ChiTenshi
ChiTenshi
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- ChiTenshi
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Comments
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The dedicated servers are doing good and I've barely encountered a match where the ping was higher than 100 and the Killer was lagging the game into oblivion.
That said, I feel like something has changed with the pallets and vault points. Pallets seem to require a lot more time to register when interacting with them, and vault points feel buggy. I'm encountering moments where I've vaulted a window, am a good 1m away from the window and Killer, and the Killer hits me with a standard attack (whilst still behind the window).
I don't know if it's me or dedicated servers have different interaction to some things in-game that P2P didn't originally have.
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@Sir_Kazi said:
https://forum.deadbydaylight.com/en/discussion/comment/762366#Comment_762366
I don't find killer fun. I survive only. Every patch it's getting harder and harder to be a survivor. Is this why they released SWF?
What aspect of playing Killer don't you find fun?
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@Marcurie said:
If there's a totem counter, it needs to be for both sides...but overall I strongly disagree w/ adding this.
I still say there should just be a default "spotting" wheel w/ messages based on context. Look at a totem, press the "spot" key or bring up the radio wheel and it says "Claudette <player> notices a totem..." and when completing an action (other than generators, which don't need any context), "Claudette <player> cleanses a totem..."
Basically a "combat log" which gives the data, but up to the player to digest and analyze it. Of course, this is very sparse and vague...intentionally. But it wouldn't tell you anything SWF wouldn't already know and wouldn't "count" for you, etc.
Oh, and it fades away after a few seconds...and/or visible only if within so many meters of a person doing said actions.
I think the "combat log" (no matter how vague it is), would provide a lot more information.
A totem counter says how many totems are left, simple.
A "combat log" gives location, where it was cleansed, etc.
And I'm not against a totem counter being added for both sides, could be developed towards some more interesting interactions and game-play.
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@vampire_toothy said:
I think a totem counter would be a good change to help out solo survivors, however I also have a suggestion of my own that I didn't notice as an option in the poll ;
I believe that totems should be given a more objective reason to be part of the game rather than just being tied to hex perks. If we look at lockers for instance, over the past few chapter updates we've seen them receive buffs and perks to make them a bigger part of the game by allowing them to block auras, muffle sounds to make it harder to hear an injured survivor and perks such as iron maiden and head on which revolves around lockers. Inner Strength in my opinion was a great way to give totems more purpose but I believe that the next step should be giving a baseline reason to do totems rather than the fear of a perk or for the sake of bloodpoints.
I do agree, totems should be given more reasons to cleanse but BHVR are slowly expanding on that. With the addition of Inner Strength, hopefully we can look forward to more interesting interactions around the bone-y shrines.
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@TragicSolitude said:
Make it so that if I cleanse four totems and NOED still procs, the other survivors immediately go into the dying state and I don't suffer from the exposed effect. Boom, perfect.
Bones or death, I love it xD
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@Marcurie said:
Totem placement brought up to par.
It's getting better, but that's more of a different issue that affects several perks.
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@White_Owl said:
I think a totem counter would be overkill, especially in the hands of swf teams that can tell the others where the totems have been already cleansed. Counting to 5 is not hard afterall.
A totem counter isn't going to benefit a SWF team as they have the communication and counting capability to know when all the totems have been cleansed.
A Solo Player however, doesn't have this knowledge. They can't talk to the their allies and have to scout the full map to figure out how many totems have been done.
A totem counter would only benefit Solo Players and help shrink the gap between them and SWF groups.
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@Mister_xD said:
there should not be a totem counter on the UI.
add it to Small Game, so you at least have to sacrifice 1 perk slot for it.
killers also dont have one unless they equip Thrill of the Hunt.
Sacrificing 1 perk slot to bring a Solo Player closer to SWF standard is a bit harsh.
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@Endstille said:
Couldn't care less about NOED.
It is such a perk of desperation imo. Most killer that use it will probably camp the ######### out of somebody who was hit.
Gives the rest enough time to do the totem. rescue that guy and go out. No need to do totems at all.
You're a fine example to my 'different play-style' argument. Although there is an expectation for players to do totems, everyone has a different mindset and play-style in-game.
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@JohnnyGat666 said:
Well that means there is no counter to tombstone Myers if you allow him to mori you in locker. He’s already pretty much unstoppable with PWYF and tombstone.
It's less of a counter-play move and more of a roosterblock.
It's like sacrificing yourself on the hook when you know the Killer has a Mori; doesn't counter the Mori, just stops the Killer getting a Mori kill.
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@shepherd404 said:
@ChiTenshi I believed you see that you are exposed, like when Myers stalks you you get the Status HUD icon for exposed. Is that not the case?
That's indeed not the case. The exposed status only reveals itself once a Survivor has been hit.
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@marvelmovie said:
And that would be scary being pulled out the locker into a kill,feels very horror and almost out of a scene from a movie
Or have Michael Myers stab the locker and kill the Survivor.
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Survivor: *uses Decisive*
Killer: No! Bad Survivor, BAD!! Now hang in the corner and think about what you did.
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@shepherd404 said:
i dont have a problem with NOED, its fair. What this does is force a choice imo - if your clear to escape you have to decide if your gonna risk running around exposed to save others. Saving everyone and tea-bagging at the gate is actually not mandatory
But you don't know everyone is exposed until someone is hit?
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@BloodyBunny said:
To fix noed i feel the issue of genrushing should be addressed because it is a way of fixing genrushing and honestly i feel you cant really fix noed until you fix genrushing but because nerfing noed would be easier to do and half the playerbase constantly ask for it/demanding it the devs will probably nerf noed before they find an actual way of solving genrushing but really its pretty fair just cleanse the totems
The poll is aimed at making NOED feel fairer to play with and against, and not about changing it for being overpowered/underpowered.
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*Poll seems to be currently bugged, may be delay or lack of response when interacting
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@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/751340#Comment_751340
I honestly didn't know what that one meant
It's an option for 3 types of people:
- Those who suggest taking adrenaline and leaving the discussion at that
- Those who ignore issues/suggestions and group everyone together under 1 category (noobs, meta-slaves, etc)
- Those who love chaos
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@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/751340#Comment_751340
I honestly didn't know what that one meant
It's an voting option for 3 particular types of players:
- Those that say "take Adrenaline" and leave the discussion at that (I see it very commonly in discussions regarding anything about NOED/Adrenaline)
- Those who ignore some issues and group everyone who complains as noobs, idiots or ignorant meta-slaves
- Those who love chaos
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@Hoodied said:
The people who complain about noed usually use meta perks and ignore totems
I think you misclicked when voting, the option you wanted was the next one down.
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@MissGamer456 said:
NOED is not big an issues because I generally think every killer is running NOED so i spend the beginning or mid-game just cleansing totems to prevent NOED, but I just hate those survivors who just walk pass dull totems and gen rush. Now NOED becomes an Issue when Killers have Ruin and NOED Like if we can't find ruin and the killer is tunneling I just push through RUIN and it completely unfair that you A: Have ruin to try and slow down the game B: your'e tunneling and camping everyone C: you have NOED on top on that. It just scream "I'm a sorry crappy killer trying way to hard". NOED is just unnecessary if you are a good killer. If you are running Ruin not tunneling or camping NOED is your clutch perk because you fail to kill everyone before endgame. Now if killer is not running Ruin then it's a gen rusher punishing perk. If you are tunneling and camping with NOED you're just a trash killer. If you are running NOED on and insta-down killer you're just pathetic.
As said, I personally don't think NOED is a problem when playing against, the issue lies with how it feels to play against. When a Survivor who cleansed 3 totems gets insta-downed with no warning, you can understand what they are probably feeling.
Although DBD is a team-game and there is some expectation that all Survivors pull their weight and cleanse totems on sight, in reality, there are Survivors who are playing with different strategies in mind and there will be totems that no-one will stumble across. Plus, it doesn't feel right when 1 Survivor is punished for another Survivors actions.
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@TragicSolitude said:
Add a totem counter to the perk Small Game.
I feel it's unfair to ask the solo Survivors to take a perk to counter an opposing perk that may not be in-game.
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4 perks is fine, but would be happy for them to implement a KYF option or mini-game that allows players to exceed that limit.
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*Typo on 3rd option. Supposed to say generators are fixed, not cleansed XD
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Nurse for sure requires skill.
Spirit is questionable as there is a degree of skill, but there's also the fact she can find you by simply walking into you whilst phased (plus she can still hear you and see what you're interacting with).
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@justarandy said:
You probably think "yaaaay red ranks is going to be better, no sweaty Nurse mains anymore" but you forgot one thing: they will start maining spirit and we all know spirit is much more unfun than nurse. So yeah, enjoy your spirit matches 70+% of the time.
Jokes on you, I already experience 70% Spirit anyway.
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@Plu said:
The fact that it can make you depip at times
Pretty much agree with this, all the other points can happen anytime but Mori's (especially the ebony mori) usually end the game so fast you have little to no time to get points and safety pip.
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@AhoyWolf said:
Nurse and Spirit
You can go through walls and turn while phase blinking. You can't see the survivors but you can see their scratch marks.
Can you not
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@Leonardo1ita said:
https://forum.deadbydaylight.com/en/discussion/92829/should-killers-have-their-own-chase-theme
Omg 100% of people voted Yes. I really hope these ideas will go through
1 person would like to disagree XD
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They're both balanced.
They feel unfair to play against which is why many people complain about them. They simply need a QoL tweak to make it feel fair to play against.
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@anarchy753 said:
It doesn't need more tokens, plain and simple. It gives you limited uses to avoid aura reading perks.
What it isn't meant to do is make you permanently immune to every aura reading perk. That would just be disgustingly strong.
You see a token drop when the killer gets a hook? Great, you KNOW BBQ is up, so hide in a locker, that's 1 token to never be detected by BBQ.
Similarly, use any of the tokens to work out what perks the killer is using, and you should be able to avoid, block, or predict that happening.
It could use some additional benefit, but it definitely should not get more/recoverable tokens.
Fully agree. The only change it needs is clarity regarding which aura-reading abilities it blocks.
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@Cardgrey said:
Also Spirit fury should be reworked as it takes away the only defense from the killers.
Vault points?
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@ahandfulofrain said:
I don't disagree but then again... moris, prayer beads, omegablink, etc.
Hopefully 2 of those will be removed or changed at a later date :3
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@FrenziedRoach said:
It makes no difference if you heal yourself with SC or somebody else heals you. SC heal penalty is 50%. So you can either have two survivors off a generator for 16 seconds for a total of 32 seconds of lost manpower or one survivor doing it for 32 seconds by themselves. Either way, it's the same amount of time lost.
The lost time is with the person roaming the map, not the time it takes them to heal.
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@Quol said:
Spirit is strong but not OP and in DbD where killer is supposed to be the power role this is fine. I wouldnt mind the swapping of the rarity although i am not sure if this would help much (it definitely wont stop complaints)
People will still complain (such as those who complain about Iridescent Hatchet), but experiencing it in-game would drop drastically and make it feel alright to play against every 1 in 100 Spirit matches.
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It comes down to the theme of the game, horror. Making the player a defenceless human is the most relatable yet scary option to play as.
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@Rex_Huin said:
When you hit him he howls like a big baby.
There is no more satisfying survivor to hit than a David.
Compare him to Dwight. Dwight sounds like he's just been slightly inconvenienced. David be like 'OOOOOWWWWrrrrruuUUU'
OwO
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/728772#Comment_728772
Don't worry about that, that's in pretty much any EULA. Standard practice.
Where's the contract I need to sign to partake as a Killer?
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I love going full anti-gen on my Plague:
- PGTW, Surge, Thanaphobia, Dying Light
Might swap in Corrupt Intervention for tighter matches and Surveillance if I see 4 blendettes
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I wouldn't mind if she kept the collision, but only if the Survivor was nudged or alerted when she does so.
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I prefer players to be matched with players of similar rank (not in a fixed group). The top and bottom ends of each rank can vary by quite a lot.
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Currently, survivors don't receive a safety pip when the Killer disconnects. This should hopefully change in the near future though
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Survivors should safety pip if the Killer decides to DC. I think this is potentially getting looked at but won't be sorted until the dedicated servers are live.
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Ironically I don't take an Exhaustion Perk. I normally stick to the stealth game and take as many visionary perks as possible.
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@BenZ0 said:
But I wonder why there is no rule for smurfing or deranking actually, in other games it is bannable.
BHVR don't really bother to prevent smurfing as players have to buy the game and DLC again to smurf. If the game itself was free-to-play, then their stance on the issue may change.
Deranking is hard to prove and judge. Someone who intentionally deranks can look like:
- A newbie getting to grips with the game
- A person having a bad day
- Blaming matchmaking is a tasty excuse
- And so on
If reports for deranking were taken more seriously, a lot of collateral damage would occur as well.
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@BenZ0 said:
That is completly new to me, unless you bodyblock someone with that.
Edit: https://forum.deadbydaylight.com/en/discussion/19450/game-rules-and-report-system
Here you can read all the ban reasons, staying afk is not here, and why should you get banned for that?? I mean there are alot of reasons to go afk, me for an example, I had to go afk to toilet, ez ban right.
In-game, this falls under the 'unsportsmanlike' category. A few reports won't be enough to have a ban but if enough reports are totted up then BHVR may take action to prevent you negatively impacting the game for many others.
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This is where I want to vote for more than 1 option.
Cosmetics that are simply recoloured versions of the standard skins should be unlock-able through game-play.
Cosmetics that have different colours, textures, items affected by physics, etc, should cost $5-10 because a lot more time and effort went into them.
For bonus community points however, an occasional high quality cosmetic should be unlock-able through game-play but with a significantly higher requirement.
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@Fibijean said:
I'd leave a lobby, but not a game over it. Given the choice between playing against a rank 1 Nurse or Spirit and literally anything else, of course I would choose not to. Just like if there were a way to know for sure if a team was SWF, or if those medkits had instaheals, most killers would choose not to play that match every time. The uncertainty of the lobbies is what gets people matches on both sides.
The unfortunate truth; due to toxicity, personal preference and the stereotyping of characters, certain details need to be hidden to prevent excessive lobby dodging.
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@GrootDude said:
I don’t dodge
Brave man
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@NuclearBurrito said:
Bring it on. Lobby dodging is for cowards or people with high ping.
Hopefully the latter will be resolved with the upcoming dedicated servers :3