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CakeDuty

CakeDuty

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CakeDuty
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  • I've always liked the idea of a perk that could do exactly that.

    My idea is a token system, where whenever a killer breaks a pallet it'll leave 1 scrap (token). It takes 3 scraps (tokens) to rebuild a pallet. A survivor can go to a broken pallet to collect 1 scrap. Other survivors with the same perk can't collect it once it's been picked up, to counter situations where 4 survivors run the perk. Once a survivor has 3 tokens they can go to a place where the pallet has been broken and rebuild it.

    The reasons I'd rather want a token system than a cooldown is that that it'd kinda punishing killers for breaking pallets, which really shouldn't be a punishable thing and if the cooldown was 5 minutes, then still 4 pallets could be rebuild if every survivor ran the perk. With my idea a survivor runs around the map collecting scraps, then it's time they're not spending on generators, which helps slow the game down and the limited amount of scraps means that there's only a limited amount of uses of the perk.

  • Bill, Claudette and LF seem to be the worst kind of players from my experience.

    Most Bill players are new people that try the game for the first time and go "That's Bill from L4D! I know him, let me play as him"

    Most Claudette players don't know how to survive chases, so all they do is blend and crouch.

    LF players are a special breed of killer... I always get surprised if one of them does something smart.

  • In my opinion, the Tome Challenges are making me feel like I have to play the game, making me less motivated to actually play it.

    Challenges like doing 15 generators or getting a certain amount of one Emblem are not fun, engaging or interactive challenges.

    As killer I go against survivors that farm each other to get their unhook, or I got against keys after keys, cause they need to open their hatch.

    As survivor I go against killers that use moris for "Kill survivors by any means" challenges and I keep facing the same killers again and again, which ruins the diversity of the game. Like yesterday, when I played surv for about 4 hours, I only went against Spirit and Doctor all evening, only other killer I went against were Huntress and Demo once each.

    So yeah, in short. Some challenges are grindy and boring, some challenges make people play in a certain way that's not good for the team and having challenges around certain killers may end up with survivors only facing those two killers, making the game boring and repetitive.

  • I agree with this!

    Friday The 13th, are having a double xp event going on atm, to keep (the few) people playing the game a reason to stay at home and play.

    DbD should do that too, since they've got a bigger playerbase it'd make a bigger difference!

  • I really do not like the breakable walls at all, they feel like a bad bandaid fix for poor map design. There's really no risk/reward when breaking a wall.

    It's so poorly implemented that there is really no risk/reward by breaking a wall. Why wouldn't you just go directly to the shack and break the wall as soon as you spawn in on the map? Why wouldn't you break the wall next to a really strong window on the main building? And even the basic jungle gyms like L and T wall and 4 lanes has breakable walls and I'm just wondering... why? I know the jungle gyms are slightly different than on other maps, but why would you add breakable walls to jungle gyms, which are like the only structures that require skill and mindgames to run? I really dislike it.

    I know breakable walls are to fix good loops like Ironworks, but why not just add a door instead? Why add a wall that killers are gonna go straight to at the start of the match and destroy, just wasting more of their time.

  • I really like all of these buffs. Steve's perks imo are too situnational with too little of an effect to be useful, with these changes they'll still be situnational, but strong enough to balance it out.

  • I've had a couple of bugs when playing against Wraith. He'd cloak and for some reason he'd still have the heartbeat for another 5 before it disappeared.

  • For me it's Hag and I'm glad, cause the few Hags I go against are those who put 3 traps around a trapped survivor.

    Second place is probably Bubba and Nurse

  • I got 2 stories. One I almost fell for and another one a friend of mine fell for.

    1. I was working on a shack gen, was about 95% done with it, when a LF came and chased me away. I hid behind shack while he kicked the gen, terror radius disappeared. I'm like "Oh well, he left", I walk in through the non pallet door, and I hear a chainsaw, he had been standing between lockers with Insidious and waited for me to return, I jumped through window before he could chainsaw me though. It was 300IQ play and I never expected it.
    2. Was playing with a friend on Ironworks. Friend does not care about using the God window, so he's looping the killer there. He's semi new at the game and doesn't look behind him when running. The killer just straight up didn't vault through the window and went to the door, where my friend was. He got downed and I just laughed at him for failing to run a semi-infinite.
  • I just miss events in general. I'm not very fond of the new "decorated hooks and gens are an event" thing they've been doing lately. There's no event feeling from getting stuff from the rift. I remember the Halloween event and I got the last Halloween cosmetic in December.

    But I remember the community event with Feng and now I miss it even more. I loved waking up in the morning and looking at the progress the community had made. I really miss those times and hope the devs are considering giving us these kind of events back. Lunar New Year was an amazing event with a second objective that encouraged survivors to actually survive, not like those flowers.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/1135585#Comment_1135585

    If I may be so bold (and sorry if this isn't my place to say), but why force solo survivors to sacrifice perk slots to close the gap? SWF don't need any perk slots to tell their buddies who's the closest and therefore, who has the right of way for the unhook. 🙂

    I asked them that exact question and they answered it on stream a while ago. They think it's too much information to give solos for free.

    I still don't agree with their decision making, I've found it harder and harder to play survivor without friends. I don't even use voice comms when playing with friends, but I at least know that someone will get me off hook.

    I hope they'll reconsider cause giving survivors Kindred basekit, I won't mind if they nerf the killer aura reading to 8 meters, so people can know if killer is camping, but not give too much information where they're going and such.

  • That's the only reason why I hate how the game favors killers hit detection. If a killer uses VPN or starts getting super laggy, they still get hits that look alright on their screen, but for survivors they're nowhere close. It gets really frustrating cause there's literally nothing survivors can do when going against killers like that.

  • @DwightOP said:

    https://forum.deadbydaylight.com/en/discussion/comment/1116241#Comment_1116241

    It's actually very simple, this is what I would have done:

    Kindred basekit: noone wastes time running to a hook when the killer is camping or someone else is closer

    Totem counter: noone wastes time trying to find the "last dull totem" when it already got cleansed by someone else

    Chase indicator: well, obviously more efficient on gens

    Ofc, this will make killer games much harder against solos. But that's not a problem, because this allows actually to buff killers. My 1St step of buffing killers would be to finally introduce a second must do objective for survivors which gives killers more time.

    Those are actually 3 valid ideas, all give solos something that SWF already has. Would be great!

  • It's so simple for a way to buff solo survivors to be almost as good as SWF. Just make Kindred basekit and one of the biggest issues with the game will be solved, but noooo, us solos have to spend a perkslot to get what SWF gets for free. I know it's a huge to give that much information of if the killer is camping and where the other survivors are as basekit, but think about. SWF get to know that without having to use a perkslot.

    Other than that, they need to give some kind of symbol for someone getting chased, like the obsession.

    That's two huge buffs to solo survivors that'd help a lot, then they should buff killers accordingly. But instead they are makin perks that gives solo survivors information that SWF already gets to have without spending a perkslot on it.

    Though, I'm not blind and know when the devs have been designing new killers, they've had in mind balancing it around solo and SWF. Like how someone works on a Demo trap, everyone can see it and anyone can kick GF out of stealth, even on hook. They just need to go back on their older mechanics and buffs solo surv there as well, start out with making Kindred basekit.

  • (Been playing since Huntress release) For me it's got to be the healing changes. It was meant to slow down the game, but all it did was create a no heal meta, where people focus on doing gens instead of healing. When playing survivor it's so boring to hold M1 for 16 seconds (20 if mangled), so I just don't get healed. As a killer it works against new players, but not against good players, they just ignore healing and focus on doing gens. It changed a lot at the bottom level but only made people more focused on doing gens at high level play.

  • Imo it's Bubba. Not only is his power bad and doesn't help him in chase, unless you manage to catch survivors in the open or you like camping, he also feels extremely buggy.

    His chili addons have been bugged ever since recall, except if the devs fixed it without my knowledge, his charge bar also has a tendency to get filled to 100%, then when you let go to use his chainsaw, it'll cancel the chainsaw instead of activating the sprint.

    At least Legions power slows down the game a bit and Clowns power can make loops short and punish greedy survivors. LFs chainsaw is only really good against new players and altruistic survivors.

  • I've been feeling the same way. I get that half shaved, leatherjacket, biker girl is in. But I'd love to see more girls like Claudette and Jane that has a cute feminine style.

    I'd love a long haired blonde girl with a flower dress.

  • @johnmwarner said:

    Yes, they are giving stick figure drawings to explain hitboxes aren't really a problem.

    In case you're wondering if they mentioned any of the other bugs, like today's ridiculous reset bug NO they have ignored those.

    They did mention the Rank Reset bug. It's not intentional and they're looking into it.

  • Me as a solo surv: Hey, I'm hooked with Kindred, can I get some help?

    Teammates:

    IMG_20200130_071557.jpg


  • Honestly, I think gen times are almost perfect right now. The only thing I wish for is for something that keeps survivors from pumping out 1/2 generators before I even find the first survivor. I main Pig and wanna use her Ambush attack, but if I go from gen to gen while crouched, the survivors will most likely have 1/2 gens almost done if they spawned together and far away on big maps. It's pretty much my only issue with gen times right now. As soon as you find the first survivor and down them, then the gens slow down on their own, cause you're putting pressure on the survivors.

    Maybe make healing faster again to encourage survivors to heal and not have this anti heal meta. That too increases gen times by a bit.

    Also a nerf to toolboxes and gen slowing perks would be nice. Make gen speed as basic as possible and balance the game around that.

  • So, I've written about this under the Feedback, but no answer. So this is about the Dedicated Servers.

    I'm from the EU and have a friend from Australia. We used to play DbD together before Dedicated Servers got released, the matchmaking would give us a ping at around 150, a decent ping for both of us. But since dedicated servers released we can't play anymore, we'll get sent to the server closest to the person hosting the lobby, which means one of us would have to play with 300 ping. Are they any plans to change it so if people are far away from each other, the matchmaking will find a middle ground?

  • I'm doing great! I get way more 3-4ks than losses.

    Most of survivors I go against in red ranks are potatoes, so only time I notice any difference is when I go against good loopers. Even then I manage to kill 1-2 survivors.

    I mostly play Pig and she has a built in slowdown, so that might be why I'm doing so well. Though I also do pretty well with other killers. I've found myself slugging way more than before. My biggest problem is finding someone early game, so by the time I do 1 or 2 gens are close at popping. I hope the devs take a look at Scotts suggestion and consider it.

  • I don't think the tripping idea is good for this game. Only thing it does is punish people that are good at looping. It really isn't fun to lose because of something that's out of your control (RNG). You probably got this idea from F13, it was already pretty annoying there, but it made sense, cause Jason is slower than most counselors, so it was one of the few ways that he could catch up to them. In this game the killer is already faster than survivors, so it'd make very little sense to have a mechanic like that.

    I know looping can be very annoying, if going against a skillfull team, but it's the only thing survivors can do to waste killers time, and it's one of the few things left that seperates bad and good players. I'd rather they keep doing these map reworks, where they fix the amount of safe loops a map can have and add in more unsafe/mindgameable pallets.

  • I like the idea. Except the graphics, I doubt it'd take long to implement, since it's just adding 50% slowdown until a chase gets started. I'd be up for the devs testing it in the upcoming PTB, if they can manage to add it.

  • I really want the devs to bring back the old Lunar New Years event where killers and survivors had to haunt for lanterns. It was fun, consumed a bit of survivors time, getting a lantern meant you were willing to risk being easier to locate and actually encouraged survivors to try to escape the trial, unlike Hallowed Blight, where most survivors filled their vial and committed suicide.

    Though last event they said future events wil lbe tied with the Rift, which I hope they decided not to do, due to the backlash. Give me lanterns, give me special generators/hooks and just any kind of reward. Could be a recolor, could be special cosmetics in the shop. I don't want cosmetics/charms for logging into the game. If you're worried casuals won't be able to make it, then reduce the grind of the old events. These last two events have barely been events and are both pretty forgetable.

  • I'd say NOED and Self Care. Both very boring and not very interactive perks

  • I'd rather lose as killer, knowing I made a mistake, rather be left to die by teammates or have teammates not be able to last more than 10 seconds in a chase.

    When I play killer I can admit a mistake cost me the game and then get over it. When I play survivor and have to rely on 3 random people, I feel way worse if they turn out to be potatoes that Urban Evade around the map or Self Care in corner of the map.

    One potato survivor can really drag the whole team down with them.

  • Not an explot. Do it all you want! It used to take skill and precision to be able to do it, but the devs made it easier to do it, after accidentally removing it.

  • @BlueFang said:

    I wonder how often Adrenaline is used in red ranks

    Hmm

    Apparently less than Lithe is.. I think it's time we nerf Lithe... and Pig... :(

  • I doubt the devs would start putting minigames into the game. I can see that they'll make it a 10 second interaction or you have to complete a couple skillchecks skillchecks, so survivors can't open hatch in the face of killers.

  • Of course we won't get Kindred as basekit, that'd be a good buff to Solo Survivors, we wouldn't want any of that. ;p

    Gotta use a perk slot to get on par with SWF, that gets this kind of information for free

  • Not sure if you're new, but back when the hatch didn't spawn unless 2 gens were done, survivors would just hide to try to make the killer DC.

    I had a match where I absolutely demolished a David and his SWF on Blood Lodge and with 5 gens left he decided he'd just hide. I spent 15 minutes looking for him, where he'd just walk around the map, to avoid getting crows. I ended up finding him and in end game chat he actually said "You're so sweaty. Didn't DC even though you couldn't find me. Taking the game hostage cause you suck." I've never been more confused.

    Though that wasn't a one time thing. Haven't encountered anyone as bad as him, but there are others who just refused to do gens and played super immersed. Those were not fun times. If there are 5 gens left and a survivor escapes through hatch or door, then I know I won the game anyway, no matter how much they teabag.

  • I love how when I got Demo from P3 lvl 1 to P3 lvl 50 with all perks, I got 11 party streamers and 33 mories. I wish they were a little less rare.

  • I main Nancy, use Inner Strength a lot. I also see a couple Steve's, he's got amazing cosmetics, but I'm just sad the devs forgot to give him perks :/

    I don't see many Demo's, but I think he's my third most played killer behind Pig and Huntress since his release.

  • Is there any point of Rank 1 rewards anymore? It's so easy for survivors to get up there and with the latest rank reset change it'll only take a day or two to get back up.

  • Killers don't have gestures cause they don't need to have them. Survivors can wave and point as their only way of communicating with each other. Killers don't have any teammate they need to communicate with.

  • BBQ, Enduring, Spirit Fury and Brutal Strength is my main build on most killers. It's always fun when people are greedy with pallets or camp then suddenly realise "Oh #########, he's got Spirit Fury". Also I've had times where I got the hit, got hit by a pallet, Spirit Fury activates and get another hit within seconds.

    Though the downside is that smart survivors will start to throw down pallets earlier, making the perk useless, but that just means one less loop.

  • It's always fun when you run the killer around for a long time and when you finally go down, you see one teammate working on a gen and two just crouching somewhere on the map. I run Kindred and sometimes I still get left to Stage 2. So basically what other people have said. When they do nothing.

  • Very fun to play as, not fun to play against imo. I have nothing against his snares, but I dislike going against him with fake pallets. 10 fake pallets is just too many.

    I think he's in a good place though. After 1 year of being a joke, he deserves the spotlight he's gotten.

  • I haven't used Spies for a while, cause BBQ is my tracking perk in my main loudout. Though, while doing the disturb crows challenge, I played survivor. First map was Coal Tower and I actively searched out the crows to disturb them. I found 4 crows total. I'm not sure if it's bad RNG or old maps just lack crows in general. Meanwhile next game was on Sanctrum and there were crows everywhere. I wouldn't use a perk that's so map dependent.

  • I doubt anyone are gonna be playing the PTB next week. People usually test it on the day of release and the day after, then go back to the live build. So I doubt the PTB is gonna last longer than till Friday.

  • Let's not act like survivors weren't talking horribly about the devs back when they nerfed exhaustion. Guess this is the killer equivalent of what happened back then.

    1. Start out with calling the devs incompetent, say they're biased towards the other side, before the change has even happened
    2. Devs ignore it and release it anyways
    3. Adapt and realise the game is still playable, even with the recent nerf


  • Haven't used Ruin for months now, been doing pretty well without it. I used it as training wheels, then got better and started feeling comfortable playing without it.

  • My profile pic basically tells you who I think the most underrated survivor is. His perks may suck, he has no store cosmetics and his face is like Gollum on drugs, but I love his clothes and his voice. So adorble, he sounds like a lost puppy when hurt.

    Underrated killer is Piggy. Most people think she sucks cause they can't do endgame Piggy with her anymore and her dash attack doesn't count as a M1 attack. I main her and think she's an incredibly strong killer. Dash attack to use at loops, stealth to sneak up on survivors and traps that slow down the game. If she had better addons and better map pressure she'd be a top tier killer.

  • Jungle Gyms are basically one of the few tiles in the game that's all about mindgames. With loops atm, they're either so small killers can bloodlust them or so long they're incredibly safe for survivors.

    Jungle Gyms have so much mindgame potential. A pallet (except L and T walls), a window (on two of them) and tall walls survivors can't look through. Killers can force survivors to loop them ineffectively, they can try to hide their stain to trick survivors etc. I don't think they're a problem, I think connecting them to other tiles are the problem, like on Suffocation Pit.

  • The survivor used DS, DH, Adrenaline and BT? "-rep for being a crutch user."

    Killer used Ruin, BBQ, Pop and Enduring? "-rep for being a crutch user."

    Survivor accidentally ran the killer to someone working on a gen? "-rep, he lead the killer to me"

    Killer farmed? "+rep nice killer"

    It's so easy to exploit such a system. I don't see any survivor that died in a trial give killers a +rep.

    Would cause lobby dodging, like someone else already stated.

  • As a Pig main, I think she's fine. The only changes she needs are slight crouch speed increase, addon rework and do something about getting traps off at first box. It feels bad when survivors are lucky enough to find the right box first try.

    I don't understand people thinking she's bad just because they can't do endgame Piggy anymore. I do well with her at red ranks even without Ruin.

  • I'd say Pig, she can do a bit of everything.

    1. Dash attack she can use at loops to get a free hit. It's basically impossible to loop her on Badham.
    2. Traps that slow down the game, sometimes even grants you a free kill. Though sometimes poor RNG means the survivor can get the trap off first try.
    3. Stealth so she can get close to survivors. She might be slow while crouched, but I've still managed to get multiple gen grabs or surprise hits by doing this. Also can use it to deny obvious BT saves.

    The only thing she lacks is map pressure.

  • I just wear the clothes I like, I don't care if they're dark or flashy. Nothing about wanting killers attention so I can loop them for hours. I just wanna look pretty ):

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