Chatkovski
Chatkovski
About
- Username
- Chatkovski
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
It's not clear. That's about Kindred buff?
Just as Ruin should not be such an indispensable perk, Kindred should not have this vocation either.
Perks are advantages, they should not be used to fill gaps in the game.
This does not change the problem of camping / facecamping: it is totally possible, and the experience of the game for the killer and a survivor is zero.
That the Entity does not progress when the killer is ALONE near the hooked. And the killer no longer sees the progress of the Entity. Radical, no abuse possible.
-
@Peanits said:
The end game collapse and being slugged are not valid reasons to disconnect. In both scenarios, the game ends within a few minutes. With the EGC in particular, it might end even sooner if you try to escape and fail. I have yet to see someone disconnect because Distortion only has three tokens and the killer is using BBQ; most people will hop in a locker once they realize the killer is using BBQ to hide their aura.
If you're disconnecting over things as minor as that, you're disconnecting excessively and probably will be waiting for the timeouts quite often.
« The end game collapse and being slugged are not valid reasons to disconnect.»
So there are valid reasons? But you will never say which ones.
Moreover, I do not read any answer to this: « Why dont you ask people why they DC or pull on the hook in the first place. »
There are many things intolerable in this game... like camping, which is not always a legitimate strategy as many like to repeat this, and you know it. Since the qualitative events will be abandoned for the moment to focus on the health of the game, I hope that these things will be resolved before 2021.
Remember a good doctor treats the disease, and does not punish the patient when they see symptoms.
-
What I regret the most is the escalation of sarcasm. And the creation of a pile of identical topics because everyone feels that his opinion deserves a new topic... It becomes really painful.
-
There are news that make you smile again.
-
Inactive traps of the Trapper do not trigger the Small Game alert anymore.
Unhooking yourself (using a perk like Slippery Meat or Deliverance, or not) at the end of P1 do not pass you directly in P3.
-
Preventing being unhooked seems to me a false good idea.
If the problem comes mainly from BP farming:
Hook Rescue: 1000/1500 -> 500/1000 BP
Safe Hook Rescue: 500 -> 1000 BP
-
There was a poll at Twitch Rivals where they proposed killer ideas. There was Voldemort, maybe mostly for the joke, but I think he has good potential. Or Dementor. But Harry Potter is not really horror, and the license...
-
To answer the title. I do not like the unbearable hypocritical charity of the dominant. And especially when their name is Judas.
I only accept the safe things (like being placed directly on the hatch), and without thank you at the end of the game. Otherwise, Alt+Tab, waiting for the killer to have fun alone and to end the game.
-
I finished the first level: I do not play anymore despite the Halloween event (sadly poor) and the Blood Hunt (when I need it).
Knowing that playing later (when the second level will be available) will optimize my playing time makes me play less now.
-
I'm really tired of reading that camping is a strategy... Someone not really clever with a bit of authority says it, and a mass repeats it hoping that it becomes a reality.
There is at least one case where camping has absolutely nothing legitimate: when the killer is alone close to the survivor hooked. Moreover, this brings no dynamics for the game and absolutely destroys all the pleasure of a player (since he can not do anything, what a fun game...), it is an undesirable situation.
I doubt that amplifying reward punishments (BPs, etc.) is desirable. We must impact the gameplay. There is a solution, needing to be thought out more because involving many questions: the Entity does not progress when the killer is alone in a radius around the hooked survivor. We must start from this idea.
Support that camping is a legitimate strategy (so always), and at the same time complain about the disconnections or suicides of the survivors... You really dare everything.
(What? Killers do not complain about disconnections or suicides of the survivors when they are camping them, so there are justified cases for these undesirable behaviors?!)
And Camaraderie is a bad joke.
-
No.
The Battlepass seems fine, although I also believe that DBD should become F2P (just the base game, not the DLC of course).
The Rift gives as much AC as the price of the Battlepass (provided you finish the Rift). Why want more? We pay it finally only once to obtain cosmetics. The sooner you buy it, the longer you play, the more advantageous it will be. And you ask for a positive AC balance too?!
Obviously, I would not spit for more (sorry, french expression, I do not know the correct equivalent), but currently it does not seem scandalous...
-
This is unfair because survivors have a lot of incentive to risky behavior if they want BPs. It may be a mechanic assumed for the dynamics of the game, but it is rather unfair.
A game where the survivors are never chased by the killer, where they do not have to heal, where they have no one to unhook... it is objectively a good game, but that will offer very few points.
I think some changes are planned for the next update, but I do not think that's enough.
It is quite possible to imagine a category rewarding the game of hide and seek without abuse. When the survivor is near the killer while the killer is not chasing another survivor. It could also be interesting to increase the gain per second with proximity. Few if the survivor stays 30 meters away from him, a lot if the killer walks in front of the locker where the survivor is hidden...
And of course, rethink We're Gonna Live Forever. It gives no real advantage, it encourages to go unhook while survivors are already running after all these BPs, and encourages to take hits instead of another, which is interesting but not the easiest thing to do.
-
Yes, why not, but the killers will obviously have no information about the Hex totem... too.
And for aesthetic reasons, let's keep the fiery totems.
-
Suicide is a legitimate strategy.
And it is not even a suicide, it is a triple failed attempt at escapes, followed by the failure of the struggle against the Entity, all this without any comrade coming to save us soon enough.
Killers do not like the suicide of a survivor, but enjoy the Mori unbalancing and shortening the game, adding frustration, in exactly the same way... Strange.
Seriously, this is not a desirable behavior either. However, I am not in favor of solving problems with stupid punishment.
Act on causes (because no one likes to commit suicide, and players want to... play), it's the only reasonable thing to do. And please remove this key harassment for the struggle stage... so boring.
-
No, it's very funny to watch, I expect to read that it's the end of DBD, it's the apocalypse.
I almost want to take screenshots of all this to make it a best-of.
-
This new Nurse seems to sound very fine.
When I read here and there reactions totally disproportionate, and the bad arguments justifying the old Nurse... this goes certainly in the right direction.
Now, let's do the same for the Spirit quickly before the poor survivors have an overdose.
-
Need a generation of tokens.
To stay in the spirit of stealth, the generation could be the same as the activation of Diversion.
-
It is a legitimate strategy if you wish. But this has no interest in gameplay, it is absolutely not desirable.
If killers want a face/camping simulator, devs can create a special mode for them with bots.
Survivors want a dynamic and strategic game, not a wallpaper where you have to wait, destroy your bar space, and watch yourself die.
This "strategy" still needs to be punished and limited only to situations truly legitimate.
And I do not agree that this "strategy" is currently punishable by survivors. For SWFs, yes. It's not at all the same thing solo.
-
I obviously voted "Fix the core game & balance issues" but I also believe that DBD should become F2P.
Many more players attracted to the F2P will also improve the quality of matchmaking, something that DBD could afford: the DLC are attractive, the Battlepass will be successful anyway, and the skins - even if they are a little expensive - are very worked and are totally optional. I believe it will be possible AND desirable.
-
Allegory of the typical killer.
Freddy is clearly above average now. Slightly, but above anyway.
-
Allow reflections like "do not be saulty" after such a fallacious reasoning...
The most used perks are because they are better than others. Stop pretending that you balance the game using some perks, that's wrong. Everyone uses what seems best to them, not what balances the game...
The first problem is the imbalance between the perks. Some are probably too used because too powerful, others not used enough because not powerful enough.
What benefits you the most is not what defines what is balanced. That just says there is an imbalance in the perks.
-
Cooperation = report. It is written.
We should consider banning Ebony Moris during these periods as well. Since obviously, they do not want to remove this debility...
-
It's crazy that the optimal balancing between solo and SWF is exactly on the rank of the highest survivor for the SWF. There are really crazy coincidences.
I think it's a bad idea. Bully new killers? No, now, bully new survivors discovering the game with their friends ... Awesome.
-
@Ihatelife said:
They buffed also a Second Wind. You don't need to be outside of terror radius anymore, but it's now 30 seconds.
I do not see the same thing, maybe an error or an omission of modification in my language...
But currently, on the PTB, I see a condition of 30 seconds outside the terror radius, in addition to an activation of the perk conditioned by the absence of status Broken...
So what I see is not a buff at all.
Concerning Camaraderie, it remains for me a very bad perk. The duration of the effect is not the problem, it is the effect itself.
-
First game of the day: Spirit with Prayer Beads Bracelet.
Second game of the day: Nurse with Mori.
Third game of the day: Plague facecamp because I destroyed his totem.
I'm done. And after that cries because the queues are long... 🙄
-
I also think it would be a great idea.
Looking for this topic, I also saw the idea of perks presets.
-
I had written a long eulogistic comment about @Thaznar 's proposal but unfortunately, it was devoured by the Entity after editing, again... Being French trying to translate me correctly with arguments... I will not inflict myself this sentence again.
His proposal is excellent in many ways. His perk solves the fears of some imagined abuses... His perk is also a useful minimum even when the killer does not camp.
I see no reason to refuse what he proposes. It's excellent. For me, it is more relevant than what is officially proposed to us now.
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/646722#Comment_646722
The person who rushes to the hook is not on the gen and that is where he/she should be when killer camps. That is why the way this perk works now is flawed.
As I suggested the perk should work like that:
- The timer should stop when killer is camping and no survivor is near 16m radious. The timer should reactivate if someone else is near the hook apart from killer - this is the way this perk should work to combat excessive camping.
I am disappointed that I did not think that before. The solution is elegant and terribly effective.
It seems to me that the devs had rejected the idea of blocking the progress of the Entity if the killer is near the hook because survivors could abuse it. Here, no abuse is possible since the Entity also progresses when a survivor and the killer are near the hook, it is blocked only when there is only the killer near the hook.
This is a Camaraderie that properly would do what we ask. This will not totally solve these bad behaviors, but facecamping will be useless. At worst, the killer will wait 16.01m from the hook. Enjoy this.
This offers a few seconds of Entity time if there are no survivors within 16m, the time for respectable killers to move away from the hook. So the perk is not totally useless if the killer does not camp. And this perk serves twice, not once.
The other survivors will know that the killer camps, seeing that the Entity does not progress? Certainly, but the purpose of the perk is precisely to punish the camper.
Just get away from my comrade, bad killer.
Fighting for a perk that ensures normal and fun games, it's deeply depressing.
-
There is nothing to understand, this perk has its place in the trash with No One Left Behind and others.
It's useful, yes... if you can only use this perk.
I prefer to die if no one comes to unhook me or if they can not rather than use a slot for this perk, seriously.
-
There are only one or two who can be very situationally and very slightly interesting (Babysitter and Fixated). Otherwise, I am very disappointed too.
@NextKillerSpongebob said:
oh go get the f outta here! You realize that giving survivors 20% increased movement speed makes them 5% faster than normal killers and basically makes pallet looping infinite right?
20% if you walk.
-
This perk will be really useful only once, if you destroy a totem at the beginning of the game AND if you escape the killer after being injured.
There are only 5 totems, hidden. The other survivors can destroy the totems, and they can also use this perk. There may be Haunted Ground, Thrill of the Hunt, Iron Maiden...
Search and destroy a totem, and hiding in a locker just to heal will be a huge waste of time.
Knowing this, Self-Care will be much more viable, even risking A Nurse's Calling or with Mangled effect.
Funny, but not pretty useful so far.
-
@Salty_Pearl said:
https://forum.deadbydaylight.com/en/discussion/comment/644542#Comment_644542
Inner Strength is way better than Self Care.
There are only 5 totems, which must be found (it is less time on the generators) and which take time to be destroyed. Look for a totem, destroy it, and go to a locker to heal actually being the worst possible use.
The ideal use is to destroy a totem as soon as possible, and also pray that the other survivors do not destroy the other totems. And if other survivors also use this perk...
Inner Strength will be useful only once per game. Self-Care is useful throughout the game.
-
Babysitter : meh
Camaraderie : useless
Second Wind < Self-Care
Better Together < Kindred
Fixated : useless
Inner Strength < Self-Care
😕
-
Killers claim perks as if they were going to use something other than Ruin and BBQ. Cute.
Ask for useful and balanced perks, not more only because the survivors have more.
-
Go to dennisreep.nl/dbd/ then Killer or Survivor Roulette.
-
I'm still a new player (one or two months), and the first time I did a nice chase instead of being down after 30 seconds, I was facecamped by the Spirit...
It's like a universal law: the more you play well, the more your opponent tends to behave like a [place your favorite insult here].
-
I rather agree with the proposal to slightly enlarge the key and make it slightly shiny.
And also agree with the impossibility of the killer to see the items of the survivors in the lobby. Nothing justifies that, the survivors do not see anything of the killer, there is no reason for the killer to be encouraged to use Franklin's Demise for example or to adopt a particular behavior upstream.
-
This would make Borrowed Time even more attractive while this perk is already in the top.
The goal (I guess we all agree) is to make the game as varied as possible.
It is therefore necessary to make the free camping more punitive for the killer with a general feature, without too much impacting the legitimate camps (when a survivor is actually near the hook), and this without clearly informing the killer that there is a survivor around... It's difficult.
Kindred does not have to become an acceptable answer to killer behaviors that are not. A perk must offer an advantage, and not solve a defect of the game because of a "strategy" making this game uninteresting for all players. (Ruine's indispensability is based on the same logic)
-
Map pressure and instadown without any limit.
I always liked the idea that Billy needs to reload his chainsaw with gasoline placed everywhere on the maps. A few seconds of dead time after crossing the map several times would not be a luxury. Even the Nurse has timeouts after her teleportations.
-
I do not think it makes sense to remove two important subforums like Killers / Survivors, and to open such specific ones.
-
When I play (rarely) killer, if someone disconnects, I simply reduce the pressure for that others survivors have a chance, they still enjoy, and the game has a minimum challenge for me.
Strangely by behaving like this, I rarely have chain disconnections (which would be legitimate)
The majority do not behave this way, because they consider that they lose the game if only one survivor succeeds to escape (lol). I'm sorry for not being a killer main, author.
-
If Kindred deserves a buff - since its transformation into a feature is unfortunately not desired - this one seems too powerful. The huge advantage (seeing the killer as long as someone is hooked) is far too big to save him.
Losing a benefit by doing a good deed is not the best idea.
-
Normally, I do not care, in other games I never play in ranked because I do not have a competitive spirit.
Here, it's hard to ignore because you see it everywhere, and there is no choice.
-
@NoShinyPony said:
Threads with this suggestion are made on a regular basis.
Bottom line: If the survivors would get unique abilities, that would lead to less variety because players would tend to choose the survivor with the most powerful abililty.
When it comes to voices: Just my personal opinion, I wouldn't like it. I prefer the survs to be silent.
Exactly like killers? But there, this is absolutely not a problem?
Just balance. But since the devs do not want to give themselves the trouble with the killers, they do not want to get bored with the survivors.
Otherwise, it would be nice if the survivor's unique perks have priority in bloodweb. (same for killers)
The more survivors you have, the harder it is to get the survivor's unique Tier 3 perks.
-
No, it's a feature of the game
Survivors should also have the opportunity to commit suicide when the killer leaves them on the ground.
Survivors will gain some time against the only killers of this game: Nurse, Spirit, Hillbilly and right now Nightmare.
-
Of course the survivors are afraid of Ruin.
Ruin is useless when it is destroyed in less than a minute.
But Ruin is a plague when no one finds it after a few minutes only.
Ruin is a big lie.
5% regression? No, it's at least 8.75% in practice. There is an additional 3 seconds where no progress is possible.
If Ruin does not increase the probability of a skill check triggering, each good skill check with Ruin increases the repair time of the generator. This increases the total number of skill checks to be done, so increases the repair time... so increases the total number of skill check...
Since the penalty is not significant enough, the great skill check is just beside the failed skill check. While Ruin forces a great skill check to move forward, it also greatly increases the risk of an additional penalty: exploding the generator. And it is not 5% regression, nor 8.75%, nor 10%, but 13.75%, with a sound and visual signal for the killer...
I do not really want to practice skill checks to become a master, so yes, I immediately look for the totem when I know there is Ruin.
-
He is incredible when he stalks while being hidden, a few meters from his prey. As a survivor I have memorable memories of well-deserved punishment.
Probably not easy to master, but can be very violent and very scary.
Same lineage as Myers, I enjoy playing against these killers. He is more "all or nothing" than Myers.
-
The reactions are not surprising. Survivors are just attacking the killer's favorite perk, surely the most used.
But they dare to teach us how to counter it, so easily. This is obviously because it is easily countered that they use it all.
They go so far as to say that it allows them not to camp... They are definitely in blackmail for good behavior now. Wow.
-
I also think they are too expensive.
Generally, a game does not take money absolutely everywhere, but it chooses one or two methods.
- Incomplete game : paying.
- DLCs : paying.
- Cosmetics : paying.
- Battlepass : will be paying.
- Soon an extra subscription to play DBD?
The incomplete game should already be free (this would bring new players) and refunded 75% of the open price in auric cells to players who bought it.
-
I also think they are too expensive.
And generally, a game does not take money absolutely everywhere, but it chooses one or two methods. Not all.
- The incomplete game: paying.
- The DLCs: paying.
- Cosmetics: paying.
- The future battlepass: paying.
- Soon an extra subscription to play DBD?
The incomplete game should already be free (this would bring new players...) and refunded 75% of the open price in auric cells to players who bought it.

