DriplordDrew
DriplordDrew
About
- Username
- DriplordDrew
- Joined
- Visits
- 100
- Last Active
Comments
-
@squbax said:
Idk im not a fan of throwing games for the sake of it, survivors will insult me anyway might as well get some kills in the match.
I mean the point of this is that for you to feel as though you won is by getting the 8 hooks but not trying to kill. You get the 8 hooks you win. You don't get the 8 you don't win.. As for them bullying you for what they perceive as a win that is them just being toxic and sore winners.
I could see this as being fun to do as it would take the stress of the survivors getting out out of the equation.
-
@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2899499#Comment_2899499
The post had nothing to do with Perks.
It was about Killers and how they should accept the 2k or 3k because "they don't need it", unlike Survivors and how they should finish all Generators
Cool blow through what I said and don't listen I really don't care.
-
@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2899414#Comment_2899414
Survivors also don't need to finish all the Generators and escape.
Why should I kill the 1 Survivor and let the rest go when I can get the 4k?
I think the point of this is saying that you have one gen left only one survivor on death hook and three healthy survivors. If you want to risk the 1k for a 4k go for it. If you want to slug go for it but don't cry when it doesn't work out cause someone had DH or unbreakable or even the boon that lets all get up. Your fault not theirs.
-
@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2899397#Comment_2899397
Forced Penance already punishes Survivors who take Protection Hits.
This isn't the best buff for Forced Penance, I agree, but saying it punishes teamwork is a bad argument as it already does that
Yes but at the end game if you are simply punishing player for taking a protection hit earlier in the game.
-
@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2899371#Comment_2899371
Why not? Forced Penance isn't exactly a good Perk, and this buff won't make it any better than high B anyway
Punish players for helping a teammate out.
"This would mean that survivors who had taken protection hits earlier in the trial are effectively barred from taking protection hits at the end of the trial without being put into the dying state. (Mettle of Man also gets more value.)"
The fact that it is hard enough to try and get someone off the hook at 1-0 gen or endgame collapse and now if you take a protection hit you get screwed in the process. Plain simple you should not be punished for doing one of the few things you are meant to do which is help you teammates.
-
I mean if they are focusing on fixing the game and thus have less time to create outfits for prime IDC but I think if they release more outfits later and sprinkle in charms then like sure go for it cause that is not a huge problem. Lets not get disappointed until we know for sure that we are only going to get charms from now on ( All other rewards were outfits thus far and there is no indication that Jakes outfit was the last).
-
No
-
@Phasmamain said:
On COH. Killers time is 4x as valuable as a survivor so wasting time chasing and hitting a survivor only for them to run to their boon in an awkward location doesn’t cost them much but costs the killer a lot. Boons are designed so that their effect is only useful when the killer is close by (shadowstep, exponential and dark theory). COH ignores this and is why most hate it since there is little risk to placing one down since no matter where it is it will always get value.
As for healing it’s pretty much dependent on the killer they are facing. Against are nurse or Oni it’s basically required but against a legion you’re better off staying injured
The other thing is if two or three people bring CoH a map can very quickly become one massive boon and so a survivor running to heal might not have to go far. The biggest problem I see with this is that it means the killer has to commit and if the survivor escapes then the killer can lose 3 gen have 0 downs and the only person they hit is healed. This encourages camping and tunneling in the hopes to get at least one kill but a good swf team up 3 gens knowing the killer is camping or proxy camping will get the two gens done and get ready to pull the person off and get the doors open. Honestly no matter what survivors do killers will be upset (got called toxic because I ran loops and was able to evade them for 5 gens and get out even though they had NOED and should have at least gotten me...) and the same will be true for killers, survivors will never be happy because both sides feel they should always win.
-
@Chocolate_Cosmos said:
Hmmm how about this:
If someone DC within the first 5 min of the game, the match would be canceled OR there is no punishmenet for leaving.
If the end game colaps will not end the game, you are able to DC without punishments and you keep all your bloodpoints.
I like the idea but they should one stop the cheaters and if the game hits the end game timer it should I don't know actually end the game and if they can't do that then sure D/C penalty off for this.
-
Alright I do not think that D/C penalties actually stop players from D/Cing because the number of people that D/C on first down is disgusting. If someone has D/Ced automatically I will still do gens and try but there is a limit to how much I will try. I do not care about Pips (hit Iri 1 all the time) and honestly losing a pip is not the end of the world. I think the D/C penalty at least keeps a person who is just going to sign in and D/C from playing for a short time growing in length. I personally think if your going to lose a pip anyway and you want out ######### on hook. Still scummy but at least its over quick.
-
So nemifist but greater control over the AI and more around? The puppet idea is cool but unless there is away for me to deactivate them this would just be an annoying thing to deal with. If there was away to make it where you could cut the strings and the killer would have to actively walk over and reattach the strings and they will always have say 3 puppets active so not all puppets could be deactivated by survivors which would be a strat survivors would do. Only the abilities of active puppets can be switched so if survivors get all the ones that hurt them the ability can be transferred until reactivated. Cool idea for a killer and creepy.
-
This perk is situation at best and that means basement Bubba has Iron Grasp, Agitation, Insidious and Monstrous Shrine. Honestly this build is not that great because as long as you get downed relatively far from the basement they may not get you there. I haven't ran into many camping bubbas of late though I imagine lower MMR is filled with them.
-
No it wouldn't make it fair. One killers get a really big indication to where the boon is by the sound. If you take that away then sure if the killer wants to break the totem that is fine. The problem is it is a group AoE giving a perk to all and not just one. The reason boons are broken is because it means one member of a SWF can bring free healing for all and easily help the whole team. No matter how much they "nerf" (sorry but a AoE healing no matter if its slightly slower is always going to be good) to truly nerf it needs to be only useable by the player that brought it and give them a greater benefit. I am a player who uses CoH and I am saying its an extremely good perk.
-
@drsoontm said:
https://forum.deadbydaylight.com/en/discussion/comment/2897818#Comment_2897818
They could but if the past is any indication they will not. There are some pretty ridiculous requirements for both sides. I'm not even sure I've done them all.
https://forum.deadbydaylight.com/en/discussion/comment/2897824#Comment_2897824
Not around the corner : above the wall. I saw him run towards that block with a medium high wall, I've thrown a quick one (that curves a lot) guessing where he would be and hit him. I've not found how to say "lobbée" properly in English*. I assumed "curved" didn't imply the plane of the trajectory. My ping is usually 32ms btw.
*: I just found out the word is originally English, "to lob". That's probably why I couldn't find the translation 🤣
Ah ok you went over I was thinking it went around they wall. Yeah when you are good at predicating survivor movement you are more likely to see the DCs. I only motioned the ping because the game has issues registering a hit so times so event though it hit the wall it still hit you around it. Hitting over a wall is a good job that is not easy to do and that survivor is just salty and screwed his team over.
-
He is just creepy really good for a horror game.
-
@drsoontm said:
https://forum.deadbydaylight.com/en/discussion/318684/explain-to-me
- Perks will not change the lack of fortitude of some players. I rarely get DCs/hook-exits against me. Disappointingly it's usually players with more hours in the game doing it. When I see beginners (badly) matched against my Nurse trying up to the end then a 1k+ hour player giving up ... that's sad. (Yesterday a guy gave up against my Huntress after I got him with a curved shot behind a wall, the first hatchet of the game. We still had fun without him though.)
- The only way to stop this is to have tome challenges that can be done easily without throwing the game. Not likely to happen.
- Are you often matched with beginners? Beginners play very immersive. Beginners drop pallets even after a hit. Beginners go in the corner of the map to heal. Beginners hide when they hear the killer. Beginners have no game awareness. Some new prompts may make them better (e.g. the "your team needs you", in the suggestion forum) but a perk? No.
Umm you should not be able to curve a hatchet around a corner that is a VPN issue and I know many experienced players that would rather kill themself on hook then play with a play who is either cheating their VPN to get shots that should not hit or just so lag the game is going to be a RIP anyway. Experienced survivors are more likely to DC because they are just so jaded they feel like they should always win. Baby survivors are just excited to try lol the jade hasn't hit yet.
-
@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/2897762#Comment_2897762
Yeah challenge farmers are pretty consistent and annoying, all are pretty big issues though.
And no perks have been made certain, devs kinda ignored BT becoming basekit question but alot of the community has listed a bunch of perks they wanted base to help solo Q yet the issues I listed are what hurts solos the most. As for the perks link to survivors thatd be kinds bad, its force everyone to play the same people and limit the killers you see
I agree with it being bad but I will say that as of right now killers are very uniform anyway because top MMR you see nurses and Blights a lot. Mid tier you see a mix bag of killers. Then there are the killers you never see (hag being one I have seen once in almost 4months who set a juicy three gen and managed to lose because she was to worried about defending it). Right now I can be my Min and have all of David's perks. Survivors in this game are simply reskins with perks. Killers are the unique ones and sadly often left in the dust quickly (Ringu). The only way to make soloq equal would to essentially make them the same as swf but that will just completely shatter the few remaining killers. Making BT basekit is meh because killers will simply hit through BT and take the tunneling. No matter what they do most of these problems will just stay.
-
@Ula said:
https://forum.deadbydaylight.com/en/discussion/comment/2897762#Comment_2897762
Why not for another game mode. There would be huge gaps between characters and everybody would play meg.
Why would everyone play meg? I would most likely play Min or Elide as they are my main two characters. I mean sure just add a different mode but if they are making perks basekit I don't get why Adam would get X as a basekit when its not even his teachable perk.
-
I don't think that making perks basekit will stop any of this. The farming tomes challenges are a huge problem. The moment I see another survivor with a key and and offering to spawn the hatch in a place I know that survivor is going to be useless and avoid trying to be seen. Out of interest what perks are going to be added as basekit? I personally think that if they want to make a survivors perk basekit it should be to take away teachable perks and make it so they always have those three perks with 4 universal perks (Example you see David you know he has no miter and Dh and WGtLF). Same for killers Bubba will always have (knock out, BBQ and FD). This would at least killers know what the three main survivor perks are going to be while not know the universal perks. Some perks may have to be changed and reworked into universal perks such as Iron will (should on take the grunts of pain and not all breathing) so players who hate the sound of injured survivors are not punished for not playing Jake. This could make a little bit of balancing easier and DH would not need to be nerfed.
-
@legacycolt said:
Crazy, I never bm as survivor, yet I’m getting smacked on hook often because I didn’t let the killer down me easily.
I feel that. Honestly Toxic survivors create toxic killers and toxic killers create toxic survivors. I will use a flashlight to bring at a pallet to try and get more distance. I do not click the flashlight and yet I am toxic because I use this item the way its intended. Killers will always be unhappy the survivor can run and loop and the survivor will always be unhappy because they can be hooked. I always take getting hit on hook as a badge of honor now cause I clearly got under you skin 👿
-
@Valik said:
If your survivor team is getting 3 people down on the ground and nobody is getting picked up by the 4th during that time - you done goofed.
If a survivor's on the ground - 3 are up - and the killer leaves them to chase someone else... why aren't people going for the save?
If there are 4 people on the ground, where are the Unbreakable takers and Soul Guards?
We're Gonna Live Forever gives double healing speed - group healing is the current meta. Nobody has enough healing to pick someone up?
Is your entire team piled on top of one another and the killer is downing them 1 by 1? That's your fault.
If the entire team is spread out across the map, and nobody is going for rescues or heals on isolated survivors - that's your fault.
When more than 1 person is down, you should be going into damage control - either picking up one of those downed teammates or waiting in a good hiding spot to swing in for a BT unhook. If you see the killer leaving someone, always ALWAYS go to help them - even if it's far away.
You're complaining about being in a bad place when there are 3 downs and 1 is in chase - you should ask yourself how you got into that situation and how you could play around it because, in reality, you had several opportunities to prevent this from escalating.
If you're so sick of killers leaving you on the ground. Play like it matters to you and it will go away.
(Unless it's a Nurse. That's just how Nurse is played)
https://forum.deadbydaylight.com/en/discussion/comment/2884163#Comment_2884163
https://forum.deadbydaylight.com/en/discussion/comment/2884169#Comment_2884169
You are not owed an escape.
You are not owed an easy time.
You are not owed mercy.
You are playing against someone who's title is 'Killer' - if you give them means to kill you, they will take it. As they should.
If your team is letting the killer get away with slugging, the killer is expected to capitalize on your bad performance.
The killer is not going to allow you to run away with the game just because you personally think it should be such a way. There are numerous means to punish a killer for slugging - or avoiding such a situation altogether.
(Also, the last survivor should NEVER finish the last generator before picking someone up. When numerous people are down, generators are no longer the priority - they should have left the gen when the 2nd person was down. Popping the final gen allows the killer to use dangerous perks like Bitter Murmur and NOED to punctuate the Trial. In reality, they should have been dutiful earlier instead of mounting additional danger to the saves before going to them)
https://forum.deadbydaylight.com/en/discussion/comment/2884334#Comment_2884334
I kind of like this idea. It would allow many players to 'DC' from a bad match or grant the hatch without being penalized for it. Just having a 'Give Up' button that triggers a scream from the survivor and plays a 3 second animation would make this balanced. The killer and other survivors would understand what's happening and have time to act accordingly.
https://forum.deadbydaylight.com/en/discussion/comment/2884335#Comment_2884335
Totally agreed.
There should be a 'Toxic' point base that stores negative values and grants 'average toxicity' scores to killers.
Camp the hook? Toxic. Survivor bleeds out? Toxic. Close hatch within 10 seconds of dropping a survivor? Toxic. Tunnel a survivor that was just unhooked? Toxic. Lots of complaints about bad mouthing in lobby? Toxic.
Happening once or twice won't do anything serious - so hitting a survivor or letting someone bleed out every once in awhile isn't going to make you play with degenerates, but when people always slug, always camp, always let survivors bleed out, always tunnel - it places them in a special matchmaking tier with long cue times and other toxic people.
Let all the toxic people hash it out, let the rest of us live in peace.
https://forum.deadbydaylight.com/en/discussion/comment/2884340#Comment_2884340
Not only is it not an abusable mechanic, but it is also one with many counters.
Unless it's a Nurse, you will always have ample time to counteract such a style of play.
In addition. If the game is boring because you have to sit there for so long - make a sandwich, go to the restroom, tab out to watch a video, talk to your family for a few.
If the worst thing in the game is that you have to idle for a bit because you couldn't counter something that hasn't really ever been a legitimate problem with the game... then that's a you thing, not a game thing.
https://forum.deadbydaylight.com/en/discussion/comment/2884373#Comment_2884373
So like, a miniature in born 'Fire Up' for both sides?
That's... an interesting idea.
I wouldn't mind that!
https://forum.deadbydaylight.com/en/discussion/comment/2885985#Comment_2885985
Nono. Not true at all.
The 'wiffle bat' idea is a good one.
https://forum.deadbydaylight.com/en/discussion/comment/2886374#Comment_2886374
I'd love for this to be an idea - but there's one problem with this.
It would make downing a survivor more attractive than not.
Hooking a survivor can take 10+ seconds and make the killer more vulnerable than ever.
It takes survivors 16 seconds to full heal a downed survivor, but only 2 seconds to unhook.
If the bleed-out timer was halved and a minute on the ground was a total hook state, slugging would be the new meta over night. As a killer, why would I defend a hook? I just need to hold down the area and treat the dying survivor as a hooked one where they fall. No more pallet saves or flashy stuns.
By having the bleed-out timer take so long and contribute nothing to the objective, Killers know that hooking is the more attractive solution over all. 4 minutes to perhaps be picked up last second and have no hook progress? That can crush a killer. Wait for 2 Minutes, they're up - but dead on hook? Easy game.
I appreciate your creativity and your heart, but I feel like this would have the inverse effect in practice.
https://forum.deadbydaylight.com/en/discussion/comment/2886506#Comment_2886506
I'm 90% agreeing with you. But it would have two problems.
A - all killers would do this, then. It would be far more satisfying to have all survivors killed by the Entity if done correctly than to have all these hooks. It would be a 'high risk high reward' option for killers, and you'd see a lot more slugging.
B - Perks like Flip Flop and Power Struggle allow survivors to make incredible comebacks in these situations. By killing survivors in these instances, you are potentially robbing them of incredible comebacks that they may have engineered with their perk choices.
https://forum.deadbydaylight.com/en/discussion/comment/2886545#Comment_2886545
If the killer is in the area, what are you doing going for a risky save anyhow?
If there's 1 guy on the ground, you should be in another zip code - unless you're there for a save.
if you're there for a save, continue to wait until the killer is gone or your buddy is at his max recovery.
If you're in a different zip code, work on a gen - either the killer will leave your friend to chase someone - or they will hook your buddy. Win win.
If you're not near the killer, and the killer leaves the first downed person to chase someone else - go to your downed friend and revive them before the situation gets out of hand.
It isn't rocket science. Just be in a different zip code, or have a logical plan while the killer is nearby.
If you go for a super risky 'heal-in-face' save and get downed for the trouble, you forfeit your right to complain about slugging. You can't play on the bridge railing and complain about the fall.
https://forum.deadbydaylight.com/en/discussion/comment/2886590#Comment_2886590
Comedy gold!
Although I wouldn't mind a 1c/8s regression on exit gates. That would be a healthy addition IMO.
At this rate, leaving the exit gate for 30 seconds would regress the exit gate progress by 10%.
They should probably also have a mechanic that snaps progress back to 95% if progress is halted past 95% - making the final 1 second of opening paramount. It would just mean everyone has to complete the opening animation all the way to actually open the gate.
Leaving the exit for 30 seconds and coming back would require 3 seconds to open - 2.25 with Wake Up.
That being said - the instakill option to stop T-bagging is hilarious and should be jokingly leaked as a feature next April 1st!
I was responding to someone saying that if they slugged one of the two last players if the other survivor does not try to heal the other survivor they (the standing survivor) should automatically die. If the killer is there and I know I won't be able to get them up safely I am not going to run in.
-
@CEO said:
https://forum.deadbydaylight.com/en/discussion/comment/2891346#Comment_2891346
getting to iri 1 as killer is easy i am iri 1 every season but survivor is so difficult as a solo player cus cus i get campled/tunneled or my teammates just dont get me off hook even if the survivors are right next to me
i once had a game with a 3stack of survivors and me solo que and i got hooked killer chases someone else and every 5-10 seconds a survivor came to my hook pointed at me and just left so i died first hook not much i can do then
I think we play two different games cause I get walled as killer by the time I hit Iri and I can easily soloq if I want to get to iri 1. Lol it doesn't help I have not found a killer I am super into playing.
-
@Wendygo said:
https://forum.deadbydaylight.com/en/discussion/comment/2891129#Comment_2891129
Yeah safety pipping gets harder in Iri. Stuck in limbo of Iri 2. Stg everytime too. Have to pretty much have like perfect games to even pip let alone double pip.
Yeah I personally find that getting to iri 1 is basically just playing the game with friends as soloq is not easy especially if you get put with new survivors. I always aim for 2 gen two unhooks and a good long chase. I might be wrong but I believe to pip you need to have all gold or 1 silver and 2 gold and one iri. Keep playing you will eventually make it to iri 1 though best I have done as killer is iri 4 and that was me sweating.
-
Cause the pip system is busted and rewards survivors for farming teammate and hiding close to the killer while doing a gen can only really help you get a safe pip most of the time. Honestly in gold and Iri you need to make sure you get chased and pull one person off. Rule of thumb 1 gen, 1 safe unhook, 45 sec chases and lasting 9 mins in game you should safety pip. Iri its almost double everything but the surviving 9 mins as I think that is the cap anyway just to pip.
-
@Bullettimegod said:
And here we are. Tinkerer nerf posts. Woo. We made it boys!..
Tinkerer doesnt need a nerf or a change.
"Ohh gee killer loses terror radius and im in solo queue therefore perk is too strong pls nerf"
Seriously? Ya dont see how this line of thinking becomes problematic? Because some of you solo queue, you feel like killers perks need to be nerfed because its too strong for solo queue?
I mean for full on whataboutism here, why doesnt oblivious effect spine chill? Not very fair for killers is it?
"Oh just turn your head so you arent facing the survivor"
But so far this argument is straight. "Whaaa tinkerer is hard... i hate it. Whaaa it hurts solo queue whaaa"
"Whaaa it activates multiple times so killers can defend their gens to help with there progress in the match and stops ours. This isnt fair whaaa"
Aggressive lol This is a forum to give your opinion on things and people surprisingly are intitled to have one out side of your's. If you don't like it move on to find validation from a like minded to you.
Is tinkerer annoying? Sure but it is counter able. If the killer drops chase to chase people off gens then you know they are going to do. Does tinkerer need a nerf? I don't think it needs to be nerfed into the ground but I did like the idea that it would only be able to activate with a cooldown so the killer is not always going to get a notification on the same gen over and over again.
-
@MilManson said:
https://forum.deadbydaylight.com/en/discussion/comment/2889848#Comment_2889848
Well if you genrush you'll get camped or NOED, don't complain if a killer does them.
Oh so that is the only reason a killer camps? Wow who know that the person camped at 5 gens was because they were gen rushing. Amazing you all heard it here 😂.
@sulaiman said:
https://forum.deadbydaylight.com/en/discussion/comment/2889848#Comment_2889848
Not only, but mostly. I play mostly solo survivor, and i get so many games with decent killers, that neither camp nor tunnel, and yet my teammates wait at the gate and start teabagging as soon as the killer comes. Yes, thats toxic, and its comming from one side mostly.
"I only see the one side being toxic there for its only coming from one side" lol okay well just wait you will come to find killers just as toxic.
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2889385#Comment_2889385
They've already crafted a solution for you, bots. It's inevitable because you can't force killers to endure the abuse while catering to the SWF groups desire to win. I hope it's what you and your friends want and are happy with because it's not coming by choice but out of lack of any other options.
I don't believe for a minute all of these bots are by hackers that just so happen because for years DbD never had that problem and Behav10r has more money now than they ever did before.
Good killers are not a dime a dozen. It takes a genuine like of the game, a loner mentality, a serious time investment practicing powers and grinding perks, latent gaming talent, and an above-average intelligence to actually be effective in derailing the agenda of four other players gifted with four times the perks, comms, three chances a piece in the time frame of a few minutes and all capable of separating and repairing generators at the same time.
There isn't a shortage of new killers there is a shortage of killers capable of making the game fun for these groups but for years these groups have been completely apathetic to those killers' enjoyment and have exponentially made the problem worse by not only winning but abusing the player attempting to compete with them. You can not throw first year killers into endless matches against veteran swf groups and have that player remain a dedicated killer. They play survivor or quit.
You make your bed, you lie in it.
Very well said. This also goes to the sweaty killers how destroy new survivors and make them quit though this is more the MMR's fault for pitting them together. The number of times SWF groups just have to sacrifice one person because the killer is facecamping also makes the game unfun. SWFs are a problem but the toxic atmosphere does not only come from the one side. As you said you make your bed and you lay in it same goes for killers. You camp we gen rush. Easy.
-
Or they could just fix the scourge hook placements and make it so they are not all on one side of the map. I think four scourged hooks evenly distrubuted is a better fix then adding five with more scourged hooking undoubtably being added they are going to get to a tipping point of being op. I am not a fan of saying they are op now cause even with PR its unlikely depending on the killer it will really effect me and when DMS comes into play you just know to let go before the person is hooked and you have completely countered the play.
-
@Mazoobi said:
(Survivor)
Try me:
If the killer hits you on-hook or attempts to shake their camera at you upon downing you,
All generators will instantly be completed and every survivor will be healed.
The killer is then stunned for 5/25/100 seconds.
Clearly very balanced and should be implemented.
Amazing but you should add that if all four survivors surround the killer they can kill them collectively after try me activates.
-
Survivor perk- Farm no more- You can kick the survivor if you are still in the killer's terror radius. It stun locks the survivor gives the killer a notification and adds an expose effect to the other survivor. Once enacted the survivor can pull them self off the hook is immunity for 2 seconds. Is this a serious perk? Nope but it would be fun.
I would personally like a perk as the killer that allows me to see the auras of survivors who are near the downed survivor. Call it Killer intuition- You are attuned to the others around your prey. See the aura of all survivors within x/x/x M of the downed. It would be a small range so survivors could do flashlight saves and all that and is different from IF because that only last for a moment.
-
@steezo_de said:
https://forum.deadbydaylight.com/en/discussion/comment/2889693#Comment_2889693
Luck only applies to unhooks, not chest loot rarities.
Whelp then yup that is useless. I was told by a player who has played longer then me it did but it could just be something they heard from someone who heard it from someone lol. I should affect the luck you get out of chests.
-
@SomberNokk said:
Hope they stay broken.
@SOULWARRIOR71K said:
https://forum.deadbydaylight.com/en/discussion/comment/2889671#Comment_2889671
I’m glad someone else said it before I did lol. BNP shouldn’t even be in the game at this point. Gens fly fast enough with them.
Lol ok but how satisfying is it to four man BNP one gen with prove thyself? The satisfaction of doing a gen in less then a minute omg its great. 99% killer d/cs. On a serious note I do hope they fix it because you know even with gens flying it can still help to have it with you.
-
@Annso_x said:
We've been getting killer powers and add-ons reworks so I'm wondering when are we getting the survivor equivalent because I haven't seen it being mentionned anywhere?
Keys: Should have been reworked with the hatch nerf, either rework or just retire them, along with their add-ons.
Keys' ability to open hatch: The Skeleton & Dull key are Iridescent and purple items that are basically only useful if your team loses and the killer finds hatch before you and you find it afterwards. We can also note escaping through hatch doesn't contribute to MMR, therefore it's not considered a win so the item's only purpose is to get extra bp. Also the Broken key doesn't open hatch, this item is literally useless when found in game.
Keys' ability to read auras: An ability that is only unlockable with add-ons, therefore you don't get any aura reading value from finding a key in game unless you bring ace in a hole, which is very silly to me. With the killer's reworks we've seen BHVR understands a killer's power shouldn't depend on add-ons to be viable, well it should be the same for survivor items. We could imagine keys to be reworked around the aura-reading abilities: Keys would each have a reading aura ability by default: green key = obsession aura; purple key = all survivors auras and iri key = killer aura while the Add-ons would focus on range and duration of the key's reading abilities.
However, let's be honest, why would anyone bring an item to see the obsession's aura for 15 seconds when bond, empathy, empathetic connection, kindred and other perks that do the same job much better and allow you to bring a good item exist? The only aura reading ability a key would provide that would be good for survivors is the killer's aura. Then again, we all remember old OoO and how people felt about it.
In short, keys to read survivors' auras would be useless and keys to read the killer's aura too strong, therefore we should just retire the broken and dull keys and leave the skeleton key with the sole ability to open hatch. In this scenario retire all the aura related add-ons while keeping the weaved ring and milky glass ones.
Maps: They could use some love too, since the hatch rework the glass bead add-on is useless and the odd stamp probably shouldn't be green rarity anymore.
Medkits: Do people use the skill checks related add-ons? I don't remember seeing people use them, if they're popular ignore this but if i'm right about them not being used and taking uncessary spots in bloodwebs and inventories they should be retired or reworked (Maybe something related to franklin's or hemorrhage's effects? or not idk really i just want them gone).
Also what about offerings?
Luck: Having 6 offerings dedicated to the chances of unhooking yourself is quite ridiculous honestly, either rework the luck system to make it matter or retire the offerings related to it
Shroud offerings: It's actually better for survivors to spawn sperately so they can work on 3 different gens from the beginning (assuming the 4th survivor is being chased and not on a 4th gen), therefore all the shrouds dedicated to making survivors spawn together would actually be much more useful for killers than they are survivors, and shrouds making survivors spawn separately would be more useful for survivors than killers. I don't think we should switch the offerings or make all of them available for both sides as it honestly would probably be very strong, instead i propose we retire all the shrouds (maybe spare the "make me spawn as far away from the killer" one?), and leave spawning positions up to RNG.
TLDR; The grind is painful enough as it is and a third of the bloodweb being useless isn't helping. retire the broken key please.
Meh honestly green key has always been a bad key and bring a key back before hatch rework meant you were the target. I feel like the luck one is better then you know. When I run a chest build in hopes of getting a good item cause I going threw the blood web and getting out with an item found is awesome feeling. Add-ons might have to be reworked as a survivor and I think that I should be able to buy add-ons and items out of a store for BP (more than going threw BW) and the same for killers they can buy add-ons.
-
@MikaelaWantsYourBoon said:
This map is so broken, you don't even need loop killer. Pre-drop pallets, killer can not play around because most of pallets are very strong.
Ok but they also committed to one survivor and only one with out getting a hit. The game has next to no windows and is known to be pallet heaven. Yes this killer obviously was out matched but there are also a ton of people who play killer who crush teams here. The Oni should have gone for someone else.
-
I would guess for the next rift in a month to a month and a half.
Shrine of secrets Laurie's perk would be good to get as she is a licensed survivor and if you don't buy her you might not get the perk again. It is not super useful unless you want to see the killer with the killer seeing you. Unbreakable is good and if you don't want to level Bill its easy to get now. Undying is a great hex to have as a killer if you run hexes and iron maiden for huntress and trickster is great!
-
I was torn between SH and SB because SB takes walking and good timing but in terms of getting any value from SH you need to not take a hit and get pallet stuns consistently for it to even be worth it.
-
DH takes less skill then Lithe and SB and even Balanced landing but I would not say it takes 0 skill. The rarest time that I have it on I DH into a wall and easily get downed. There are the players that abuse the perk by having a script run that hits it at the exact time it will be needed and these players have no skill. A perfect timed DH takes skill.
-
I play killer to do challenges and dailies and I can honestly say I hate having to even que as killer. The number of times I que instantly regret the choice and just shut the game down because that is just so much stress to take on. I get it from the killers side and honestly if you play long enough as survivor you will also dread loading in outside of a SWF. I know that survivors are more concerned with their own fun then the killers but once I get to iri 1 I could care less about winning cause I littlerally give no Pips (😂). As killer I can maybe hit gold but honestly if I get to silver I am doing amazing. I haven't had the motivation to finish the killer challenge in the newest page cause it has yet another kill 8 obsessions which either means 8 games or using nemesis to get more than one kill in a game being as sweaty as I can be. I usually use rancor and just kill them at the end but let them farm me so they wont depip. Killer honestly sucks your alone against toxic people who feel like bullying the killer is more fun then doing gens.
-
@AndyKuky said:
https://forum.deadbydaylight.com/en/discussion/comment/2889396#Comment_2889396
My reply literally addresses the point about buffing solo and killers. Hint: it’s not going to happen.
Again, buff solo survivors, and enjoy waiting ages to be stomped by a meta sweat killer, or enjoy obliterating the bot killers they have to put in the game to account for all the killers who leave.
Ok cool give up lol they will have to buff killers or the game will die. Also your reply literally ignored the part about buffing. I am saying they need to and feel like you don't have a concept of this but I am not the one making the choices I am giving an opinion. One you clearly don't agree with cause you are here only to cry and complain. Bye bye.
-
@AndyKuky said:
https://forum.deadbydaylight.com/en/discussion/comment/2889365#Comment_2889365
I mostly solo queue and it’s just fine. People overrate how bad solo queue is because they’re used to easy mode SWF or they have one bad match that ruins their view of the day.
BHVR has had years to balance the game and haven’t done it. I laugh any time someone recommends they buff solo and killers. It won’t happen.
And sure you can say that if you nerf SWF then you kill the game but the same can be said for buffing solo survivors. What’s going to happen is anyone who doesn’t use meta killers will stop playing killer and you’ll be waiting ages to find a lobby where you’ll face Nurse or Blights nonstop. Have fun.
OK so you did read the part about having the killers buffed as well? Also good for you for being solo just because you are ok with it does not mean everyone finds it fun. I can't count the number of times I get placed with potatoes and die because of it. Solo q is hell most of the time and not worth playing if you are a higher MMR survivor. I AM SAYING SWFS ARE GOING NO WHERE AND IF YOU NERF THEM THEY WILL LEAVE. EITHER BUFF SOLO Q AND KILLERS OR YOU WILL NEVER HAVE BALANCE. READ THE WHOLE POST BEFORE COMMENTING ON HALF OF IT GOD!
-
@Barbarossa2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/2889358#Comment_2889358
The arugement from swfs would be that it would kill swfs being a thing, but they wont ask themselves why Killers don't enjoy versing swfs, and why solo players generally don't' like being with partial swfs.
It will just provoke a response that every killer or solo wants easy mode and they should get good.
I get what you are saying but as a person who has friends who at best get silver (normally stay ash) we are not a swat SWF and being dodged would suck. On the other side I have a group of friends who I would say we are a Swat SWF group. We all are decent at looping we all know where everyone is and we know how to get a minimum of 4 gens done or almost done before the first down. This is a boring way to play and honestly half the time after the 4th gen we almost completely throw to have chases and fun. I get what you are saying about having an easy mode and the argument of get good and I see that often and have thrown it out at times. The problem is if you enjoy playing a weak killer no matter how good you are you will lose and if you resort to tunneling and camping you are trash and if you lose all 4 you are trash. The major change this game needs to do is put all survivors on par with each other and buff all killers that need serious buffs (90%ish need some help) and balance from there.
-
@AndyKuky said:
https://forum.deadbydaylight.com/en/discussion/comment/2884689#Comment_2884689
You can’t balance the game around SWF because killers are already powerless against SWF. I can’t imagine playing every match where the survivors have SWF potential even if they are four solo players.
Ok but what would you do then? Take away SWFs? Good by most survivors because solo q is hell on earth. I am sorry but the problem is you either balance around everyone being a SWF or your game will never be truly balanced. If you can't handle playing against SWFs then don't play killer because they will never go away. As I said you will never get rid of SWFs so you either buff solo q and killers or you will never have a balance to the game. Killers need a buff to deal with the Swat SWFs which is not all SWF groups but if you buff the killer you destroy an already terrible solo q.
-
@Starrseed said:
https://forum.deadbydaylight.com/en/discussion/comment/2889279#Comment_2889279
I think not seeing your rank is doing its part in hiding balance flaws. If I can clearly see my rank and how long it takes to rank up and all that it helps to see if your balances is flawed. When I main trapper and I see I hit a brick wall at silver and I just can't climb anymore but then I learn blight and suddenly I climb again u see trappers is to weak. So they hide it to further hide the unbalanced stuff
Very true the hiding of your rank def makes it so the flaws go 'unseen' but most killers should be able to tell when someone has looped them for four or five gens without getting hit (or as I do to be toxic give a freebie hit so you stick to me) they are not in the right group of people. Honestly I do not think I am top tier but middle ground and when I get a baby trappypoo I laugh cause they try to trap a loop I am looping so you leave take them to another. Hiding the MMR system only benefits players who want to play against babies for w/e reason.
-
@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2889211#Comment_2889211
I'm not sure I understand how it being unknown makes it feel more competitive. If you don't see it, and it had to be datamined before it was even officially commented on, the only logical explanation is that you're not supposed to be taking it seriously and you're not supposed to be trying to max it out. It's not a progression system, it's only there to measure your consistent winrate.
I'm not here on this thread to point out why the way it measures your number is fine, that's a different topic. I just don't understand why the emblem system isn't considered "inherently competitive" but the MMR system is, when their goal is exactly the same.
They both are but I would say if your one of those competitive players who cares about this rank it being hidden means you don't know where you are so you go hard. As we all know the MMR and Rank system both priorities getting into a game when its slow then being 100% accurate so when you take a high tier killer or survivor and place them with weaker survivors or killers it just make the competitive feeling more. When it was visible at the end in the rank system at least you understood why you got completely rolled on either side. MMR not being seen means everyone is guessing and running into a person really trying can make you feel like the MMR system isn't working.
-
@jesterkind said:
This is a sentiment I've seen a lot, and I just have to know - what about an MMR system is inherently competitive?
Any game that pits players against one another is going to need a way to separate players of different skill levels, regardless of how explicitly competitive it wants to be - that's what the emblem system was for and completely failed to do, after all - so what exactly makes an MMR system inherently competitive?
I think honestly the MMR system being unknown to players makes them feel its more competitive. The problem most people have with the system is how low of a bar they set for determining the win. Kill=skill and escape=skill means that despite me looping the killer really well and sacrificing my self to finish the last gen so my teammates can get out means I had no skill. That is what most people have problems with. I did this last night as I am a iri 1 and it didn't matter if I got out. I got a message from the little ash player that got out with the other 2 and laughed because being Iri and being that trash to die. They told me I should quit and give up on the game. I finished that last get looped the killer and got NOED but I have no skill (this little Blendette got down three seconds into chase). The other fact is that when players escape against new or easy killers the MMR can be inflated high enough that they play against players who are higher then their skill. I think give a ranked and un-ranked section would help because you can give more points to the ranked matches and less for un-ranked. Your grade would go up in un-ranked as away to incentivize play in the un-ranked matches just for you 1m bps and pips should be easier to get.
-
Claudette because she was the first survivor I played as a little baby Blendette. I also never liked the look of Meg and honestly don't play male characters because they just feel to big. I am now a Min player.
-
@FeryGEN said:
https://forum.deadbydaylight.com/en/discussion/comment/2885991#Comment_2885991
Yes, but there are, just standing ones that do not strike. In any case, I would be happy with any such killer, because. I can complete my challenges and tasks, while getting pip in the rank
In Iri you almost always depip if the killer is AFK. AFKing kills the game either survivors have an incredibly boring game or killers get an easy kill and then get to wipe the whole team (which is fine they are playing as intended and its not their fault an a hole decided AFK).
-
@TeabaggingGhostface said:
https://forum.deadbydaylight.com/en/discussion/comment/2886789#Comment_2886789
Are you implying that i already don't run aura perks?
How would I know what you are running? I am saying if you tell survivors to run spine chill and not be told that a killer is coming at them than I am saying run aura perks cause the killer should not know what all are doing all the time. The same that survivor's shouldn't know at all times where or what the killer is doing lol. That is what I am saying I don't give an F about what you run or don't run.
-
Like the middle totem? If you know one spawns there and you hear the boon sound coming in there then go look and see. I get that you have to go out of your way but either leave it and give what ever benefit to the survivors or stomp it out. Boons are OP but it has more to do with the fact that there is no penalty for them being found and constantly being able to be reset over and over again. Changing the totem location is only a stop gap and not fixing the actual problem.
-
@TeabaggingGhostface said:
https://forum.deadbydaylight.com/en/discussion/comment/2886605#Comment_2886605
Run spine chill then you'll get that info on yourself
run aura perks you will get the info yourself. Bam same argument why killers should get the info on survivors lol. A normal killer should find a survivor in the first 1 minute of the game. If they are doing gens. If you are struggling to find them that is on you not the survivor unless the are UE around and not doing anything. Killers should not know what all survivors are doing at all times because they feel like it would give them a better edge lol. Git Goot