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Dreamnomad

Dreamnomad

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Dreamnomad
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  • @GrootDude said:

    That isn’t a bug (I don’t think it is)

    He's right. That isn't a bug. You can't perform ANY action until you have snapped out of it. No working on generators, no using flashlights, no healing, no mending, etc. This is working as intended. You might want to snap out of it while within the terror radius of the killer if able. Deep wound timer won't go down that way.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/479412#Comment_479412

    We're still experimenting with different changes at the moment, it's not set in stone just yet, but I'll just throw a scenario out there for discussion.

    • Survivor is being carried to a hook.
    • Take a hit.
    • Styptic.
    • Take a hit.
    • Take another hit, MoM activates.

    You could basically get MoM right away with little to no effort. This could be a game changer at the start of the game, allowing the downed survivor to go free and restart the chase. This was a huge problem with the old DS and a big part of why it was changed.

    Ideally it should be pretty hard to activate. The effects of the perk are huge and could completely change the course of a game. Making it too easy to get would be a bit of a problem.

    @Peanits In this hypothetical situation, I would say that the player massively misplayed. Yes, it is possible to do that. But for what gain? You wasted your heal item and MoM perk, left yourself injured and for what? To save one survivor from being hooked. Hello, I could do that with a flashlight and not get hit! Now I'm injured and if I heal myself, I'll give away my location constantly for the killer until I'm downed. And odds are that the survivor that I went to such great lengths to save got downed 10 seconds later. So OP for survivors to do this...

  • With a few tweaks, they could be pretty solid. The biggest change they need to do is extend the duration of their frenzy. The entire concept of the killer is built around the idea of hitting one survivor and then changing targets and going after another survivor. Then they are mending and healing instead of working gens.

    In and of itself, that isn't a terrible concept. But the underlying problem is that unless survivors are grouped very close together, you will run out of time before reaching the second target. This is just counter productive to the whole goal. If you try to play the killer the way that the devs envision them being played, you will find yourself slowing survivors from working on gens, but you won't stop them. (unless playing against potatoes)

    The other fundamental problem with the killer is that once you hit a survivor with Feral Frenzy, hitting them again does literally nothing. Nada. Zilch. So you can continue chasing after the survivor, but when you catch them the only thing to do is cancel your power which stuns you for a base duration of 4 seconds. So all that time you just spent catching back up to the survivor is pointless. You are seriously better off allowing the survivor to stun you out of frenzy than cancelling frenzy. 4 seconds is just too much time for the survivor to get to a safe loop or window and you are back to square one. The obvious solution is for them to lower that 4 second cooldown to something reasonable.

    If they did the following things, I think Legion would be in a really good place.

    1.) Increase base duration of Feral Frenzy by 3 seconds

    2.) Decrease cooldown of Feral Frenzy to 3.25 seconds

    3.) Add effect while in Feral Frenzy and hitting Deep Wounded survivor. 2 minutes broken status along with 20% decrease in all action speed.

    But as of right now, Legion is just a vanilla mid tier killer.

  • @MJ_Out said:

    This is really weird. I get with my p2 Spirit so many gateaus, i have 54 now. But my Kate without any prestige get nothing for 5 bloodwebs. I will try some other characters because of this.

    There is clearly a disparity between killer and survivor bloodwebs for event offerings. I've gotten 2-3 event offerings on almost every single killer bloodweb, but only like 1 offering in 5 survivor bloodwebs. I get the feeling that the stupid party poppers are taking the place of the offerings.

  • It should be:

    Rank 1- 30 second cooldown

    Rank 2- 25 second cooldown

    Rank 3- 20 second cooldown

    That would be perfectly reasonable.

  • @GrootDude said:

    https://forum.deadbydaylight.com/en/discussion/comment/538518#Comment_538518

    At that point that would mean that the killer killed one person so the other three survivors are doomed with five gens left.

    Don’t you think that killers that currently stand a chance would become OP if a second objective was added?

    Well, even with a secondary objective, if they fail to get 1 or 2 gens done before a survivor is killed then they were doomed to begin with. I'd be good with rank 20-16 survivors not having to do secondary objectives too.

  • You do have to get 2 of the teachables for a character, but you can skip 1. In fact, you really should skip the worst perk for each character you play.

  • Not really. What they would need to do if they added a secondary objective is to have it deactivate once the first survivor dies. That way in the early game it will slow down the game, but if the killer is winning then obviously he/she doesn't need that handicap anymore.

  • @AetherBytes said:

    @Dreamnomad

    0-2 gen done: de-pip

    3-4 gens done: safety pip

    5 gens done: 1 pip

    escape: +1 pip (so hatch escape on 0-2 gen is a safety, 3-4 gens is 1 pip etc)

    Hows that sound

    Simple. And simple can be a good thing. There is some nuance that this fails to capture. Such as having a sand bagging team mate that doesn't work gens or really help at all being able to double pip just by walking out the exit gate. Or games where your individual performance is pretty good. Worked on gens, gave the killer really good chases, rescued friends, but still de-pip if your team isn't doing their job. This system would also heavily push survivors into focusing gens even more. If you like survivors gen rushing you when you are the killer and not being overly altruistic then this system is great.

  • I have noticed that I have gotten far fewer event offerings on survivors. I typically make a habit of getting all my killers and survivors to the point of having one item on the bloodweb away from the next bloodweb. I do this so when events happen, I can get the new stuff faster. My killers have almost always gotten 1 or 2 event offerings on the new web and my suvivors almost always get 0 offerings, but one or two of the party popper items. I'll gladly trade my party poppers for event offerings.

  • Tough call. On the one hand it would sell well. On the other hand, it definitely doesn't have the same feel as the rest of the game. I could take it or leave it.

  • @Huntar said:

    https://forum.deadbydaylight.com/en/discussion/comment/536018#Comment_536018

    Honestly? The Victory Cube was simple and made sense. It rewarded skill at the game's central goal, and actually sorted people according to their ability to achieve that. The new pipping system is overly complicated, obtuse, and has very little to do with actual skill. I'd say, without reservation, that the new pipping system is a failure in every aspect.

    If I could give this post a 1000 Vote Ups, I would. I've been beating this drum for a while now. I hate the killer emblem system. They have put a ridiculous amount of time and resources into a system that is just worse. Bring back the victory cube for killers!!! I don't really care what they do on the survivor side.

  • DS has been through enough changes. The only thing I would like to see happen at this point is reduce the duration of the stun to 3.5 or 4 seconds to compensate for the change to Enduring. Once that is done, leave it alone.

  • There are numerous threads on this topic already. The title of the thread is pretty misleading, but since it is your first post here I suppose a "welcome to the forums" is in order.

  • @AetherBytes said:

    the pips should be basic

    0-1 kill: No pip

    2 kills: safety pip

    3 kills: 1 pip

    4 kills: 2 pip

    Same for survivor

    0-1 gen done: No pip

    2-3 gens done: safety pip

    4-5 gens done: 1 pip

    escape: +1 pip (so hatch escape on 0-1 gen is a safety, 2 gens is 1 pip etc)

    I think you made a little mistake here. A safety pip is the same thing as no pip. Where you put "no pip", it should be de-pip. I agree on the killer's side of things, but I don't necessarily agree about the survivor side. I think there are more nuances to playing a survivor successfully than just the number of gens completed by the time you die. I do think survivors should be guaranteed a pip if they escape though. Your survivor model would be ridiculously easy to rank up actually.

  • I kind of wish they would make the balloons on the generators a permanent feature on Autohaven map. It looks like something a car dealer would put out to help sell cars... only twisted by the Entity.

  • Funny story. 3rd parties aren't interested in being paid in iridescent shards.

  • I'm All Ears- Decent perk, but the cooldown at rank 3 should be 20 seconds.


    That is my feedback for Ghost Face perks.

  • Lol, makes you wonder how anyone even discovered this bug. Who runs Wake Up?

  • @weirdkid5 said:

    @Peanits you should seriously consider giving this to the team. These are some great ideas that don't really break the game honestly

    +1 =p

  • It will be a very minor nerf. Read the patch notes. Or like one of the other half a dozen threads already talking about this.

  • 3.5 seconds would even be fine. But yeah, it shouldn't be 5 seconds any more.

  • You still earned more bloodpoints than all the survivors and only 1 escaped. qq more.

  • Maybe I wasn't very constructive with my feedback concerning Furtive Chase. Allow me to elaborate a little more. There is so much wrong with this perk that it is hard to start. The effort for the pay off is completely out of whack. Only getting tokens for hooking the obsession is a tall order. It also promotes camping since you don't want to lose track of your Obsession(s). The reward is weak too. Having a low terror radius while in a chase is a pretty small reward. Generally, you want a small terror radius outside of a chase so you can actually get close enough to hit survivors before they get off of generators. Having a low terror radius in a chase doesn't do much except maybe trick the survivor into thinking they have lost you and making an unforced error while hiding or possibly if you intend to switch targets mid chase. This doesn't even lower your terror radius by very much. If you have the standard 32 meter terror radius, assuming you get 4 stacks and haven't killed your Obsession (tall order) then you've managed to reduce your terror radius while in a chase to 16 meters. Big deal. That is just getting to the point of being useful. This is what this concept should look like with a complete rework.

    Furtive Chase (Should be) - You lurk in the shadows, toying with your victims. When a survivor is rescued from a hook at least 24 meters away, Furtive Chase gains a token up to a maximum of 5 Tokens. The first 4 tokens decrease your terror radius by 15/20/25% while in a chase. You lose the red stain when you gain the 5th token. You lose 2 tokens if a survivor is sacrificed or killed.

    While that still wouldn't make it a meta perk, it would at least give it a fun mid game power spike while promoting a non-camping play style.

  • Third parties aren't interested in getting paid in iridescent shards.

  • @Catbucket said:

    https://forum.deadbydaylight.com/en/discussion/comment/533571#Comment_533571

    I actually think its really worth not refering to those changes as nerfs. They are all QOL changes and bugfixes, except for the addon changes, but those are kind of evened out by other addons being buffed?

    Dude, I'm not against the nerfs. They all seem fairly reasonable. But without question, it is a nerf. Call it what it is.

  • @T0xicTyler said:

    Why is it difficult? Just take 3 hits while the killer carries to hook?

    How about you come back with a video montage of you doing this? It's so easy after all. Shouldn't take you long.

  • I disagree with just about everything the OP said. None of those things need changed.

  • Instead of getting a Merciless Victory you should just have to kill all 4 survivors in a match...

    Agreed. This is just dumb. I got 4 kills on the Vomit Queen with only her perks and couldn't figure out why I didn't get the trophy. So you have to double pip in the process? They should fix that ASAP. It's already hassle enough using only the killer's perks to get 4 kills.

  • MoM is dead. It's unfortunate that they couldn't find a way to make it fair without breaking it. They seriously need to fix the way protection hits work at the very least.

  • @Andreyu44 said:

    Its not that complicated,Einstein

    Lol, rude, but also true.

  • I love that they added these to the game, but for the love of god, can you guys enable events like this immediately after the patch? I blew a million bloodpoints on the new killer before the event started missing out on a large number of potential event offerings. Obviously, if I knew that this event was going to happen, I would have waited a few hours before using all those bloodpoints.

  • All of those changes seem pretty reasonable to me. Typical "sky is falling" post to be expected on these forums.

  • Hey, a post that someone actually put some time and thought into. How novel.

    1- Bloodweb. Yeah, it is a problem. I don't hate the idea of getting rid of the perk rank system. They have steadily been putting the power of perks into rank 1 so it isn't so hard to get decent perks to play with. For example, if you use NOED rank 1 vs NOED rank 3, there isn't a huge difference in benefit. But the grind to get all your perks unlocked and rank 3 is massive and gets worse with every chapter.

    There are some arguments to be made against this idea though. It doesn't really seem fair to the players that put in the time to max out all their perks when a newer player could get there with literally 1/3 of the effort. Also, does every player need all their perks unlocked and at max rank? That tends to lead to even more meta perks being used. At least now there is some variety in perks that players run.

    Here are some ideas that I've pitched in the past that I would like to see that would help with the grind problem. I would like to strip the bloodpoint gain ability off of BBQ and WGLF and add them to the base game. I would make it so survivors gain 20% bonus BP per gen completed, killers would keep the same BBQ mechanic (25% bonus per unique survivor hooked). WGLF would just get a new ability altogether. What this would do is increase all players bloodpoints earned and free up players to use more variety of perks.

    I would revamp the prestige system so that players get their teachable perks at whatever prestige rank they are at and can keep one perk they've unlocked per prestige rank. IE if I got Hillbilly to prestige 3 I would have Tinkerer, Lightborn, and Enduring at rank 3. I would also get to choose 3 perks I've already unlocked to keep from being reset.

    I would also address the issue of the way that survivors gain bloodpoints. Unlike the killer that only has one objective and therefore gains bloodpoints evenly, the survivor has several objectives and methods of earning bloodpoints. If a survivor is constantly being chased by the killer the entire game, they would quickly cap out the 8000 bloodpoints they can potentially earn in the chase category. But since they never had an opportunity to work gens or rescue other survivors they would suffer in the objective or altruism category. What I would like to see happen is for bloodpoints earned past the 8000 category cap go into a general pool of bloodpoints at a 50% earn rate. This general pool would be applied to the other categories, but never allow the survivor to earn more than a total of 32,000 in a match.

    I would also like to see rank matter as it applies to earning bloodpoints. The way I would do this is make it so for each pip earned in the red ranks, the player earns 10,000 bonus bloodpoints. This would help with the bloodpoint grind and help motivate players to work hard and stay at a rank they belong. IE discourage de-ranking for easier opponents.


    2- The Emblem System. Yeah, this is undoubtedly a problem. I've had so many games that I've gotten 3 or even 4 kills and failed to gain a pip that I want to scream sometimes. I vastly preferred the old victory cube system. It just made more fundamental sense. But I will say this much for the emblem system. It accomplishes its primary mission of making it harder to rank up. When you get to the red ranks now, you know that you are in for challenging opponents. The real question is if that is actually a good thing. I honestly have more fun when survivors aren't constantly doing the optimal thing. Efficient looping and gen rushing gets really old. My personal opinion is that the game is more fun when mistakes are made. But I think good arguments could be made either way.


    3- Disconnects. Yeah, this is obviously a problem. It's always been a problem. At the very least they made it so matches are cancelled if someone disconnects during the loading phase. That's at least a step in the right direction.

    4- Survive With Friends. Personally, I don't think this is nearly the issue that many on the forums thinks it is. SWF forces killers to be better at their job. Statistically speaking, SWF isn't that big of a deal either. Around 5% of games played are with a full SWF group. Around 10% are 3 man groups. 4 man SWF have their personal survivability increase from approximately 40% to 50%. 2 man SWF survivability is like a 1% increase. That is still well within an acceptable range.

    Here is my advice to killers playing against SWF. Assume that the survivors are working with near perfect information. Use that against them. Once you hook someone, you know good and well that as soon as they see you walk away that they are calling for a rescue. Once you get outside terror radius from the hooked survivor turn around and head back. You'll almost always catch them in the process of rescuing. SWF are notoriously altruistic too. If you start bullying one of them, they will almost invariably attempt to save their buddy. It's usually pretty easy to play "musical hooks" with SWF. You can almost always predict what generators they will be working on in the mid to late game too.


    5- New Player Experience. This is a point that I will have to disagree about. There are a lot of things to learn about this game. But learning all those things is also the most fun part of the experience IMO. The joy I used to get from hitting survivors... now it's become all so routine.

  • Regardless of whatever you have unlocked, the answer is always the same. No. Prestiging is not worth it. This is coming from someone who has prestiged a bunch of times. Why you ask? I'm not really sure. I guess I hate myself.

  • I've had about as many games where MoM winds up screwing over a survivor as saving them. It has very rarely been the determining factor in whether a survivor winds up escaping against me. It was never as broken as people on the forums claimed it to be and frankly, I think they did a disservice to the game in the way that they are nerfing it.

    Requiring 3 protection hits for activation effectively kills the perk. Which is exactly what a lot of players have been asking for. But there were plenty of options available that would have made it playable without completely ruining it. The only thing this post reminds me of is that players are whiners and devs don't know how to balance their own game.

  • Let's be real here. I'm All Ears isn't going to be a meta perk. Dance With Me isn't a meta perk. The probability that the killer is running I'm All Ears and a survivor is running Dance With Me in the same match is very low. And news flash: some perks counter other perks. Iron Grasp counters Boil Over. Insidious counters Borrowed Time. Hangman's Trick counters Saboteur and Breakdown. Hell, Hex: Third Seal counters Bond, Empathy, Window's Of Opportunity, Open Handed, Object of Obsession, Kindred and Dark Sense. But you don't see the forums flooded with posts about how OP Hex: The Third Seal is. Just relax. The sky isn't falling and stealth perks aren't dead.

  • @MasonMyers69 said:

    https://forum.deadbydaylight.com/en/discussion/68943/gf-hit-on-head-with-pallet-but-not-detected-wth

    No, this would just be similar to legion, losing his whole power for getting stunned, no ty

    Your argument is poor. The two things really can't be compared. The OP has a fair point. If the survivor smacked you in the head with a pallet, clearly you have been found. With that said, it shouldn't be hard for the survivor to detect you by looking at you after being stunned.

  • I'm not disagreeing with your primary point, but some of those killers you listed off as a default M1 killers that don't need to be played around aren't very accurate. Plague you need to play around her vomit and fountains. If you just run around in circles around pallets and rush gens then you are going to have a bad time.

    With Pig you can't just ignore her reverse bear traps. You need to find the key and get it off or you'll die. She also has some mind game potential with her dashes in loops. With Wraith and Legion, yeah, those two are pretty much loop and gen rush as usual. They might get off an easier first hit, but you don't really do anything fundamentally different against them.

    But I think you are confusing the killers overall effectiveness with survivors needing to change their playstyle. Just because a killer isn't top tier doesn't mean that you can ignore their ability.

  • Double bloodpoints would be great... if it didn't take so long to get into a game! Fix the lobbies already!

  • The game is almost unplayable for me now it takes so long. I used to create a lobby almost instantly and usually have it full within a minute or two. Now it takes upwards of 8 minutes just to create the lobby and it's a crapshoot how long it will take to fill the lobby. But I'm not going to play a game that takes 15 god damn minutes just to get into a match! It seems like every time they try to "fix" something in this game, they make it twice as bad.

  • @javimasilla said:

    Shoot 100 survivors with the axes of the The Hunter. On Ps4

    I wish that it was just hit 100 survivors with axes. You have to put them in the dying state from at least 24 meters away 100 times. This challenge is just dumb. 5 or 10 times would be reasonable. 100 times..... uggg.

  • It's not like you can't fast vault any windows. But certain windows that were a problem needed to be dealt with.

  • I think it is a garbage perk on any killer. If it wasn't an obsession perk and worked on any survivor hit, it might be interesting. But hey, we are allowed to have different opinions. If you like it and have fun with it then more power to you.

  • @Tzeentchling9 said:

    The daily rituals are set up to make you play both sides. If you exclusively play Survivor, more killer dailies will show up.

    This isn't remotely true. Don't go spreading rumors.

  • The only thing you would have to be worried about is breaking the rules. What rule are you worried you might be breaking? Goofing off isn't against the rules.

  • I would like to see a user interface feature so when a totem is destroyed, both the survivor and killer get a notification that a totem was destroyed and a count of the remaining totems. This would encourage survivors to break more totems if they see other survivors breaking totems too. It also lets the killer know if survivors are breaking totems instead of working gens.

    But I don't think NOED itself needs nerfed. It serves an important function in the game. It is literally the only reason besides bloodpoints to break inactive totems. Anything that helps get survivors off of generators for a few seconds is a good thing. If survivors don't respect the power of NOED then what is the incentive to go around hunting for totems?

  • It really is a sad state of affairs when you need to let survivors have lots of extra chances and extend a game to rank up as a killer. That is the opposite of skill. Trying to game the system like this also has the adverse effect of ranking up survivors that don't deserve it. For all the effort and time they have put into this Emblem system if I was given a choice to go back to the victory cube system, I'd do it in a heartbeat. If you are a killer and kill 3 or 4 players, you pip. If you are a survivor and you survive, you pip. Simple.

  • @Judith said:

    Ok. Now I see what kind of people you are also in the game.

    Well.... bye.

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