher than a gold devout emblem and harms your malicious score as well. Iridescent Devout requires a 4k but also requires a second condition of at least 9 hooks.
I see. That's pretty awk if the survivors are derp.
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@Aurelle said:
Here I am talking about Boil Over (again).
I have been using Boil Over a lot recently (mainly to see how it affects matches) and I noticed that every time I run it the killers will camp me on first hook, tunnel me, or slug me to death. Like I know it's an annoying perk and everything, but most maps I get and most places that I get downed it doesn't even make a difference. I don't even bring perks to pair with it.
Killers must really hate this perk if seeing someone bring it causes these reactions.
If you are doing it with a sabo buddy then I'll probably get rid of you guys first since you are basically stopping me from hooking.
If it's one survivor I just let them hang out at the top of whatever drop and go chase someone else.
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Sorry I just get off on it
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@WeenieDog said:
https://forum.deadbydaylight.com/en/discussion/comment/2777569#Comment_2777569
It doesn't completely wipe it, but revert to what ever you had before you had linked. Still feels awful as it just comes out of no where.
This is a little bewildering. Why does such a function exist in the first place?
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Wait wait...if you unlink your account the game just deletes your progress and you need to wait 2 months if you want it back?
._.
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Recolors are pretty boring. They could probably go for higher quality ones in the rift and give less to replace some of the rewards with shards or BP.
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Any of the M1s.
I play hag and it's pretty annoying.
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I always thought reward BP didn't count towards the cap
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This made me look over a few killer add-ons and like yeah...a good number of them have some useless #########.
I normally play hag and her red add-ons and a few others are basically useless/stupid.
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@Mandy said:
I can send a private message to those who've not received them yet but have played as LF. I will need to know who to send the message to.
PM me please. I didn't get mine yet either.
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The way boons work need to be fixed first.
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The frustrating part for me which works on every map is that you basically can't move properly. Had a duo with boil over and saboteur and it was a nightmare because I couldn't smack the person sabotaging cuz of all the wiggling. Game took forever and turned into a slugfest.
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This is cute af
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Bump.
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Is there any particular reason why BHVR didn't make it clear in the first place that they had to do this manually instead of telling us we'll get 6k shards in the mid-chapter update?
Alternatively just literally give it to anyone who owns Bubba?
Y'all like to give yourself unnecessary extra work for a company that likes to say "that would take too long" a lot.
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I s2g if they pull this early on a day where players need to basically reinstall the whole game...
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Thank you!
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Dead Harding gives you invulnerability for the rest of the game and makes you appear dead.
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@Peanits said:
To answer that for you quickly, it's still something that's up for discussion. As you've mentioned, it would reduce some confusion, but there are also folks who absolutely do not want to see them removed.
In a perfect world, they'd stay there as some small form of bragging rights, like "Hey, look how far I've climbed this month." But since ranks have historically been used for matchmaking, that naturally causes some confusion for anyone who missed the memo. At the end of the day, there is no single right answer here.
What is the logical reasoning behind it not being removed? The grade is no longer linked to skill.
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Report and move on or close the chat? This is pretty normal in every single pvp game nowadays. I like the instant feedback report in league tho so maybe the devs should do that.
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I'd be ok with this as long as the match has gone on for like, at least five minutes. Getting held hostage in a game sucks as killer cuz you can't do anything about it. At least survivors can do gens if the killer is afk.
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2762410#Comment_2762410
Well, yes, but the wall behind them slides open.
Ah ok. I don't think I've ever looked in that direction when I finish that gen.
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2762387#Comment_2762387
Yes, it is the one to the left when you enter the bathroom. It is in that hallway that connects to our glorious basement.
Isn't the left just lockers?
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@Firellius said:
Does the bathroom actually have a moving wall? I thought it just had the one entryway.
Apparently. I'll have to look next time to make sure. I totally thought it didn't and that there was just a breakable wall on the other side.
I'm scared to go back there now. I have PTSD LOL
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@glitchboi said:
Correct me if I'm wrong, but doesn't the mobile game have that as a feature? The mobile ver being ahead as per usual.
I'm not sure but I know they can see each other's perks. They also have some other really nice QoL features as well I hear.
@ThiccBudhha said:
No thanks, I am fine with survivors having the same grind as killers.
Killers can have their stuff except addons combined as well. It's just a QoL buff.
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@Warcrafter4 said:
I don't see why survivors shouldn't share items/add-ons/offerings.
Also why should the killers be left out so let killer's share offerings(Add-ons wouldn't work for obvious reasons) while we are at it.
We need to reduce the grind somewhat and simply making survivors share everything but perks and killers share offerings would go a long way towards it.
Plus being honest it is thematically kinda silly that survivors a player owns don't share items given that they all group up out of game anyways(at the bonfire aka the lobby).
Yeah if the killers have stuff (excluding perks for obv reasons) that are universal they should be combined too. I thought their stuff was different like their addons. I don't play that role.
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@legrosporc69 said:
https://forum.deadbydaylight.com/en/discussion/306107/body-blocked-in-gideon-meat-plant-by-killer
The thing that happen to you is not reportable because the plague vomit on all of you then she wait for you to get injure so she could smack all of you.
Piece of advice you guys should have work on the gen if she still stand there you complete the gen and leave by the door if she go toward one of you 1 get down the other 2 escape the trap you guys put yourself into.
I'll probably have to take the hit if that ever happens again. I play soloq so pretty hard to communicate with my teammates properly.
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@illusion said:
Perfectly legit, but scary as hell for survivors doing that gen. That's why it is good to run perks like spine chill, so you can tell if the killer is coming that way.
Yeah I had spine chill but I thought she was still upstairs ha
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/2762209#Comment_2762209
Yeah, it can be tricky. Especially on Gideon, where the killer can change floors very quickly. With the Game - with every map, really, but especially jndoor two-story maps, where 'close' might not actually mean close - you need to be watching your surroundings. Getting in the habit of swiveling your camera, or fixing it on the only entrance (or only likely entrance - ex, if you're on a gen and the edge of the map is 10m behind you, the killer is not going to sneak around you and attack you from behind, and you can ignore that side. The more game knowledge you have, the better guesses you can make on which parts of the map the killer isn't likely to visit versus where they might approach from), is a good habit to have, so you have better reaction time to anything that happens. The terror radius is useful information, but it's not the whole story. If the killer isn't accounted for and you hear a TR that's getting louder, you should be wary.
I made a mistake of turning the camera around to see who dropped in cuz I thought they were getting chased lol
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/2762192#Comment_2762192
Ah, that's the problem. The Plague wasn't trying to bodyblock to stall the game - she wanted to down you all, but couldn't reach any of you without the rest of you getting around her, so she was playing chicken.
Rooms with a gen and one entrance are meant to be risky. Really, one-entrance rooms are risky period. If you get caught in there, you're going to get hit. If it's an instadown killer or Plague, they're going to down you and you can't do anything about that. With the bathroom gen, I would suggest working on the side closest to the door and keeping an eye on the hallway; if you see someone approaching, bolt, unless you are very confident you can spin them. Killers rarely come in through the top hole, and if they're not a stealth killer, you're going to hear them. Even if they are a stealth killer, you're going to hear them walking above you, just more subtly.
I don't think there's one on Midwich (even if the breakable walls are up, there's always windows between the classrooms - there is a dead end on the third story staircase, though), but they exist on Haddonfield and Badham, and also in Hawkins (RIP).
yeah I should have clarified. She was just trying to get us all and the optimal thing to do was stand in the doorway and not move to block us lol
I just find it difficult to discern whether the killer is upstairs or downstairs. I chose to stay because I thought she was still upstairs but then that happened.
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@NekoGamerX said:
I think Body Blocked is only report able if she blocks never hit you
how long were you blocked? did the game end with out DC?
edit: sounds like they need to fix that part of the map
We were blocked for around a minute. We all kinda stood there playing a game of chicken lol
Imagine if she had red vomit. Seems like a really weird design in that part of the map.
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@Laluzi said:
If she trapped you all in the bathroom, you can actually escape by doing the gen. It'll open up the wall to your side.
Anyway, if she wanted to fully infect all of you and then down you, that's a legitimate play. If she was just trapping you all and you couldn't end the match (though technically you could; the more you know), that's reportable.
I actually wasn't aware the wall would open up. The gen is really close to the door so we never approached it. We didn't get out until David finally rushed her and used dead hard. Then she downed two of us after that.
It's just a really weird design tho. There's only one way into a room but no other way out. What is a survivor supposed to do normally when the killer walks into that room? There's one like that on Midwich too I think but at least there is a pallet and no gens spawn there.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/306026/seeing-your-skill-improve-is-not-toxic-elitism
I think most people would like to see their own MMR.
Seeing everyone's MMR...I think that would be interesting, but also lead to a lot of nastiness.
They said one of if the reasons it's hidden is because some players get discouraged when the number goes down lol
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/2760066#Comment_2760066
There is no situation that is abuse.
That's something you'll have to argue with the other people posting then.
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WGLF
BBQ
Then buff BP gains.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/2758072#Comment_2758072
??? The AFK timer speed is fine as is. That’s not abuse, that’s called working as intended.
??? I didn't say the timer speed was abuse....?
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@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2758379#Comment_2758379
Why? Why does it need to be changed? What reason is there to change it other than 'Survivors don't like it'?
Want to leave a gen? Wait for the next skillcheck, hit it, and THEN leave.
If you HAVE to leave a gen ASAP:
- Either you failed to use your time efficiently (IE: Stayed on a gen too long, now have to save someone before 2nd hook).
- Or the Killer is chasing you off the gen, which means the gen popping is like a small reward for the Killer pressuring you.
I cannot think of a single reason to change it other than 'Survivors sad 😥' or 'Because Survivors don't want the lost progress'. Because, as I stated above; there's a way to prevent the gen from popping, or you failed to make the best use of your time. None of which is unfair or OP or broken or unintended.
Skill checks are random and can come up one after another.
Whether it is intended or not, it's a frustrating 'feature' that punishes for something a player had no control over.
Honestly I think if they just give a 1 or 2 millisecond window in which the gen doesn't explode it should be ok. Something not fast enough to purposely avoid.
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@Gwinty said:
https://forum.deadbydaylight.com/en/discussion/comment/2758077#Comment_2758077
No, you literally said that "The gen will not progress since you are no longer on it." which lead me to understand that the gen would no longer progress because it is no longer getting repaired. As a gen still can get progress while you are not on it, this would not solve the issue for me.
If this was a misunderstanding, I think we are fine.
However a "skillcheck2go" is still a pretty wonky idea when you think about it...you are repairing something stationary, some problems occurs and you quickly need to do something or the thing will explode. You chose just to leave and solve the problem on the way, no explosion happens...this sound wonky...
Ok fine I said the gen will not progress lol. Which means exactly that the gen would not progress.
Stuff in games don't need to make sense. We don't question why survivors can be totally fine with some rubbing after being impaled through a lung. There just needs to be smooth gameplay that doesn't introduce things a player cannot react to and then punish them for it.
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The other day I played my 3rd killer game ever and it matched me against flashlights and purple meta full loadouts. I had no add-ons, no offerings, and a single yellow perk.
Yeah I got stuck in that game because they wouldn't finish gens.
With matchmaking like that, I don't blame people for leaving.
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@Gwinty said:
https://forum.deadbydaylight.com/en/discussion/comment/2756882#Comment_2756882
Then what would be so bad about the skill-check getting "on the generator".
In my opinion a skill check "to go" is just stupid because that is not what skill-checks are supposed to represent: A difficult repairing operation where you have to be precise otherwise the thing explodes. By letting the skill check "on the generator", lingering for the next survivor to finish it this aspect would not be lost and it would not be a "buff" as some people call it anymore.
I get that a generator exploding because a skill-check popped up just as you wanted to leave is not good and feels bad. My change would help with that.
Now your argument is that my change sound to complicated. How so?
Generators can "save" skill-checks. You see this with overcharge where it lingers on the generator.
The problem is that when get the ability to let go during a skill-check and "take it with you" this will remove the "rooted on the generator" aspect. Suddenly I no longer have to deceide if I want to let the generator go or if I want to run way, I can do both.
When a skill-check appears and say, Wraith uncloaks next to me I can now run and finish that skill-check, probably hit a great and finish the generator while right now it would just explode.
I am all in for removing the frustation of an unseen skill-check. But I am not in for an easy to go mechanic where you no longer have to make a decision when the skill check already appeared on your screen.
My problem mainly comes from the fact that this sound as if it would allow people to also take a skill-check that has already appeared with them. If we can prevent this I will be fine.
https://forum.deadbydaylight.com/en/discussion/comment/2757321#Comment_2757321
Great skillchecks grant a progression bonus of 1%. As such there is progress on the generator just for hitting a great. You will repair a generator you are no longer sitting on with this mechanic.
I literally said the gen should not progress.
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The instances described in other comments that warrant having a timer if within X range of the killer.
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This would be really helpful for when I need to report people repeatedly getting in and out of a locker lol
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I think slowing down the timer would be fine just to avoid abuse.
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I'd be alright with the skill check staying on the screen as you leave. At that point you would hit it just to prevent the explosion and for points. The gen will not progress since you are no longer on it.
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Doesn't answer your question, but if you're on PC next time buy through codes and not auric cells. You can get like 5 or 6 DLCs that way (with survivors as well). Alternatively you can spend $15 and get the majority of non licensed killers.
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@deKlaw_04 said:
https://forum.deadbydaylight.com/en/discussion/comment/2754747#Comment_2754747
on what platform?
I'm on PC. Kept DCing me a few times when I tried to enter a lobby last night.
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Free BP time! I'm having issues too.