ChiTenshi
ChiTenshi
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- ChiTenshi
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Comments
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@BunnyTheHutt said:
https://forum.deadbydaylight.com/en/discussion/comment/905276#Comment_905276
Does reporting people even do anything? It just feels like a waste of time tbh. Anyone I report I always see again a week later no matter how toxic they are.
BHVR are starting to knuckle down on those who break the rules (see changes regarding DCing). Reports sent in may help now or further down the line when tackling those who are abusive in-game.
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Report and move on, arguing back feeds trolls.
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Would recommend posting a copy of this in 'Bug Reports', and reporting it in-game whenever you experience it.
It's fine and dandy to mock BHVR with slow reaction times, but if they don't know about a bug then how are they going to fix it?
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The Perks aren't the issue. It's the communication that SWF groups have access to that cause the issue.
The Perks only do so much when playing Solo Survivors.
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Trapper: Honing Stone Add-on + Infectious Fright
If someone gets trapped, leave them be and carry on trying to find other Survivors. If the Survivor frees themselves, they will be inflicted with the dying state and trigger Infectious Fright making anyone in your Terror Radius at the time scream and reveal themselves.
Distressing can be added for a larger AoE scream.
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@Thanatos_x said:
Proximity chat?
You'll get that one Survivor playing 'Baby Shark' at max volume whilst looping the Killer and pissing them off more than usual
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It's all in the wrist
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I honestly want to see this Discussion burn.
People need to learn how to communicate their point across rather than screaming random ######### in the forums whilst saying FRICK BHVR.
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@Miss_Britannia said:
https://forum.deadbydaylight.com/en/discussion/comment/894085#Comment_894085
I had them and lost them. I can’t even get them back.
What do you mean by had them then lost them?
Did you get them during the event or via other means?
If via other means, please describe how?
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@Peanits said:
While I get what you're saying, we did just give every 18 free cosmetics earlier this week. The point of giving people the event cosmetics was to compensate for the fact that people had lost them due to loss of progress. We found a better solution that would have allowed us to award them only to people who had earned them. I'm sorry if the free cosmetics we gave you weren't good enough, but this way is more fair to the people who put in the effort to get them.
I recommend ignoring these kind of Discussions.
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I recommend looking at the following Discussion, it provides a nice compromise whilst remaining fair to those who earned the cosmetics initially.
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I'm focusing gens a lot more but mostly for the Tome challenges.
Challenges that require me escaping or doing something EGC related require me to finish gens quickly if I want a chance at completing them.
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@Acromio said:
https://forum.deadbydaylight.com/en/discussion/comment/893243#Comment_893243
Oh, yeah? Where's the "survivors afflicted by Carter's spark can't interact with anything for 2,5 seconds" part? Because I don't see it.
Possibly pending to be added to the description as what we see if not the final product.
Potential to be an add-on (with varying degrees of stun time and other effects)
Maybe part of the Hallucinations de-buff as we're yet to know what it does.
It's too soon to assume it's a down-right nerf when it's not even on the PTR.
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@Acromio said:
https://forum.deadbydaylight.com/en/discussion/comment/893176#Comment_893176
I wasn't talking about the add-ons.
Whatever part of the Doctor you're talking about, it's a still a jump to conclusion.
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@Acromio said:
So, they're basically nerfing him.
Bit of a jump in logic.
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As far as the basic attack change goes, it's the same as the Pig. It's to create consistency between powers so it's easier to understand what a basic attack is and what works with it. Previously, it was a bit of a mess. Something like Sloppy Butcher would work, but NOED would not. Both activated on basic attacks, but both were treated differently with Feral Frenzy. Not only is this less confusing for someone new to the game, but it also makes it much easier for us to balance.
You use Pig as an example, but NOED on her doesn't work on her as expected either. If she ambushes a Survivor whilst NOED is active, NOED will reveal itself to the Survivor but won't put them in the dying state. That feels rather inconsistent in itself and deserves to be changed.
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There is a small issue with this, how would you know the Killer is intentionally abusing the bug and didn't accidentally stumble across it? How would they know it's even in-game without someone mentioning it post-game chat?
Unless they state in chat that they're abusing the bug, there will be no accurate proof indicating they're breaking the rules.
And before you say 'You can tell by the way they're shepherding players towards the basement', there are challenges that require you hook Survivors in the basement. I did one challenge pre-patch, all I did that match was shepherd the Survivors to the basement area to hook them there.
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For the current time, Survivors should try to steer clear of the basement whilst BHVR look for a fix. (Temp fix can possibly be sealing off the basement for now, but they might have a better solution).
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Would be happy with the removal or reduced chances of getting Dull/Skeleton Keys in chests. Like said, it makes the situation more fair for the Killer.
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@Danky said:
https://forum.deadbydaylight.com/en/discussion/comment/884567#Comment_884567
the game is only balanced for survivors and not killers, when Ruin can be taken out within 10seconds of the match starting that isnt balanced. u might be thinking thats the risk right??? thats one of the only things to slow an alrdy fast game down. Devour Hope is one thing but shouldnt be that way for ruin.
Are you trying to cause an argument in this Discussion?
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SWF groups that do not help other team-mates.
I normally play with my partner, and we make it an aim to play as normal as possible and not focus of helping only each other.
Far too often do I see groups of 2 or 3 players working together to do gens and other objectives whilst completely ignoring their other team-mates who may be hooked, downed, etc.
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Before anyone suggests it will be fine, I will provide 2 examples that will make people cry:
- Survivor = Borrowed Time, Decisive Strike, Adrenaline, Dead Hard, Object of Obsession
- Killer = Hex:Ruin, Pop Goes The Weasel, Thanatophobia, Dying Light, Barbecue & Chilli
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The game is balanced around using 4 perks, so unless they do a massive overhaul with the current perks they're not likely to change the amount you can use.
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@Rex_Huin said:
https://forum.deadbydaylight.com/en/discussion/comment/882501#Comment_882501
I am envious....(only tier 32)
Oof, I'm the exact same tier XD
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@Rex_Huin said:
https://forum.deadbydaylight.com/en/discussion/comment/882477#Comment_882477
He is either time rich or cash rich!
Damn these rich people
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I find the best way is to, unfortunately, not cleanse totems.
If the Killer has NOED, they will down someone and you have the potential to rescue them.
It's unorthodox, but it kinda works.
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I have a more important question though, how on earth are you near Tier 70 already?
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Most players don’t normally DC because of what Killer they’re against, they usually DC because of annoyances constantly happening to them which eventually lead them to ragequit.
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@[Deleted User] said:
Dude I am with you on this.
This and still having to mash space bar on hook are two of the dumbest things that for some bizarre reason the devs don't seem to think are issues worth even looking into.
Survivors that play killer know this too, what they will do is when downed crawl to a vault location cause' they know you will probably have this exact problem.
That might be another indicator that it needs looking into, when certain players abuse it because they know it’s flawed in design.
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@chase131119 said:
Pick up items/interactions = Your healing/working on generators/unhooking. I have that set as L1
Secondary Action/Skill checks = Throwing down pallets/vaulting windows/skill checks I have set as R1
You shouldn't have prioritizing between healing and pallets if you have them set differently. Man, they shouldn't have been set the same in the first place. Set them as two different buttons then you won't have a problem.
Sadly, since healing and unhooking are set as the same button you may have issues there. Just stop running self care, it's not needed.
These button layouts may not be the same as PC, but they have the same name.
I prefer not to change my play-style due to a poor game mechanic XD
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@Exerlin said:
A good fix for the pick up/vault window/open locker problem would be making picking up the survivor be prioritized when looking down enough. That way you'll easily be able to select what you want to do.
That's a good idea and would enable Killer's to have full control of what they're doing.
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@chase131119 said:
I have a simple solution for the healing survivor and the window/pallet one, rebind your keys. Why are they the same keys anyway?
The self-care/unhook though they need to prioritize.
That's how it works, they are the same keybinding. They can be changed but not separated.
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@se05239 said:
Its not that they're too difficult, its more like they're waaay too RNG dependant and causes players to literally throw games in order to achieve them.. which isn't healthy for the game.
I glad to see that they're changing stuff but I fully expect to be disappointed once again, though.
I know it's hard sometimes, but have hope. It's better to have hoped, than not hope at all :)
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Flashlight users I'm normally fine with (well as long as they can somewhat use the flashlight). As long as my allies are doing something of use (they're distracting the Killer), then I'm happy.
The Survivors I hate are those who skim the edge of the map and don't interact with anything, basically a dead-weight.
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@BBQnDemogorgon said:
I'd make the during end game collapse after the gens are done at least.
I don't think killer challenges should be based on end game at all though tbh. It makes me want to intentionally throw matches to reach end game.
Very much when taking NOED into account. Would provide a wider window for trying to achieve the challenges as well :)
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@StardustSpeedway said:
The save 2 survivors during end game collapse. Get rid of the requisite of being done on the same game. It's so unfair and kind of impossible unless you try and boost for it. It's even worse when survivors 99% the exit gate.
And in red ranks, by the time the exit gates are open, most of all survivors are on death hook.
True, challenges should be mostly equal through the Ranks. Would discourage some players from actively de-ranking.
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Common consensus is that nobody wants to do EGC challenges with ridiculous requirements.
Would people be open to EGC challenges if they started easier (Safely Unhook 1 Survivor / Sacrifice 1 Survivor) or had more manageable requirements (Body Block x Hits / Down x Survivors)?
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Will also assist with the above.
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Opinions =/= facts.
The simple formula to understanding opinions. Opinions may present ideas, give arguments, raise valid points, vent emotions or agree with other opinions, but opinions are not facts and should all be taken with a pinch of salt.
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TBF Spirit had been complained about for longer than 1 month, this wasn't a spontaneous complaint that got traction overnight.
BHVR has mentioned many times that whilst they take complaints into consideration, they don't make changes on the basis of those complaints. It they did, Killers would instantly die for Camping/Tunnelling/Close Patrolling/Mori-ing/etc.
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A list of factors that the stats provided do not show or take into account:
- Perks used
- Add-ons used
- Whether the Killer piped or not
- Whether there was a SWF group present or not
- Whether the Hag prefers Cheddar or Fondue
- What map the match was being played on
- How familiar the player is with a particular Killer
- What items the Survivors have taken
- Does Dwight like pineapple on his pizza
- What events are currently running
- And many more
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The thing with balancing the Killers though is determining which Killer/s are the best to use as the Standard, the ideal Killer in terms of balance and game-play.
- Is Nightmare the ideal goal? Do we need to buff the vast majority of Killers?
- Is Ghostface the ideal goal? Where a few Killers are over-performing but a lot more are under-performing.
- Is Huntress the ideal goal? Where the amount of Killers performing better and worse than her is roughly equal.
- Is Doctor the ideal goal? Do we need to nerf the vast majority of Killers?
We don't yet know what's the best Killer to use for this standard, and we don't know whether BHVR has a Killer they like to use as reference for doing changes or if they do something completely different.
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Obviously, pantless Oni
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@IEatCrayons said:
https://forum.deadbydaylight.com/en/discussion/comment/864666#Comment_864666
You get the exposed status effect on the side of your screen when all the gens are done I think
The Survivors get it once a player has been been hit.
One person is going down before you know it's present.
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Interesting but it wouldn't fit the game's theme.
I prefer the game stick with it's human-based Killers.
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@Deltin said:
so it'll remove 1 of the features of thrill...
also there are already a lot of counter perks...
strider - iron will
head on - iron maiden
adrenaline - NOED
Then buff Thrill of the Hunt... it's not hard to do additional changes to ensure everything is working.
Direct counter perks may exist in-game but that doesn't mean they're good/healthy.
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@Deltin said:
https://forum.deadbydaylight.com/en/discussion/comment/865235#Comment_865235
https://forum.deadbydaylight.com/en/discussion/comment/865235#Comment_865235
yeah, so like Thrill just add a number counter to "small game" it makes sense.
I prefer not forcing people to take a perk to counter a perk.
If they add it to the UI for both parties and tweak NOED accordingly, everything would work out.
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So many salty Killers in this Discussion, it's unreal.
Survivors dislike NOED because you can be heavily punished despite doing 2-4 totems, you assume your team has cleansed the remainder of the totems but you instead get downed for the doing most of the work to prevent it from activating.
If something like a totem counter (which has been suggested since forever) was added to the UI or NOED hinted at it's existence (similar to that of Devour Hope), the perk would feel more fair to play against without removing any of it's power.
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The only thing I request is an extra day on the Rift as we've lost one to do challenges and get Rift Fragments.
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Waiting until he's live to judge how good he is might help.