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Dreamnomad

Dreamnomad

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Dreamnomad
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  • Shape, Demo, Legion are my favorite to go against. Doctor is without question the killer I don't want to play against the most.

  • You have a point but they can't do this to Leatherface without giving him something in return. His chase is too weak. If they buff the hell out of him in other aspects then I'd be fine with losing his camping aspect.

  • Adding deep wounds to ambush is a nerf. Think about it. You would lose the ability to down an injured or deep wounded survivor with ambush. What do you gain in return? A few lost seconds mending instead of working gens. I would prefer to down survivors.

  • @Almo said:

    https://forum.deadbydaylight.com/en/discussion/134854/shelter-woods-is-a-survivor-sided-map-change-my-mind

    I just checked the stats. It's in the top 25% for high kill rates. So it's not "Survivor sided". :)

    Drop the mic. Argument over.

  • @fcc2014 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1138204#Comment_1138204

    The tomes are not events. The game looks EXACTLY the same all the time now. You can never tell the difference. All the Tomes did was alter gameplay in the game indefinitely. The events changed up objectives for 2 weeks or so.

    An event does not necessarily mean that the game world has to look different. Nor does the game world looking different equal an event. This last winter "event" is a good example. The game world looked different but there was virtually no difference to the game itself. Basically a chance for firework items in the bloodweb or chests. Imho that isn't enough to qualify as being an event. To me an event is defined by extra objectives and rewards. That is the definition of the tomes. So I stand by my statement.

  • I would argue that the tomes and their challenges are events. So really, there are events ongoing almost all the time now. I wouldn't mind if they brought back Summer BBQ or Christmas stuff too. But I don't feel like I'm being slighted either.

  • @Hoodied said:

    What are double standards again?

    I never even heard of this phrase

    The OP isn't really using the phrase right. A double standard is when a set of standards apply to one person or group of people and not another. For example, a promiscuous women is often referred to or thought of as a "#########" whereas a man who is promiscuous is often referred to or thought of as a stud. That is a double standard.

  • Play how you want but don't make excuses.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/1136113#Comment_1136113

    There was a three week gap between levels III and IV in the first Tome as well.

    @Peanits Since you seem to be paying attention to this thread, why is there a gap time between books or chapters (or whatever term tomes 1-4 entail)? I was pretty disappointed after the first chapter ended and there was a wait of several weeks before the next started. At the very least you guys could extend the time to complete the current chapter if the next chapter isn't available. I'm sure the casual players would appreciate it.

  • God I hope they don't do some of these. Like "excessive force" use a pallet to save a survivor from a killer's grasp x amount of times. So much of that is out of a player's control. What are you supposed to do? Follow the killer around the entire time waiting for him/her to down a survivor conveniently next to a pallet and just pray that the killer doesn't bother looking around before picking up? It's obviously not impossible to perform a pallet save but how many games do you think it would take if you were actively trying? How much are you screwing the team by not actually working gens while trying to get in position to be nearby for a pallet save? This would be awful. Playing as a killer, I can say it is super rare for survivors to save another survivor with a pallet when playing against me. Like 1 in a 100 games type rare.

    I think it's a good idea for players to submit ideas for challenges. I just hope everyone takes the time to really think about how those challenges would actually play out in the real world. Some ideas seem good on paper but then in practice they are terrible. Like that open the hatch with a key challenge. It doesn't seem too bad in theory. Then you see how people actually play the game while trying to get hatch escapes and it's just miserable. The guy with the key just going from locker to locker waiting for his team to finish enough gens and die so the hatch can spawn.

  • It seems like it would be a smart idea to include a decent cosmetic for people paying actual money vs shards. There would be some push back and whining (cause there always is). But speaking as someone who would buy the characters with shards regardless, I wouldn't mind if people paying actual money got something extra.

  • I will never understand why people participate in end game chat. The rare positive conversation isn't worth the massive amount of negativity this game produces.

  • @Write_By_Daylight said:

    The proposed "buff" is a joke.

    Not. A. Real. Buff.

    I don't know what you are talking about. It is unequivocally a buff.

  • I don't think one is associated with the other. They are constantly working toward balancing the game.

  • You aren't the only one. In fact, I would say that you are in the vast majority of players. People on these forums like to make it sound like it is ridiculously easy to loop the killer around the map for infinity. I would give you advice to improve but I'm not particularly good at it myself.

  • I absolutely can not stand being unable to heal myself. I always, always bring an option to heal myself. Either inner strength, self care, and/or a med kit. There are too many god awful survivors out there. I've given up on relying on others.

  • @CLAUDETTEINABUSH said:

    Or just Mori them out of first hook. You are the killer you can and will do what you want in order to kill them. It's like saying in CS:go to allow someone to save their awp just because bomb is planted.

    No. Do what you want. This is your own game. No self made honor rules, no nothing :3

    What makes you think he isn't doing what he wants? I agree that the OP shouldn't feel obligated to follow made up rules. But it's a whole different matter when you are following your own made up rules. But by definition that makes this a poor topic to create a discussion about. This should be an internal conversation you are having with yourself. What do you find fun? Do whatever that is.

  • I don't claim to be a Plague main but I run BBQ, NOED, Whispers, and PGtW

  • @Realx128 said:

    Oh i get this now. Freddy was reworked cause he was weak, so OP says doc is weak

    He is saying that Doctor is overpowered. He is also upset that Doctor is a free character but he paid for other killers that are now weaker. He's also not surprised that people don't want to play anymore because they keep going up against Doctors and aren't having fun. At least that is my version of interpreting his google translated text. Part of the problem is google translate and part of the problem is that he doesn't have a solid train of thought. But in a nutshell he doesn't like Doctor. Which I think he has a point. I enjoy playing as the Doctor but I hate playing against the Doctor as a survivor. It is just a miserable experience imho.

  • They have sales on this game all the time. Every player doesn't need every character unlocked to participate and have fun. Start small and work your way up. Grind some shards for a few characters, buy a few on sale, and in a few months you'll have a near complete roster. As long as you don't feel the need to buy everything instantly then you can get into this game at a very reasonable rate.

  • Not only is it not cheating, it is actually encouraged by game mechanics. Why would there be a perk that requires taking protection hits to activate if it wasn't an intentional part of the game? Likewise, there are perks available to killers specifically to counter this (mad grit in particular). The game is literally built around this principle.

  • @Masterkit said:

    they would try to add an stupid overpowered perk most time so i prefer not.

    Maybe this is true if they took all the submissions and pulled one at random out of a hat. But again, if there are hundreds of submissions and the devs only pick the best 3 to 10 ones then there will only be balanced ones to vote on. And again, they have the right to modify them as needed to balance after play testing. So this simply is not a good argument. There are too many filters to let something overpowered into the game.

  • My number 1 reason would be that it ruins my PS4. It literally shut off my PS4 today because it overheated. Took me a couple hours to get it back online and it had to come back in safe mode and sort out my hard drive for corrupt files. It is the only game that causes issues for my PS4 (and I've played hundreds of titles).

  • That is very similar to Haunted Grounds. But my question remains. Have you ever spoken to anyone from BVHR who stated that they used that idea for inspiration or are you just assuming that they used the idea? Because there are literally 1,000's of suggested perk ideas. There are bound to be some that are just coincidentally similar.

  • @Mister_xD said:

    you can always create your own perk ideas - and if its good it gets added.

    there are community designed perks in the game after all - Spirit Fury, Save The Best For Last or Hex: Haunted Ground would be some good examples for that.

    of course they dont always implement them 1:1 (like they did with Save The Best For Last) - Haunted Ground would be a good example here. The original suggestion included the Survivor who cleansed the totem to be revealed and to be the only one exposed. they ditched the reveal part and instead made everyone exposed - but other than that the perk is very similar to the suggestion made.

    Are you certain that BVHR did in fact take inspiration from forum posts or are you just assuming? Did you see anyone official commenting as such?

  • My favorite times playing this game are as a killer in Kill Your Friend matches. This game is so much more satisfying when you can hear the literal screams of your victims. Listening to them plead or bargain for their lives. Listen to them yelp in surprise when you sneak up on them. Role playing as a killer is fun too. I had a real good time role playing as Mr. Puddles. I was more or less imitating Barney. Good times.

  • @Stitch7833 said:

    the reason this isnt a thing is due to these:

    • People being silly with ideas
    • People not thinking about balance
    • Making one sided perks
    • Players not knowing limitations
    • Perks might match/fit the killer which people wouldnt know
    • alot of people would steal ideas or slightly tweak them instead of being new and original
    • People would only vote for the strongest perks they can get

    in the past i have came up with many killers, powers and perks that some people really liked but not many people are interested due to people wanting to mostly complain, argue or just insult each other. the forums dont tend to have much productive features about them sadly.

    You bring up good points but here are a few counter-points.

    • It doesn't matter if many of the player submissions are one sided, silly or unbalanced. The devs get to choose which perks are submitted for voting. So there shouldn't be anything wildly unbalanced to vote on to begin with. They also reserve the right to make changes based on play testing.
    • Generally players are much more respectful when responding to an official thread started by BVHR. I think there would be far less silliness than you might expect.
    • As far as lore goes you can shape just about anything to fit with any character in this game. Just as an example, let's take the Clown's perk "Pop Goes The Weasel". If the perk belonged to Hillbilly then it could be renamed "Scrap Heap". If it was a Legion perk then it could be called "Vandalism". Etc, etc, etc.
    • Perk plagiarism could be a problem but ultimately it would be up to BVHR to settle who gets credit. If someone were to go to fan creations and just copy + paste an idea then the original author could bring it up and post a link to their thread. But if someone were to just take a concept and rework it then that's just life. Ultimately, it only matters to two people since there would only be two actual winners. But BVHR gets final say on the matter so it shouldn't be too big of a problem.
  • @Peanits or anyone else from BVHR, what do think of this idea?

  • And you are basing this on what? If you want to quit then quit. But don't try to spread paranoia before you go.

  • It doesn't feel right. Killers aren't survivors.

  • @meatisadelicacy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1125286#Comment_1125286

    It took me more than 15 hours to get that hatch challenge done. I'd try for hours and then do something else, and try again, and then do something else. My problem was that I tried to play normally while game after game, people went in with no intention of actually playing. Combine that with people who just died on first hook, a lot of games were two v one, basically. So I bet a lot of people are still working on it.

    This pretty much just confirms what I've been saying. Key escapes really aren't very common even when a lot of players are actively trying.

  • @WRussoW said:

    https://forum.deadbydaylight.com/en/discussion/comment/1125108#Comment_1125108

    I haven't seen so many people with keys until now. People just bring 2 keys during a match, it isn't over-blown! I know it's because of the challenge. I just got used to it but there also will be that one survivor who will teabag near the hatch that will ruin my mood when I'm already frustrated.

    Exactly, it is because of the challenge. But most people who play regularly should be done with Rift 3 about now. Even if players wanted to bring a key to each match they are actually quite rare on bloodwebs. You would very quickly run out of them. I think it would be pretty hilarious to see how many keys were lost this last month compared to average. I guarantee it's at least 10 times higher than normal. And you know what? It was still rare to see survivors escape my matches with keys. I can only recall like 2 games out of all the ones I played. Here is the flip side to all of this. Players trying to use their keys to escape to complete the rift challenge are generally screwing over their team mates pretty hard. I had a match where it was pretty obvious that one survivor wasn't helping his team at all. He could have easily rescued a couple of the survivors because I wasn't camping at all. I found him hiding in a locker in the basement. Even with all the keys it is actually easier to win as a killer!

  • Anyone who thinks a ranged killer should be 115% move speed doesn't understand game balance. I think there is merit to the argument that Deathslinger is a worse Huntress. But the solution isn't to increase his move speed. There are plenty of aspects to his kit that can be improved. Faster reload, faster reel speed, harder to break chains, maybe different disability debuffs depending on where the survivor is shot (30 seconds hindered for leg shot, 90 seconds repair debuff for arm shot, 90 second blindness for head shot, 90 seconds mangled for torso shot or whatever), make the long range shot give exposed part of base kit, etc, etc, etc. There is plenty of room to tweak this killer to give him more of a unique identity and still balanced compared to Huntress w/o increasing his move speed.

  • @Almo said:

    I can't comment in great detail at the moment, but the stats are showing that the DC rate is noticably down from where it was before the penalties were restored.

    As with everything in statistics, personal experience doesn't indicate how the system works as a whole due to a lot of issues, one of which is that humans are desperately terrible at monitoring probabilistic occurances in their lives. I have this problem myself; this is in no way intended as an insult or an accusation of any kind. I was under the impression that there are a lot of key escapes. Checked the stats on that... no. There are in fact very few key escapes overall. :)

    I would like to hear the stats on key escapes. I'm sure it is low but I'd like to see how over-blown some of the killers make it sound. I'm pretty sure it is well under 5% of games that have key escapes.

  • David is the only one who has a perk that actively hinders him. Even no perks at all are better than having no mither anywhere in your build. There are a handful of survivors that have terrible perks though. Steve's perks are all terribad. He's probably the second worst imho.

  • The end game collapse is already massively in the killer's favor. There is absolutely no reason to make it even more in the killer's favor. If the killer doesn't want to wait until the survivor's open the exit gate then the killer always has the option to open the gate him or herself.

  • @Jamie_5 said:

    Have y'all noticed how many perks and killers now have a long ass cooldown on everything they do? Legion, Doctor, Freddy, Spirit, Plague and some older killers have so many cooldowns on their powers. Not to mention the last few perks sets have had just consistent cooldowns and its very annoying.

    All of the best perks don't have a cooldown on them. DS, BT, adrenaline, DH, and unbreakabill. What about killer though? Infectious, Pop, Stbfl, Barbecue, Devour hope. Im not really angry with this, but its very annoying that this is becoming a tread with the game. Anyways, thanks for reading!

    First, I agree that entirely too many perks have unnecessary cooldowns. Second, your examples of good perks with no cooldowns are just... wrong. They might not have a "cooldown" in the sense that once you use it you can't use it again for X amount of time but they have limited windows in which they can be used which is just another form of cooldown when you think about it. You can't run around spamming DS for instance. It only works once a game. So effectively it has a cooldown of infinity. Same with adrenaline and unbreakable. Dead hard does have a cool down. It's called exhaustion.

  • So you think you should be able to lose the game and then be given free kills because... your feelings were hurt? You don't think it's possible that perhaps some of the things you've done as a killer have upset survivors? The problem you are trying to fix has already been fixed. It's called the end game collapse. If you don't want to chase the survivors out then don't. The game will end no matter what you do within 2 minutes after the end game collapse start. If that's too long of a wait then just go push the survivors out and get a few extra bloodpoints for finding and hitting them. It's really up to you.

  • This is kind of a funny thread to me. The thread title is "Do you have perks you never want to use?" My answer would be yes. Lots. In fact the vast majority of perks I don't want to use. There are many, many perks that are horribly designed and not worth using imho. But that doesn't seem to be what the discussion is about at all. It seems like the actual thread title should be "what perks do you think are overpowered and refuse to use?".

  • They really should remove the cooldown. Even without a cooldown it wouldn't be a meta perk. But to answer your original question as to why it has a cooldown in the first place that is because BHVR plays it way too safe with new content. There are a lot of perks that could have been pretty neat but they just clog up the bloodweb and never get used because they are scared of making things too strong. And yes, you need to be concerned about "power-creep". But if you have a true understanding of this game then you should know where the line between overpowered and underpowered is.

  • "high rank Killers tend to have the access to the anti-gen builds because they tend to have way more perks to work with since they level up all or more of the Killers, since they usually have higher playtime and dedication."

    Lol, killers earn more bloodpoints. That is why they tend to have more things unlocked than survivors who have put in equal amounts of playtime. The disparity between bloodpoints earned is pretty insane really.

  • You actually make a pretty good point. Gen speeds are a real problem. This game really needs secondary objectives for survivors and needs some kind of comeback mechanic for the losing side.

  • @Alice_pbg said:

    https://forum.deadbydaylight.com/en/discussion/comment/1119789#Comment_1119789

    If you wanna use the kid in the car analogy... I'm not asking "are we there yet?", I'm asking "what will we do when we get there?".

    That is when the parent replies "it's a surprise".

  • @MegHasCuteFeet said:

    -spend more than 60 secs on finding,chasing through jungle gyms and hooking a survivor (3 gens gone)

    -benefit from survivor looping mistakes (Dead Hard)

    -pick up a survivor (Pallet Stun/Flashlight)

    -Hook a Survivor (2 sec hook sabotage lmfao)

    -punish a mindless and unsave unhook (Borrowed time)

    -punish the unhooker (Bodyblocked by person with Borrowed time on them)

    -pick up an once hooked survivor (DS)

    -grab a just unhooked survivor out of a locker in which he has 60secs safety for free (DS)

    -benefit from overall good juggling (Adrenaline)

    -complete their objective a little bit faster (DS)

    Good point. Except not a single one of those statements is true.

  • @Heartbound said:

    Neither. Snowball potential and map size are the two big ones.

    If someone disconnects or dies early on, survivors are at a big disadvantage. If everyone gets 2 hooked the killer is probably going to lose. There needs to be that feeling of hope that if 2 survivors are left they can turn it around, and if all 4 are alive and 1 gen is left there's still a winning chance to kill them all.

    This guy gets it. The game is way too snowbally. That is the fundamental problem. If one side gets ahead it is entirely too difficult for the other side to make a come back.

  • This post reminds me of a kid asking their parents "are we there yet?" while taking a road trip. And then the parent says "We'll get there when we get there."

  • The thing that makes me madder than anything else is if I happen to be hooked and another survivor is being chased by the killer runs toward me. There is no better way to throw a game for the entire team than that.

  • The reward is dead survivors don't work on gens.

  • @ba_tetsuo said:

    Addendum to my previous balance ideas: I would also be fine if DS only proc'd if you get unhooked more than 32 meters away from the killer. If you unhook someone right in front of me, there should be punishment, not free escape.

    It's not the player who was hooked's fault that they were unhooked too soon. That's why I focus the guy doing the rescuing if they make an unsafe rescue.

  • Gatekeeper isn't too bad. Just play Doctor. I like using Ruin (yes, this isn't 2019 but ruin is really good on doctor), BBQ, Whispers, and Thanataphobia. Pick a couple of strong add ons and rock on.

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