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CaulDrohn

CaulDrohn

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CaulDrohn
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  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/3200931#Comment_3200931

    'Constantly'.

    Yeah.

    You're massively exaggerating.

    I play about as much survivor as I do killer, and aside from tactical slugging (someone's on a pallet and there's another survivor nearby, or survivors are abusing spots/techniques that make them impossible to hook), I almost never see it.

    You get the occasional griefer using Knockout, but that's vanishingly rare. I see more survivors abusing map geometry to go down and clip through to make themselves impossible to pick up.

    I guess you resent the people who play killer, rather than the role itself? Otherwise I'm not seeing why you are so bitter here. Because the way this game works - both in terms of seemingly unfixable bugs and exploits and scenarios like above is not the fault of killers. Mostly they are just trying to counter what survivors are doing.

    I think you misunderstood, (s)he was referring to slugging for 4k, so slugging the third to search for the last survivor, to deny even the small chance of escaping through hatch / gate. There are MANY killers playing in such a way nowadays, it's like their lifes depend on that 4k. Or as if allowing hatch to spawn would be an insta-win for the last survivor. I would guess, in my recent games that got to the point where a killer got to choose between hooking or slugging for 4k, 4 out of 5 were slugging for 4k. Really not "massively exaggerated" in my experience.

  • @Th3Nightmare said:

    https://forum.deadbydaylight.com/en/discussion/comment/3200363#Comment_3200363

    This ALMOST never happens, only with TOP killers and depending on the survis you face.

    Getting all (remainging) survivors hooked or downed is actually not that rare, at least currently. I get that maybe once a week, when the survs screw up badly. But then usually an unbreakable, DS, undeliverance or lucky self unhook gets in the way. That won't happen with that change anymore. So survivors really need to play it carefully when they are the last standing.

  • @Th3Nightmare said:

    "WARNING: Risk of shock on my part"

    The final theory, will you be able to memento mori the last player? Amazing!!

    As they painted last year in May when they said that it was going to be a tool for the Killers who did things in game, that the killer could earn it, where has he been? In ... a real garbage? Great job on this part.

    ME: I thought it was going to be a system which, depending on how it went to the killer, and did that killer in the game, would even activate X moris... the trapdoor AS THEY SAID it was going to work with this mechanic, in the end in the practice has been as in something quite rubbish.

    Opinions? What I mentioned, I expected more from the mechanics that they said last year not in this.

    Summary: This PTB is super disappointing on your part, it is NOT worth trying because... what are you going to try? To mori the last survivor? What a bullshit (sry)

    If you manage to down all 4 (or hook two and down two) you will perform the mori on the last one, effectively killing all four at once. So it essentially the same as activating multiple moris.

  • @AGM said:

    The arms race between hackers and devs is one thing, but it seems like they have put zero effort into common sense solutions that, for example, can at least avoid players being held hostage.

    What legitimate game of DBD has ever gone over 30 mins? Far, far less than 1%. So why is there still a disconnection penalty when a game has gone on that long? As far as I know, no cheater can block you from disconnecting. So why are we forcing players to wait TWO HOURS for the server to shut down when they can just add a way for the penalty to sunset after a game has gone on for a certain number of minutes after the trial starts?

    I don't want BHVR to start their own cybersecurity division. I just want them to add ways around the most common ways cheaters make people miserable. Even if cheaters eventually find ways around these efforts, the community at least needs to see that the devs are trying something.

    Instead of being time-based, it could be tied to EGC. I would say any killer game against a cheater (as long as its not a full lobby of them) will eventually get to EGC being activated (the legitimate survivors want to get out of the game as well). With the cheaters somehow preventing to be sacrificed by the entity when the timer runs out.

    The proper solution to this would be for the server to force the end of game when the timer runs out. But since that someone does not happen, DCing should be possible without penalties when EGC is active (imo you could even keep your earned BP). So a killer being held hostage in EGC could just safely DC without repercussions.

    For the edge case of a full cheater lobby holding the killer hostage (or multiple survivors hiding all the time), there could be an additional trigger for activating EGC (and subsequentially DCing without penalty), under control of the killer. Something like the killer being able to trigger EGC from his basement when no gen was finished for like 5 minutes / after a total of 15 minutes into the game.

  • @Sonzaishinai said:

    Still cranky that they reverted it. The 2 protection version was miles better

    I have not seen a single MoM since then. Why revert it to the state where nobody uses it

    Bc. ppl lost their ######### about the rework, calling it worse than before, so BHVR reverted it. I would have preferred the reworked MoM myself, just for consistency with other Endurance effects.

  • Mettle always showed the aura to the killer after activation, that was not changed at all, The only difference was the reveal condition:

    6.1.2.: "As long as you have Endurance, your Aura is revealed to the Killer whenever you are farther than 12/14/16 metres from them."

    Before 6.1.2 / Now: "The next time you heal back to full health, your Aura will be revealed to the Killer when you are farther than 12/14/16 metres from the Killer."

    You can check DBD Wiki for such info, they have a history of changes for any perk:

    https://deadbydaylight.fandom.com/wiki/Mettle_of_Man#History

  • I just had an idea about a rework for Rookie Spirit:

    How about the perk shows you the generator with the most current progress, in different colors:

    White: Gen currently regressing (as before)

    Yellow: Gen currently being worked on (like the other having situational awareness)

    Red: Gen unattended (neither regressing nor being worked on)

    Sure it would only give you info of one gen at a time, but that would be universal info of the most important gen at this time.

  • I have the grade progress error now for both survivor and killer :-/

  • @Pulsar said:

    https://us.v-cdn.net/6030815/uploads/5ZXK2NRS05CH/2rujsttk2an91.jpg

    release me from my motion sickness hell bhvr

    please

    Greater blinding angles? The angles are pretty busted already, I regularly get fully blinded from a flashlight wielder I do not even see on my screen.

    About Shadowborn being basekit, I'm totally behind it. It might even push the ridiculous blinding angels back into pov.

  • @Nazzzak said:

    I don't pay for Prime for this content, i've had a membership for longer than DBD have been partners. Having said that, yes the reward was a tad dismal (they could have at least doubled it) but I'm kind of indifferent since it's all just a bonus to me.

    Finally another sane person in this thread.

  • @Rookie1978

    "Where is the entitlement talk coming from? Why don't you want more from the games you paid to play? Get a grip dude, this weird simp cope over corporations that don't know you exist will get you absolutely nowhere."

    Just read the post I linked before trash talking me. I was explicitly referring to complaints that ppl. pay for prime gaming to just get DbD rewards, and acting all bitchy bc the rewards are bad. When in reality, next to NO ONE pays for prime gaming explicitly for Dbd rewards. I don't know if thats even possible. It has NOTHING to do with paying for DbD as a game, you got gthat wrong.

    "Bloodpoints are not real. They are not a real currency. They cannot be traded. They can only be 'earned', but they're still a virtual number that's just kept track of, that you can't get anything with except bloodweb items. Blood points are not real and only have as much 'value' as Behavior wants to assign to them."

    No ######### sherlock! The same as cosmetics, which are also not real! So whats all the fuzz about if it's all not real? Remember, I'm NOT the complaining that my hard earned money is wasted with bad prime gaming rewards, OP is!

    "Acting like someone is 'entitled' because they want more video game points is such a strange stance to take. It's the point of playing the videogame. It's a game. The bloodpoints aren't money, they're not real, DBD is not a job, etc."

    It's not about the game, its about prime gaming ffs. Do you even read the thread before joining in a conversation?

    "Get a grip dude."

    Learn to read, dude.

  • @OnryosTapeRentals said:

    https://forum.deadbydaylight.com/en/discussion/comment/3190593#Comment_3190593

    πŸ”Ž

    "Paying for a service that was advertised, expecting the company to deliver to the standard that was advertised, and then being disappointed when they don't hold true to their word is your fault and not the company's."

    If Prime Gaming says that they're going to deliver "exclusive rewards", and say the purpose is to let people expand their selection of cosmetics, then they should deliver that.

    Again, what are you REALLY paying for? Are you paying for Prime Gaming explicitly? Then I can understand when you are mad at this. Although there's not much "exclusiveness" in other games rewards as well, but whatever.

    But when you are really paying for amazone prime, and thus get Prime Gaming on top without extra payment, its rather dishonest to complain about the rewards as if you payed with your money for them explicitly.

    Sure it sucks to get such lame, non-exclusive rewards, but for the majority of the players redeeming them, they won't have paid a single cent for it. So the complaint that it costs hard earned money is pretty much void, imo.

  • @Clockwork_Enigma said:

    People are paying money monthly for Twitch Prime just to get this loot. You know that, right?

    Just earlier this month, you gave out a free code that gave people 300,000 Bloodpoints. And people who pay for a monthly subscription where they can get rewards from you get 400,000 Bloodpoints.

    • Not 4,000,000 Bloodpoints
    • Not a new cosmetic
    • Not even a new charm

    Just 400,000 Bloodpoints.

    Absolutely disgusting.

    @OnryosTapeRentals said:

    Whoever is approving these rewards is so out of touch.

    At a time where people's money is more streched than ever, those still willing to pay upwards of Β£100 (GBP) yearly are rewarded with what I could get for free in 3-4 games. It's honestly insulting.

    You are implying that ppl pay for Twitch Prime for the sole reason to get Dbd rewards. Which is totally out of touch with reality. Most of the ppl pay for prime to get free amazon delivery or prime streaming access. Twitch prime subs and Prime gaming rewards are just the icing on the cake. Acting like you are entitled to get some nice game rewards because you pay for it, thats just incredibly embarassing.

  • @Nazzzak said:

    I always get Shelter Woods as soon as I select a 'fall from a great height' challenge. I swear the game does this on purpose.

    @KerJuice said:

    https://forum.deadbydaylight.com/en/discussion/comment/3188896#Comment_3188896

    It’s like whenever I bring a Purple medkit- I summon Plague as my killer.

    I always hated Shelter Woods. The only map I hate more is Wrecker’s Yard. SW definitely needs a rework- I agree with OP.

    I swear, whenever I play my first Blight or Huntress game after a while, the game gives me Rotten fields.

    Or when playing one of the stalky bros (Mickey & GF), it's usually some of the Coldwind maps. It's funny that GF can get revealed through corn just fine, but when you want to stalk someone through it, it just does not work!

    Or when I play a round of Nurse (bc of challenge, I hate her with all my heart and youl never pick her voluntarily), I usuall get Lerry Memorial for the first game.

    It sometimes feels that the game will pick the worst map for you, just to spite you.

  • @Madjura said:

    https://forum.deadbydaylight.com/en/discussion/comment/3188853#Comment_3188853

    "Survivors caused the 3-gen themselves" is a meme that needs to die. The Killer can see all generators and pick three to defend as soon as the game starts. If a Killer wants to go for a 3-gen as soon as the game starts they can do so and there is nothing Survivors can do about that.

    πŸ¦†πŸ¦‚

    Yes, when the killer goes for the 3-gen right from the start, it's not the survivors fault. BUT, when the survivors do not take care which gens they finish, they can indeed "3-gen themselves"! I have way more killer games where the survivors hand the 3-gen to me than me forcing the 3-gen on the survivors (maybe aroung 80%-20%). It just bores me to protect a 3-gen from the start.

    Regardless of that, trying to protect a 3-gen against four survivors usually fails for the killer in the long run. Against three survivors, it's manageable, but against four, you won't succeed unless they screw up or give up. It's even more difficult with CoH in the game.

    I once had a game against a hag protecting her 3-gen from the start. We were down to the last gen, with three survivors remaining (all soloQ). We took many, many hits, but could always reset at the CoH boon, that was far away from the 3-gen. Eventually we broke the 3-gen and two got out of a gate.

    So it's definitely possible to break through a 3-en, even if enforced from the start. Sure it won't work every time, but with competent team mates it's very much doable, esp. when the killer does not want to chase.

  • @CocoLuma said:

    https://forum.deadbydaylight.com/en/discussion/comment/3187430#Comment_3187430

    Then you never play killer.

    People keep storming hooks as soon as i hook someone just to unhook someone right under my nose and if they remove hook grabs theres nothing we could do against that.

    He can easily unhook him and the unhooked guy will just tank a hit for the unhooker.

    I play killer alot, but I don't camp on a regular basis so I'm usually away from the hook when an unhook happens. I certainly don't have "storming survivors" on a regular basis.

    "nothing we could do against it"

    Hear for footsteps behind you, smack them while carrying, run backwards after hooking to make sure no one sneaks behind you.

    "He can easily unhook him and the unhooked guy will just tank a hit for the unhooker."

    Hit the healthy before they start the unhooking, so you can get the second hit after the unhook. When they don't have something to speed up unhooks (spine chill, desperate measures), the unhooked survivior is not fast enough to tank the second hit. Or use STBFL.

    Last but not least, if the unhooked tanks a hit for an injured unhooker, quickly evaluate which target is easier to down, and follow them. If that means tunneling, they asked for it by body blocking. If the unhooked tanks for a healthy one, even more so.

  • As others have pointed out already, even in Nightfall / when being undetectable, you can hear him approach quite easily (i would wish for the same for wesker, that mofu is so silent when undetectable / under obliviousness).

    Also, Dredge is very map dependant. Esp. on McMilan, you can get so many variants with next to no lockers near the gens.

  • @CocoLuma said:

    https://forum.deadbydaylight.com/en/discussion/comment/3187404#Comment_3187404

    The problem with that would be that survivors would literally get free unhooks then and just bomb it and they could also easily get away then since basekit bt

    That change doesn't matter at all if you do not camp. And if you do, you have to go after the unhooker. Trades are still possible.

  • Making Blight 110% would make him unbearable to play for new players. Learning to bounce right is hard, harder than learning blinks with Nurse. There many loops where it's hard/impossible to hit a survivor with bump logic (without using techs), so the blight player has to fall back to normal looping. With 110% MS, it would take three times as long to catch a survivor normally on a tight loop.

    To sum it up: Making blight 110% would hurt new players MASSIVELY, while blight experts could just shrug that off, since they know how to bump efficiently (with or without techs) at nearly every loop. That proposal fails spectacularly on its intent, imo.

  • @C3Tooth said:

    https://us.v-cdn.net/6030815/uploads/2XUPWK578Y31/image.png

    1. When killers kicks BM Gen, do they get stunned and have to kick again to regress, or they just kick once to make Gen regress but also stunned?
    2. Am I able to earn another BM from doing 2nd Gen, while BM is activating on 1st Gen (like Flashbang)?
    3. Is BM only activate once per match? (it said BM deactivates after triggering or timer runs out)

    I knew how BM worked in the first version, but after the update and reading discussion about how it was heavily nerfed, I think I may miss something.

    There may be another question that I cant think of, but I will add later if I got more.

    My topic always include a drawing so here it is

    https://us.v-cdn.net/6030815/uploads/VPY1791UHXSM/image.png

    The only thing that got nerfed "heavily":

    You do not get it back when the timer runs out without the killer kicking it. So when you activate it, you gotta be pretty certain that the killer might kick it. Otherwise it is wasted and you have to recharge it again.

    I think they changed that for consistency reasons with new wiretap. That one you also don't get back when it runs out (for obvious reasons).

  • @ThiccBudhha said:

    That would not stop people such as Otz from asking for grabs to be removed from the game. 10 second basekit BT is just not enough hand holding for some. They feel entitled to literal free unhooks, unfortunately.

    Otz proclaimed removing hook grabs of HEALTHY survivors. To remove those stupid hook stand offs and make it more difficult to face camp.

  • @Loldino said:

    I Swear it's bugged again (and not the confirmed if it swaps during a game you lose that 100%bp) and they don't want to admit it because it rarely goes to killer at all but survivor almost every time I check is 100%

    Difference is, when the incentives were first added, it was 100% for survivors all the time, despite having survivor queue times of multiple minutes. And killer was instant, although no incentive. Now, when you queue the side with an incentive, you get a lobby pretty much instantly. So that part definitely works now.

  • @hastarkis said:

    https://forum.deadbydaylight.com/en/discussion/comment/3184943#Comment_3184943

    Just tested. 2 tokens for retribution.

    Just like for Lightborn with Lethal. It's 12 seconds, 2 tokens.

    Either it's bug, or Distortion actually is 11 seconds now, or there's 1 second delay at the start of the match, or Lethal officially is an exception.

    Ok, then I would assume its really a bug with lethal. At least an inconsistency.

    Maybe we should file a but about this?

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/3184372#Comment_3184372

    Okay then, I stand corrected. I have just tested it and can confirm that one token is used despite Lethal Pursuer's 11 seconds beating the 10 of Distortion. Moreover, constant effects like Hex: Undying will constantly consume tokens, and I assume the one-time effects like I'm All Ears, Darkness Revealed, etc. will work in a similar manner to Lethal.

    Editing the original comment to avoid spreading misinformation and I apologise for being so stubborn- though I'm still not convinced this isn't a bug it at least makes it decent. I'll still stick to not using it though, because the Quad Regression:tm: meta is strong during the time of day that I play and aura reading takes a backseat to that, including Lethal, and if the killer has perks like Floods of Rage or Darkness Revealed then I'm covered by Off The Record for a surprisingly large amount of time.

    Plus, like I mentioned in my original comment, I'm very confident in my ability to last longer in a chase than 99% of my solo queue teammates, so if the killer decides to chase me around when I still have every resource available on the map (I drop pallets about as rarely as I get a good solo queue mate, windows are my best friends) then it'll be a blessing for the team.

    Thanks for testing it out :).

    If you had some additional time, maybe you could check if retribution aura also does only use a single token, since that one is 15 seconds long. If it's one token as well, I would guess it's more of an intended change, if not it's a buggy interaction with lethal.

  • @Wowie said:

    https://forum.deadbydaylight.com/en/discussion/comment/3184190#Comment_3184190

    yeah if that's true why does prove thyself still have a bp bonus

    wglf and bbq both should've kept their bonuses.

    PT does only give you bonus BP in one kategory, and it caps out really quick (awarded in-trial). There are many other perks similar to that in reagrd of BP, they effectively just help you max out a category faster. You don't get any 'additional' BP from it.

    BBQ and WGLF gave you max. 100% to all BP earned POST-trail. And esp. for BBQ, the vast majority of players equippeit just bc of the bonus BP, and would even have done so without any additional effect. Interestingly, WGLF only gave BP without any additional effect before it got it's increased heal speed on downed ppl, and it still was equipped back then, just bc of the BP bonus.

    But, you know, if it bothers you, sure lets remove the BP bonus from PT as well, I wouldn't mind.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3184350#Comment_3184350

    Because the better perk is tied behind a new(ish) killer, while BBQ is one that people had had on everyone for years. Same reason people are more likely to have overcharge than call of brine (although admittedly at least dredge isn't licensed.)

    Its effect is just not strong enough anymore, especially due to its activation condition and how easy it is to anticipate and counter.

    Call of brine is a sadako perk, so defenitely licensed.

  • @hastarkis said:

    https://forum.deadbydaylight.com/en/discussion/comment/3184202#Comment_3184202

    Yeah, that's perk description. Didn't loose more than one token tho.

    I can be wrong and I'll test that, but for now I'm sure even purple Lethal eats one token. Like if Distortion uses one token for aura revealing.

    I mean, if it's time-based revealing, distortion looses one token and that's it, no matter how long the effect is. But if it is action-based revealing (like nurse's calling), distortion looses one token every 10 seconds. Looks like that for me.

    @adam1233467 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3184067#Comment_3184067

    You dont lose 2 stacks with lethal, distortion is my main perk and only loses 1 might me a bug, dont tell the devs πŸ‘Œ

    I guess it should be tested against lehtal for one and undying for another. Might be that it hides all araus for timed auras (lethal), but only 10 seconds for conditional auras (undying)

    @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/3184239#Comment_3184239

    Yeah sorry but that really sounds like a bug because 6.1.0 it consumed 2 tokens

    Yeah I know, the behaviour changed with the new audio cue for when a token is used.

  • @Nazzzak said:

    https://forum.deadbydaylight.com/en/discussion/comment/3184179#Comment_3184179

    They might have only had Tier 1 or 2 Lethal. I'm pretty sure Tier 3 is the only one that extends it beyond 10 seconds

    That might be the case, yeah.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/3184179#Comment_3184179

    I used it and lost 2, so unless they bugged it or buffed it since 6.1.0 when I tried it out then I'll stick away

    I feel they changed something when they added the new auditory notification that a token is spent. That was after 6.1, I think.

    But I really feel we would have to test it out in KYF.

  • @MikaelaWantsYourBoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3184167#Comment_3184167

    Yeah, it was very well designed perk. It rewarded killer for hooking different targets. I wish they would never remove it. BBQ was one of the best perks ever.

    Still the devs were very true when they said a perk shouldn't be used for BP reasons alone. I liked the perk very much myself for the BP bonus, but that "fear of missing BP" made me run it in each and every game, and so limiting my build options. Now I can freely choose all four perk slots, only picking BBQ if It really macthes in my designated build. I feel thats a big win.

  • @GoodBoyKaru said:

    If they buffed Distortion to 11 seconds then I'd consider it, but the fact that I lose 2 tokens at the very start of the match means that I'd rather use perks I'm able to get far more consistent value out of. Especially since I'm actually confident in my ability to last longer than my teammates

    Actually you don't lose two tokens. I thought so myself, but when using it and facing a killer with lethal, I still only lost one token. Maybe it's worded poorly, and just the removed scratchmarks part has the 10 seconds. Or lethal + distortion interaction is bugged. Or I'm hallucinating ...

  • It was stated MULTIPLE times, even in the last few days, that the system will keep the player data if you report them. You won't have to input the player data in the form, but still have to provide evidence for your claim via support ticket.

  • Usually only take brown med kit or toolbox, occasionally a yellow medkit with extra charges (so i get two heals out of it) or a yellow flashlight. Green or higher items i will use very rarely, only when running builds that require them or doing some of the more nasty challenges.

  • @AmpersandUnderscore said:

    https://forum.deadbydaylight.com/en/discussion/comment/3177967#Comment_3177967

    The reason is because of how they have dissolution working. If you wanted it to hide itself, it would have to only work on the one survivor you injured during the active window.

    As it stands right now, if a survivor across the map steps in a bear trap and becomes injured, the perk activates. The survivor being chased 75m away, who is healthy, vaults a pallet that then instantly shatters with no warning.

    Surely you can see how that's a problem. The perk is 'working as intended' but is completely counter intuitive to the survivor in that case. It feels random, and more specifically it feels like a bug. At least with the notification there's some cause and effect, even if the reason the perk is active isn't 100% clear.

    Imagine if boil over gave no notification until the survivor wiggled out from a fall. Same concept.

    And you can still chase survivors into positions where they are forced to vault a pallet, even with the notification of what will happen.

    Ok, lets change the perk then:

    NERF: Only the survivor being injured gets the effect applied.

    BUFF: Icon removed, survivors have to keep the perk in mind (like with spirit fury)

    Sure that takes away some utility when multiple survivors are present (e.g. body blocking), since a pallet will only be destroyed for the recently hit survivor. But it would make the perk much more useful in 1on1.

  • @Persephone_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/3177919#Comment_3177919

    I use Head On and Dance with Me with Blast Mine and Red Herring. That way I sometimes get an additional stun when the killer starts searching the area. I know it's evil. πŸ˜‚ But then again I usually die anyway.

    I love Plunders Instinct, Appraisal and Ace In The Hole. I add Bond so I can bring my teammates gifts. πŸ˜‰

    Head On, how could I forget about that? So Blast mine, red herring, head on and Q&Q it is! Gotta test that out this evening ^^

    Bond for passing on items, thats so sweet!

  • I can totally understand your frustration with that OP. Being sandbagged by an SWF with a killer playing along is really sh*tty.

    But I don't buy your claim / implication that it's a rampant issue in soloQ. It's pretty rare to get some nutjobs trying to ruin your game without reason. It's far off from the main issues soloQ has (lack of info and overall frustration leading to mass DC / giving up).

  • @[Deleted User] said:

    I thought it always did this?

    One thing I noticed the other day was that Dissolution shows an icon to survivors. I don't see why there needs to be a warning this is in play.

    It's really stupid that survivors get warned beforehand, that makes the perk so much weaker. Imo the warning should be shown to the individual survivors when they were under the effect for the first time, but not before, similar to hex perks.

  • I had multiple games in the past where I was under pentimento without recognizing it. Sure I saw the red gen repair bar, but that could have been anything (Gift of Pain, Thana, two-man repair without proove, etc). So I really appreciate if the perk really is shown now. It's also in line with other perks reduing the speed (again Gift of pain & thana).

  • Blast Mine, Red herring, Q&Q, Spine Chill.

    Goal is to lure the killer to your blast-mined gen so they kick it :D.

  • @Madjura said:

    https://forum.deadbydaylight.com/en/discussion/comment/3177793#Comment_3177793

    They are almost certainly not glyph ideas but rather ideas for future perks. "How strong would a Boon that slows kicking / breaking be?" could be tested with the glyph for example.

    The skillcheck glyph (yellow I think?) came out before Merciless Storm for example.

    Green glyphs can be used to check for uncleansable totems or how hard totems are to find in certain spots. If a green glyph in a certain spot only gets cleansed very late after spawning for example that would suggest that the spot is very hidden and hard to find.

    You could do this by checking how long it takes actual totems to be destroyed but those might not be destroyed quickly even if they are spotted. Someone doing a green glyph challenge will practically always go take it when they find one immediately.

    The orange glyph may already have been useful. Maybe there was a perk idea for something that lets you debuff the Killer. If there was that perk was likely scrapped because of the feedback regarding the old glyph effect.

    πŸ¦†πŸ¦‚

    Interesting thought, ngl.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3177694#Comment_3177694

    That would require that the killer doesnΒ΄t tunnel.

    Impossible!

    Ok ok, all killers tunnel, I see.

    But jokes aside, that would really be manageable.

  • It's five hooks were you do not double hook anyone. Where would that be unachievable, exactly?

  • @Tostapane said:

    https://forum.deadbydaylight.com/en/discussion/345464/so-when-is-bhvr-going-to-accept-that-they-overbuffed-killers

    overbuff killers? lmao. the problem aren't killers that got some (tiny) buffs, but the huge amount of people who relies on crutch perks in order to escape from the killer and generally speaking the skill that survivors have... in solo q i usually have survivors that most of the time are extremely bad/trolls/farm tome missions (implying that they'll play poorly), but when i get an actual decent team the killer most of the times will be deafeated quite easily.

    Thats my experience in solo Q as well. If you get a team that actually does gens and does not drop 10 seconds into a chase, we easily reach end game and get some if not all out.

  • @SoylentPixie said:

    Lol, I wouldn't touch the button. But I would watch someone else do it, then laugh sadly as both sides declared a newly balanced DBD as survivor/killer sided. C'mon, if you've been here for more than a couple of months, you know it would happen.

    You could hand this community sheer perfection and they'd still find fault or blame their failures on bad design / biased devs.

    THIS

  • @Grandpa_Crack_Pipe said:

    https://forum.deadbydaylight.com/en/discussion/comment/3166043#Comment_3166043

    Increase the penalty for DCing. By a lot.

    Rework/remove the kobe-ing system so you can't suicide on hook in 10-15 uninterrupted seconds.

    No, you can't stop people who really really want to be out of the game, but you can make ragequitting as much of a punishing, grueling process as possible to make it not worth the effort for some people.

    I was just thinking, instead of increasing the time penatly, how about DCers get a BP-penalty for the next game(s)?

    So e.g. when DCing the first time, they earn 25% less. With the next DC it's 50% less, then 75% and ultimately they would get nothing. But they still have to play reasonably well to get rid of that penatly (getting safety pip or earning at least 10k BP base), to prevent them just killing themselves right away to get rid of the penalty.

    Another thing is, we REALLY need bots in trials at least for the survivor side, so when a killer dc's the character is replaced by a bot. Or even backfilled with another play with increased BP for the backfiller. We could also remove the time penalty with this, instead the DCer would have to wait until the game he dc'ed from finished, with the opportunity to get back into the game (if not already back-filled with someone else). Such a system would also help with unintended DC due to poor connection / game crashes.

  • @CyberRoninX

    "The point of the title was to get people's attention not to tell anyone what to do. That why if you read what i posted i said people should probably stop complaining. I'm not telling anyone that they cant complain I'm simply saying that it wont accomplish anything because we all know that BHVR doesn't care."

    Yeah, I know that you worded it differently in the actual comment. But imo, when you use such a click-baity headline ("get people's attention"), you can't really be surprised when ppl. use that against you.

    I also don't like this "BHVR doesn't care" meme. With the recent patches they should again and again that they DO hear the feedback and act accordingly:

    In PTB, many voiced concerns that reassurance could be used to hold a survivor hostage on the hook. So they changed it.

    In PTB, it was complained than Wesker gets stuck everywhere and is outplyed hard by pallets. So they changed that.

    It was also voiced that Weskers hitbox for grabbing was to lenient, so they made it smaller (albeit to small now).

    It was complained that the one Ada perk promotes selfish survivor play, since it only activates when all others are dead. So they changed the activation and it now works whenever you are the last one being able to do something.

    Ppl. complained about the increased grind for addons (technically no real grind, but whatever) after the prestige overhaul. Yes they took their time with that one, but they came up with the great idea of reducing the cost of bloodweb nodes.

    I really don't know where this "BHVR doesn't care" bs comes from, but it's not based on any facts, at least recently. Yes solo Q has its own problems, but that's a more fundamental issue that cannot be fixed with a snap of the fingers. The last mid-chapter changes were massive, the changes from PTB were all justified and in the right direction. Claiming that the devs don't care after those two amazing patches is just ill-spirited, imo.

  • @Johnny_XMan said:

    Isn't this considered working with the killer, which is against the rules?

    You can make a report.

    I don't think that is considered working with the killer. You are passive on the shoulder and don't give them any information you have, it's just coincidence that they can faciliate that with a perk. If the killer lets you wiggle free and then you lead them to the other survivor bc you saw them while being carried, THAT is working with the killer. Because you give them information they did not have.

  • Yes, that's exactly the reason. If survivors and killers are even, there's no need for an incentive (no side to be incentived). I played last night, there I got 100% incemntive for survivor.

    Also, we got a plain grind reduction of 33% with the cheaper bloodweb nodes, so you could say we are playing with 50% bonus BP all the time now.

  • @CyberRoninX said:

    https://forum.deadbydaylight.com/en/discussion/comment/3163264#Comment_3163264

    Of course the obligatory "you cant tell me what to do" post. Its a suggestion. I'm not telling anyone what to do. If you want any real change complaining wont do anything.

    OP: "I'm not telling anyone what to do."

    Also OP: "STOP COMPLAINING..." (Thread title)

  • @Junylar said:

    https://forum.deadbydaylight.com/en/discussion/comment/3152654#Comment_3152654

    I'm running from the killer, making a vault and get caught in a trap on the other end of the vault I had no possibility of seeing or knowing of. Now explain how is this my mistake. What should I have done instead as a player? To FEEL there is a trap and teleport on the other end of the map instead of vaulting?

    Checking vault locations before you use them while not in chase. Or taking a hit instead of vaulting (when still healthy). Against a trapper, windows are dangerous, deal with it and adjust your game instead of crying how unfair it is.

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