ChiTenshi
ChiTenshi
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- ChiTenshi
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^^ Pretty much this.
They will happily read, take into consideration and possibly respond to criticism if it's well written and constructive; a post that addresses the point concise and clearly.
Rage, sarcasm and blind threats will be ignored.
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@Khar said:
You're using Dead Hard to bait a hit?
Pfffft pathetic, clearly you use Dead Hard to avoid the gaze of Michael Myers.
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@PistolTimb said:
Could you imagine people clicking and t-bagging at the same time? I don't want to think about it.
That's still possible XD
Just gotta stagger the crouch and click actions.
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If you're talking about the challenge, you don't need to 100% fix 4 gens. You simply need to be fixing a gen when it's getting about to get completed and that counts.
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A chat wheel is plausible, and would add some needed communication to Solo Players who currently can't do anything beside emote or take specific perks.
Some people think this would be abused via spamming. Similar to Overwatch, the chat wheel can be locked for a period if someone spams.
Some people think this would break the game and make Survivors overpowered. If nothing is changed when the chat wheel is added, yes. But if we buff Killers or/and nerf Survivors when adding the chat wheel, Survivors won't become overpowered.
If implemented properly, this would heavily close the gap between Solo Players and SWF Groups, and make balancing the game significantly easier. Perks like DS, BT, Ruin, etc, can be changed to feel balanced in all situations.
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@MegaWaffle said:
Jake - Heal me
Claudette- Lets finish this gen first its at 80%
Jake- Heal me, Heal me, Heal me, I need healing, Heal me, Heal me, hea-
Claudette- Goddammit alright!
Jake- *Runs away* Heal me, heal me, hea-
Claudette- F this shi*! *DC*
*The Entity claims Mercy for another Survivor*
Jake - I need healing
Mercy - *DC*
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Lucky Break is efficient if you know how to escape from a Killer.
I went against someone who took Lucky Break and Iron Will, and it is very easy to lose them if they know how to take advantage of the effect.
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Update: I have currently closed the Survey due to the new Tome level being released. I will present the data later on a separate Discussion.
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I feel a good way to potentially encourage gaining Prestige is giving each Survivor a unique yet small passive and enhancing that with each Prestige Level. For example Meg's Passive could be one of the following:
- Recovers from Exhaustion effects 5 / 7.5 / 10% faster
- Sprint Burst effects are 5 / 7.5 / 10% more effective
- Can run 2 / 4 / 6% faster
(Numbers are random but show how the Passives would work)
Would make the Survivors more play-style oriented and not mere skins.
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Update: Currently at 38 responses (which is better than I expected).
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/926628#Comment_926628
The game I actually find to be quite a balanced map at the moment.
Also, Which of these above mentioned maps would you say are fine?
The Game I find is rather Killer-sided. The small size, lack of safe pallets, and bright colour (everything is white) make it rather difficult to use stealth or mobility to best the Killer.
Maps like the Coal Tower that had an infinite loop are more balanced now due to the Balanced Landing change.
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@LordRegal said:
I took it. Curious what the results will be, honestly. Also, I’m sincerely hoping I interpreted correctly that the “59” challenges are just levels 1-3 (since 4 isn’t quite out yet) since otherwise I answered that wrong...
You are correct :)
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@Fibijean said:
This information would probably be more valuable after the Rift has finished and everyone has had their 70 days to complete it - in fact, I have plans to do just that once the Rift is over, but I'm interested in slightly different information, so don't worry, I won't be stepping on any toes (hopefully).
Regardless, I completed the survey. Hope you get a bunch of responses - it would be interesting to see the final data.
We can compare the data of this and your planned survey after to see what changes have occurred and potentially why :)
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Some of the maps you mentioned do need looking into, but only those that cause give one side or the other a big advantage (Rotten Fields, Fractured Cowshed, Underground Complex, The Game all come to mind).
Several of the maps you mentioned are fine and spice up the game-play, forcing both Survivors and Killers to adapt and truly show their skills.
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@snozer said:
https://forum.deadbydaylight.com/en/discussion/comment/926591#Comment_926591
Red rank survivors derank allot because wait times are longer and they get the same killers over and over again.
Balancing the game on a metric that is not important to pips, and nobody cares about because they actively want to be killed to derank is a terrible idea.
How many times have you gotten extra kills after the gates are open?
now how many of the dead survivors do you think got a pip anyway?
You need to look beyond Pip-Rate.
Other metrics are needed to look at how fair or enjoyable certain aspects of the game are. The game may be balanced with regards to Ranks/Match-making, but if the game feels unfair due to harsh/luck-based mechanics or not enjoyable due to boring/annoying game-play, then players are going to leave and play something else.
Metrics to indicate fairness, enjoy-ability, etc, are needed to ensure the game is still fun and engaging to play.
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@Almo said:
What usually happens with SWF is that they get super-altruistic and refuse to leave the match unless they can get everyone out. Only at very high ranks and with SWFs that play together a lot is there much of a benefit in terms of escape rate.
That does not mean we don't want to do some things to make the solo experience better. As someone else pointed out, that's the reason for the Kindred buff.
Perhaps escape rate isn't the right metric, as SWFs can be more annoying to play against even if they don't necessarily escape.
I'm going to assume the Survival-Rate of Red Rank SWF is significantly higher than the overall average for the player-base. Would it be possible to see that statistic?
Other useful statistics that would help measure the influence a SWF group has are:
- Frequency of aura-reading perks (Spine Chill, Alert, etc) - I'm expecting SWF to equip less aura-reading perks than Solo Players due to the communication advantage
- Generator Repair Rate whilst a Survivor is being chased - Again due to the communication advantage, SWF groups should have a higher rate than Solo Players
- Killer Power Success Rate - Killers such as The Pig, The Shape, The Trapper should have a lower success rate at triggering their powers than The Nurse, The Hillbilly, The Cannibal. This is due to SWF communication nullifying stealth and traps mechanics
- Hex Perk Removal Rate - Again due to the communication advantage, SWF groups should have a higher rate than Solo Players
These are a few useful statistics but should hopefully indicate how influential an SWF group is and why they can be rather annoying to play against as Killer (especially in Red Rank).
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@Diam said:
https://forum.deadbydaylight.com/en/discussion/comment/926022#Comment_926022
Not a dev, but
1) it’s happening because you hop off a gen when a skill check procs before your reaction time can kick in.
2) they are able to fix it, they did with overcharge, it’s a matter of if they want to it not.
Feel it should be a high on the priority list. The amount of times I've been found or hooked due to this impossible skill-check is too frequent.
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@Peanits said:
The tell I feel is pretty obvious. Once you see someone go down from healthy once, you know she's using it. Ideally you don't want to get hit by a hatchet even if she's not using it, so it's not really a "too little too late" situation.
Anyway, I'd be totally okay with that personally. The most interesting idea I've heard was to make long range hatchets (>24m or 32m) instantly down people. That way it stays powerful, but requires a lot more skill to use and has way more counterplay. What do y'all have in mind?
I prefer the add-on as is. The rarity of the item add-on means players encounter it once every blue moon, and offers a moment to relax and enjoy the game rather than playing "sweaty" all the time.
If necessary, give it a clear requirement/downside like 'Decreasing Hatchet Movement Speed' or 'Hatchet must be fully charged to Trigger'. Removes the guess work when figuring out how far the Survivors are.
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Whenever I play Iridescent Head + Infantry Belt (and maybe Ebony Mori), I experience a moment of power as I dominate the match and murder those who stand in my path.
The moment is short-lived and far between due to the rarity of the items.
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To be honest, I find the Spine Chill challenge pretty fair. It's challenging to complete and not reliant on RNG or a specific situation playing out (unlike the EGC or Chest Challenge)
I know it's still daunting as you have to partially rely on your team not dying early on, but it feels satisfying once complete.
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@Groxiverde said:
https://forum.deadbydaylight.com/en/discussion/comment/924239#Comment_924239
How are you not banned already. Every comment I see from you just spreads toxicity.
I think you're misinterpreting toxicity for bluntness or being rude.
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Report the bug in-game and in the forums (better if you have evidence).
BHVR can work to fix this before it becomes a major issue.
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@AhoyWolf said:
https://forum.deadbydaylight.com/en/discussion/113311/if-they-nerf-hag-i-m-leaving
They nerfed Legion, so anybody can get nerfed if they're a bit annoying, so rip Hag always in my heart.
I believe they were aiming for a change that felt better for both the Survivors and Killer, but essentially failed to hit the mark.
A misguided nerf if you will.
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@[Deleted User] said:
BHVR & co chooses on their own who becomes FotM (Forumer of the Month). Then after some time, they may decide to give you the Trusted tag as well. All Trusted users were, at some point, FotM.
Can you link any recent FotM posts, curious about this title.
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It's a small change but bumps up the viability of the perk whilst sticking to the theme.
Would happily use Calm Spirit more with this change.
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Pretty much the above.
It encourages saving yourself and leaving your team-mates to die, not the best situation for a game that requires team-work.
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I want his Reveal mechanic to be looked into. So many times, a situation occurred that felt unfair;
- Him able to Expose you but you can't reveal him
- You accidentally Reveal him (and your location) despite the fact there's a tree/rock blocking your direct vision of seeing him
- Ending the Reveal process early means you have to start the whole process from scratch, giving him more time to charge Expose on you
- And several more annoying issues
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@michael_is_OP said:
I recently have been accused of lag switching on ps4 and i did'nt know how to so please dont ban i worked hard on my account im trying to level up oni and my internet sucks when my family gets home please my username is michael_is_OP
You won't get banned but please look to sort out your internet. Knowingly playing a game with poor internet is close to lag-switching, you don't have control of the lag but you know it's going to happen and going to cause issues with other players.
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Normally if I mention the challenge in post-game chat, most Survivors becomes understanding.
Only the truly salty stay to cry and complain as they have nothing better to do in life.
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DS is annoying but not problematic in Solo Play. It buys time after getting tunnelled but that's all it does in Solo play, attempting to use it for other means usually proves futile due to the lack of communication with other Survivors.
DS becomes problematic when used by SWF groups. Via simple communication and basic planning, they can disrupt the Killer enough to save everyone.
Sorting out SWF will help reduce the overwhelming presence of DS and will provide a clearer picture with what state it's in.
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@FriendlyGuy said:
If you're ping is bad you'll get hit from unrealistic angles, easy like that.
But what if your ping is good
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The PTB does not represent game-play on Live Servers, and only a portion of the bugs on PTB will be picked up and fixed.
Assuming anything that comes out of the PTB to be balanced and bug-free is ridiculous.
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@HellDescent said:
28 stab wounds
Et tu, Brute?
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Cool concepts and something that could potentially be added later down the line (maybe as add-ons that slightly alter his game-play), but the real issue with the Trapper is the RNG mechanic when escaping a trap.
Sorting that out will make him feel less outdated and give a clearer picture on how he should be changed.
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Challenges need to be challenging (it's in the word), but they shouldn't be team-mate/killer reliant and they shouldn't be able to clash with other Survivor's Challenges.
I'd respect the Tome more if they were fair challenges that test the Player's skills and not feel I'm trying to roll a nat 20.
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Me, trying to understand how an ally got to Red Rank when they get downed in 2 seconds and keep blowing up the gens.
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@FriendlyGuy said:
DbD is known as pretty toxic, because it was a bully simulator for a long time.
LoL, Overwatch and RB6 are way more toxic imo, that's one reason why i stopped playing all of them.
You have to treat those games like salt.
A little in moderation is fine, too much is a no-no.
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What dog?
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Discount: After completing a gen, the next gen you touch is half fixed.
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Stab!
Stab!
Stab!
Stab!
Stab!
Stab!
AAAAAHHHHHHHHHH!!!
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Adrenaline x 4
After taking 4 hits of
heroinadrenaline, you die.-----
Distressing x 4
The Survivors know there is a Killer on the map.
-----
Ruin x 1 , Thrill of the Hunt x 3
How to make sure no-ones touches your beloved Ruin ever again.
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@kate_best_girl said:
https://forum.deadbydaylight.com/en/discussion/comment/910205#Comment_910205
The killer flat out told me he messaged them to farm with him and get me killed and after spectating to see if my loving team escaped I saw them all farming except one Feng Min
I'm still seeing the team-mates as the problem. Sure, the Killer might have messaged them and started the farming process, but your team-mates do their own actions.
If they helped the Killer to sacrifice you, that's a bannable offence.
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You sure that's not an issue with Survivors trying to kill you?
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It's a good change and would provide better synergies with certain perks, however it needs to not provide better anti-camping/tunnelling power than BT. BT can be very powerful in the right hands (normally SWF groups), anything offering more power would be downright OP.
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@LordRegal said:
https://forum.deadbydaylight.com/en/discussion/comment/905645#Comment_905645
If I find and down player 2 as player 3 saves player 1, then after hooking player 2 go wander back towards the hook player 1 was unhooked from since I know there’s 2 people over there, it’s not my fault if I find player 1 and not player 3. I wasn’t waiting for them to get unhooked, I was actively working on player 2, and just happened to find the one unhooked instead of the unhooker. Can’t tunnel if you’re literally spreading your hooks across multiple people, but DS doesn’t make that distinction.
If you find and down them that quickly, it shouldn't be an issue.
Plus, you currently have Player 2 hooked, Player 3/4 going to save Player 2, and Player 1 getting chased. That's 3/4 players not doing gens, which is a good situation.
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Like Hillbilly and Huntress, indoor maps hinder their chase and power potential due to all the obstacles.
This does, however, spice up the game-play and challenge the Killer with the certain map restrictions.
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DS needs to be strong enough so it's of use for Solo Players, hence the considerable stun time.
However, the knock-off is SWF groups will make this Perk OP due to coordinated plays in higher ranks.
They need to look at SWF and not blindly nerf a perk that's not the cause of the issue.
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They got caught and sacrificed. It's unfortunate and cruel on the Killer's behalf, but they lost.
This will happen on a rare basis though so it shouldn't affect a player's rank.
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@Thesaviour119 said:
If you camp at a hook, you clearly have no skill, simple as
I can hear the Insidious Cannibal Mains laugh as they imagine every successful match where Altruistic Survivors are practically sacrificing themselves at their feet.
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Would like to throw in, Aftercare is better than Empathy.
Aftercare has a higher requirement, but with the benefit of unlimited range Bond it's very worth it. You know exactly what everyone is doing and what to do in the situation.