Entità
Entità
About
- Username
- Entità
- Joined
- Visits
- 2,644
- Last Active
Comments
-
I think they should set Thanatophobia's stacks to 3/4/5% penalty for each suffering survivor, so:
- 3/4/5% with 1 survivor wounded;
- 6/8/10% with 2 survivors wounded;
- 9/12/15% with 3 survivors wounded;
- 12/16/20% with 4 survivors wounded.
It would be a slightly buff, useful to make Thanatophobia quite decent.
-
I'd want... UNLIMITED POWEEEEEEEEERRRRRRR! XD
Seriously, more stealthy perks. :)
-
Excellent idea. Here is a suggestion to balance it.
1) Survivors' season reset every month at 13th.
2) Killers' season reset at the 13th of some months, according to the following rules: A) the rank of the killer you used in more than 50% of the killer trials will be reset after a month; B) the rank of the killers you used in 10-50% of the killer trials will be reset after two months; C) the rank of the killer you used in less than 10% of the killer trials will be reset after three months.
-
@TeambossFloze Yours is a very respectable choice, however there is a huge difference between being able to do something and deciding not to do it and, instead, not being able to do it even though you want it: in the first case you have an opportunity, which gratifies you or leaves you indifferent, in the second case you have an impediment, which leaves you indifferent or frustrates you. There is an abysmal gap between the two situations.
-
How much time do we have to wait? PTB should just remove the biggest bugs: PC players have an unjustified privilege not only to play the new chapter with a huge advance, but also to determine the balance changes, while the console players are passive customers who receive a product without the concrete possibility to contribute to its adjustment. It's definitely unfair: the money is the same for everyone and the love for this game is equally distributed among PC and console players...
-
Too much waiting time... PTB should just remove the biggest bugs, in one week.
-
SWF have three extra resources:
1) free and unlimited info about their position and activity (a kind of magic fusion between Bond and Empathy);
2) consolidated strategies to face every crisis, because of a long practice of shared trials;
3) perfect distribution of items and perks among them.
About the huge gap between Solos and SWF, points 2 and 3 cannot be amended by any mechanic, but the Devs could remove the first disparity with appropriate reforms, for example the following one: https://forum.deadbydaylight.com/en/discussion/46538/definitive-solution-to-bridge-the-swf-killer-solos-gaps
-
I suggested many times to reform the perk system to allow players to get more perks in the Bloodweb (3 or 4 at high levels) and to equip six perks each, with appropriate balance changes: https://forum.deadbydaylight.com/en/discussion/28160/six-perks-system
-
@Chaotic_Riddle You are probably right: the PS4 matchmaking seems to be still the same...
-
@Toxicity23 It's not a complaint: it's just a suggestion from a perfectionist. XD
-
@Toxicity23 Read the post immediately before yours, please. :)
-
@Chaotic_Riddle Oh, yes, queue timers are in the 2.6.0 patch, but are the backend changes, mentioned by the Devs, already in the live environment or only on PCs? That's my doubt...
-
No one knows it? :(
-
@DocOctober The Devs have these tables and use them to develop new content or to adjust balance issues: it's a matter of publishing this material in game, they don't have to write anything new... copy and paste, that's it.
@Orion I don't have to give an account to you of my knowledges or degrees or scientific skills: if I ask for an encyclopedia, there will be a reason, won't I?
Both of you. I don't pretend to know everything, every single line of code: I'd like to know the exact effect of Mother-Daughter Ring, for example. In short, replacing adverbs with defined quantities would be 80% of the encyclopedia.
-
@Orion I respect your point of view, but I do not agree with the flattening down, the exaltation of mediocrity as a reference standard: who has the desire to learn more, who wants to dig deep into the mechanics of a game they love, should have the means to do so. The developers already have these detailed tables: it's about making them available in the game, either in a separate section or as a substitute for the classic captions ... do you know, in Windows, the simple calculator / scientific calculator alternation? Simple, trivial text full of numbers and descriptions, that's what I ask: something easy to add and not harmful to anyone (but very useful for some).
-
@Orion The fact that some people are unable to use that information correctly is not a good reason to deny it to everyone. What I ask is to have, within the game, without having to switch on the PC and browse the Wiki, analytical tables on the various mechanics: those who do not understand them will continue to play as before, but who has the curiosity to investigate, for example, how and to what extent the Hillbilly's add-ons impact on the maneuverability of his racing chainsaw will be satisfied.
-
Could the lucky PC players kindly tell me if the rotating timers got the QoL improvement described in the OP with the 2.6.0 PTB? :)
-
If the Wiki does not lie, following the 2.6.0 patch, in both "Monitor and Abuse" and "Shadowborn" the generic adverbs will be replaced by precise numerical values of the FOV increase. It's excellent news, a first step, towards maximum clarity for the benefit of the most savvy users, who are not satisfied with vague captions, but want exact parameters to study in order to ponder and accurately build an optimal playstyle, or simply desire a deeper knowledge of the game mechanics.
-
Very interesting. I'd try it! :)
-
@PureHostility said:
Take Calm Spirit to neutralize stress conditions.
I don't use both Alert and Premonition. XD I'm just reporting that "recycling" the Premonition's audio for the Alert's sound notification it's not a perfect choice.
-
@TheBean Don't you find it unfair to change the rules during the race? Why should those who play the first week of the month be privileged over those who play the second, still benefiting from the old system, much more favorable to the increase in rank? Furthermore, it is the killers who have to get used to the new emblems.
-
@TheBean My hope is they release the 2.6.0 patch within a few hours: I wouldn't like an emblem and ranking reform in the middle of a season started with different rules.
-
@TheBean To farm teammates? Do you mean "to unsafely unhook them"? Unsafe unhooks are punished with less bloodpoints and emblem points. Then, if some people don't care about BP and pips, all reforms are irrelevant for them.
@George_Soros Oh, yes, many killers desire 4k, unless they are merciful with the last survivor. It's the killer's target, it's good they fight to get this result, but 4k after 12 minutes of trial and 10 hooks are far better than 4k in 5 minutes because of potatoes or tunneling: more fun, more points, more pips. Reasonable players in good faith should change their playstyle after this change. I'm Italian and ignore English slang: what does "TL; DR" stand for...? XD
@No_Cluie_Louis The 2.6.0 patch is going to be released: we'll see very soon if that reform helps the game health or not...
-
@IamFran I agree: people with a big amount of free time shouldn't be allowed to grind the first two days of the season to reach rank 1 again, evading the emblem and ranking reforms.
-
@anarchy753 @Eveline @LowSodium The game is designed according to reasonable objectives: if a player wants to run to the killer to commit suicide, to fail the skillchecks and lose ranks on purpose, no miraculous reform can prevent it. It is hoped that the idiots are a small minority. We have not yet had the opportunity to thoroughly test the new matchmaking system: in my opinion, it will avoid the problems you fear, given the many weeks the Devs spent to perfect it.
Moreover, it's not a question of labels: if those behaviors are toxic or not, absolutely or only for some players, it does not matter. What really matters is that such behaviors will be less convenient for those who want to earn pips, and I think this will help the game health. :)
-
Will you be giving perks like Premonition and Spine Chill some love since Infectious Fright was created and BBQ, tier 1 and 2, got a buff (which are definitely much appreciated, btw)?
-
@BlackReaper What? They wrote the opposite: https://forum.deadbydaylight.com/en/discussion/49456/optimization-status-update-road-to-60fps
-
I'd like a 1-week PTB to remove the most nasty bugs, then the patch public release to allow all players to try out minor bugs on their platforms.
-
@Hoodedfengm1n @PhantomMask20763 @Boss @xP3nnyWize @NurseMainBTW I opened a great petition to see the old perk system restored: why don't you comment and subscribe it? :)
-
-
@Orion Yeah, but there were both 1-week and 2-week PTBs: which category does the 2.6.0 PTB belong to?
-
I subscribe your proposal: secret Offerings should be hidden both in the Fog and in the Pause menu, until the trial ends.
-
@NuclearBurrito Thank you for the feedback, mate. :)
-
@Eveline said:
If you had been there and done that (reached rank 1 with both roles at least) you wouldn't say funny things like that. Survivor is easy, Killing is harder.
I reached rank 1 with both Claudette and Myers and I can say that:
1) playing killer it's more stressful: time is running short;
2) playing survivor it's more horrific, especially with my stealthy playstyle against stealthy killers;
3) a killer wins easily against four solos;
4) a killer loses easily against well organized teams.
-
You'll find all the info here: https://forum.deadbydaylight.com/en/discussion/50204/2-6-0-chapter-11-player-test-build :)
-
@shootaman777 said:
I think that, even with either of the buffs you mentioned, Premonition still wouldn't be viable in comparison to the next best alternative, such as Alert.
On top of the already mentioned buffs in your version two of the perk, reducing the cone from 45 degrees to 30 degrees for a more reliable/accurate determination of the killer's position and reducing the cooldown to 10 or 15 seconds at tier 3 would not make it overly powerful, but it would sure go a long way towards improving it. And if the double buff on top of what you already suggested sounds like too much, keep in mind that the detection cone being reduced in size would require a survivor to be more accurate with their aim, making the perk take slightly longer to activate and be slightly harder to use.
Additionally, if a Spirit is haunting, what does Premonition trigger on? The invisible Spirit mid-haunt, her left-behind shell, or both? Out of curiosity.
If you want to write a third version of Premonition buff, or even two or more, I'll add them in the OP, with your credits. :)
Premonition triggers with the real Spirit: it ignores her fake husk.
-
I didn't understand if the new backend matchmaking system has gone live on all the platforms or only on PCs, for the PTB...
-
@NuclearBurrito Thanks for the feedback: I immediately corrected the misprint. :)
-
@Skarkio @Wolf74 A few hours ago I played against the Hag, I found in a few seconds her Ruin and cleansed it before she arrived to trap it, then I was downed, hooked and almost facecamped: I understood her choice and, after the trial, I wrote them to comment the totem system improvement which is going to arrive with the 2.6.0 patch, in a friendly atmosphere. Fine! If the killer wants to facecamp me or tunnel me because of tactical choices, I accept it. I don't accept killers who, because they know who I am, decide to facecamp or tunnel me because the last week I cleansed their Ruin or I found the hatch and they got upset. Am I clear? Do you want to camp or tunnel me for ingame reasons? Do it! Do you want to camp or tunnel me to get a revenge, without any tactical reason? No, it's an unjust fury that I do not accept, and which does not benefit the health of the game: the anonymity should prevent these examples of toxicity. @Telli_Fury also explained very good points: why should a killer, by reading your nickname, know your perks in advance?
-
@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/353045#Comment_353045
Only survivors were abusing the information to the point that it had to be taken away from them. By your own logic, this is punishing killers for something survivors did.
@Orion I don't want to punish anybody: I simply want information outside of the game does not affect anyone's style of play. If the survivors equip flashlights and the killer responds with Franklin, I feel great and is consistent with his role. If the killer sees Brian among the survivors and rages against him because he dared to escape via the hatch a moment before to be downed, it is an undeserving revenge. I wish the game is not polluted by disagreements, quarrels and latent rancor amongst the various players: does it seem an ideal so harmful to the health of the game?
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/351094#Comment_351094
Don't put this on me, as a solo survivor I never took advantage of profile sniping or telling to other survivors what perks the killer had, but as a killer I suffered both kind of abuses! What justice and fairness I had then? none!
I already tell you, blame your fellow survivors for the current system
and contrary of what you may think! neither "facecamping" nor tunneling are bannables offenses who amerit to block or blacklist the killer
point in case:
THE FOLLOWING ARE NOT CONSIDERED BANNABLE OFFENSES - PLEASE DO NOT REPORT
* Camping
* Slugging
* Tunneling
* Streamsniping
* Teabagging
* Bodyblocking
* Looping
* Tapping generators with ruin
* Dribbling (Dropping a survivor repeatedly to avoid decisive strike)
https://forum.deadbydaylight.com/en/discussion/19450/game-rules-and-report-system#latest
And as reminder to you, the killer isn't responsible for the survivor's fun and viceversa
Dear @Skarkio, two logical fallacies in a single post: the injustices committed by some survivors against you do not justify those of some killers against other survivors (tu quoque); I've never talked about bannable offences, but to ruin the adversary's game experience (straw man). On the rest, I reply to you and to Wolf74 together: read below, please.
@Wolf74 said:
"Nice! Why should a survivor be forced to play with facecampers or tunnelers, then? The idea only survivors can be toxic is wrong: I see too many killers who ruin survivors' game experience,"
Sorry, but you are actually wrong.
What you describe as "ruining [their] game experience" is just the killer doing his objective.
Killing people, removing them from the game. Tunneling and camping are just ways to do that. Sometimes it is just smart and efficient to do it, sometimes it is more hurting the killer than the survivor (Kill 1 while the other 3 basically get a free escape).
The thing is, the killer player is playing an evil, demonic, psycho, serial killer. His play being "toxic" is part of the job description. He is NOT the nice guy. He (or she) is the enemy, the antagonist, the villain.
If dying is "ruining your gameexperience" in general, you maybe should consider playing a different game.
To me the whole concept (that the Devs support, most likely due to popular demand) that every survivor has some sort of "right" to play each match for a certain amount of time, is still strange to me.
Someone is always the unlucky one that is removed from the match first.
If that happens to you so often that it bothers you (you not personally, but generally speaking) to the point that you dislike the game, maybe a change of playstyle would help.
Avoid getting found and chased first might help. (Seriously)
That would also help the killer enjoy the game more, because that would actually slow down gen rush if more survivor would try to avoid being first to get caught.
Dear @Wolf74, the question is not to die or die first: two results that I accept as part of the game, unpleasant, but physiological. What I find horrible is the facecamping (now punished more severely by the developers) and the tunneling (the new DS puts a patch), because essentially prevent the survivor not to win, but to play: the survivor must make gens, go looking for totems, searching chests, use or exchange items, heal, hide from the killer, deceive or evade him... If this happens, I enjoy it, because I'm using the potential that the game offers, if, instead, my game becomes the simulation of a salami hanging from a butchery hook, with the eventual struggling to block some legs of the Entity, and nothing else, or I come down ten seconds after the unhook, I'm not playing: I'm literally wasting my time. You talk about the killer's efficient strategy, you say he needs to get some survivors out of the way as soon as possible. I ask you a sincere question: do you apply the same criteria when the survivors do eternal loops or gen rushes? The survivors' purpose is to come out alive: to keep the killer busy for five minutes of unsuccessful pursuit and to quickly repair all the gens are exactly two excellent strategies to maximize the chances of victory. Curiously, the forum is full of killer mains who complain about these strategies. And you're the first to complain about the hatch, or am I wrong?
Your description of the psychopathic serial killer is very inspired and I greatly appreciate it, but one detail escapes you: nobody would choose to face such a threat in real life; as for the game, no one would choose to face such a threat if he did not have the fair chance to have fun. If a survivor complains of facecamping or tunneling, or a killer complains about eternal loops or gen rushes, responding that they are excellent strategies is short-sighted: the frustrated player will change role, with lengthening matchmaking times, or will change videogame. If you like to be a killer, you have to convince four other people to play survivors: telling them that they will have to spend the whole game hanging on the hook without doing anything is not a convincing argument, it does not excite the interest a little. Would you accept to be a killer if they told you that you would have to spin like a top, without killing anyone, while the gens light up in a flash? Not even for a dream, be honest.
@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/351094#Comment_351094
Yes, actually, because it's not feasible to do otherwise.
It's not feasible to individualize which rules and laws every single human being on the planet must follow depending on their past and present behavior, and personality.
It's not feasible to make sure every single one of the tens - maybe hundreds - of thousands of players have legitimate reasons for dodging or DCing.
It's not feasible because we do not live in a perfect world with unlimited resources at our disposal to do all that. The best you can hope for is that you minimize the probability of something going wrong, and that is exactly how justice works.
If you don't like that, then by all means, propose a feasible way to individualize which players can have access to which information. Or just admit that the devs can't monitor tens or maybe even hundreds of thousands of people across millions of trials to figure out which ones should have the information and which ones shouldn't, not to mention the absurd programming effort to create an infrastructure to allow that level of individualization.
No, @Orion I'm not asking anything so complicated: I ask players to be anonymous until the trial ends, to have no revenges, no toxic behaviours against specific people, and more fun for all.
-
@Wolf74 said:
Both sides had the same "priviliges", one side abused so hard it and got it taken away, the other didn't (at least not enough to force consequences) and kept it.
So don't blame the guys that didn't.
And if you make killer so mad that they "hate" you, maybe reconsider your style of play.
And last but not least, killer have good reasons to dodge. High ping, mocking nicknames, streamer tags, clan tags, known toxic player, last second switch. You can't force killer to play with those people.
Nice! Why should a survivor be forced to play with facecampers or tunnelers, then? The idea only survivors can be toxic is wrong: I see too many killers who ruin survivors' game experience, then they DC or commit suicide and the trial is gone for all. Don't forget all 5 players must have fun: a killer without 4 survivors cannot play, 4 survivors without a killer cannot play...
-
@[Deleted User] said:
Well... in the old system as soon as a group of survivors joined the lobby, they could access to your profile, via your name in the steam interfaz, see what achievements you had and based in that could guess what killer you mained,or used the most! if they detected a nurse main, they leaved the lobby!
In my particular case, as soon as they noticed my name, they equipped at least 2 flashlights! being a Wraith main without lightborn I sufferd through endless matches, but as soon as the devs changed the system, "magically" there were no more flashlight in my lobbies! coincidence? not!
Is the same reason as why the devs changed that survivors now couldn't see the killers perks till every one of them died or escaped!
why they changed it? because survivors abused it! heavily!!!
As they did when they could see the killer's name/profile
You could think that don't depend of whether the nicknames are revealed, but the fact is yes, survivors abused their privileges in several forms, as wolf74 pointed out, and the result is killers can see survivors names but not the oposite!
Blame your fellow survivors for that!
Very interesting, so correct people must pay for other people's wrongs. Your idea of justice and fairness is quite... odd.
-
Then I ask you: what is the Devour Hope change?
-
@Chaotic_Riddle Couldn't the PS4 download the PTB patch files and then the final release patch files? During the Moonlight event there were three patches in a week...
-
P.S. This heavy bold is absolutely involuntary. @Peanits I take advantage of the situation to report you the bug...
-
@NuclearBurrito2 @hahmraro @TAG @Raptorrotas I edited the OP to add a new solution, very easier to implement.
-
@Orion I'm just saying that the fact your opponent abused some info doesn't justify you to do the same with someone else: abuses should be prevented from anybody towards anybody. Anonymous players, so no one can do wrong things. Everybody shall be able to dodge high ping lobbies or toxic full-flashlight teams.
@Wolf74 I did something to be hated by the killer with Spine Chill, Distortion, Iron Will and Lightweight? Very funny. XD
@Skarkio Yours are examples of CRIMES: death threats, sexual discriminations... They don't depend on whether the nicknames are revealed before, during or after the trial: they depend on whether the other people are honest guys or not. :(
Your point is that killers need a kind of self defense, a knowledge to avoid toxic people. Right. I fear some people abuse that knowledge to get a revenge against the "survivor category", regardless to personal responsibilities. Different points of view and, maybe, different experiences... See you in the Fog!
-
@Wolf74 It's not my fault if you ignore my posts and force me to repeat them. Answer a simple question: why should a killer be allowed to bully a survivor? No player should do so... why are you defending the killer privilege to rage against specific people without any reason?
P.S. You are not god: write "end of story" to your dog, not to me, thanks.
-
@Wolf74 Maybe I did not say it clear enough. Did they take out the killer information from the survivors because they were abusing it? Very well, they must also take out information on survivors from the killers, because they abuse them too. The risk of abuse is bilateral: the remedy must also be bilateral. I'll give you a concrete example. I find it normal and healthy that the killer adapts his style of play to the survivors he sees at the campfire: for example, if he sees four items, he equips Franklin. This is in keeping with his power role and responds to fair gaming tactics. On the contrary, the killer who, as soon as I finish in the game with him, obsessively searches for me, chases me, hooks me and facecamps me all the time, hitting me on the hook, completely disinterested in the game and the other survivors, and that at the end writes me "I love you" in private chat, is clearly driven by hatred towards me as a person, whose sole purpose is to ruin the games in which he's combined with me, even at the cost of letting the other three survivors run away. If my nick were obscured, he would see a Claudette like all the others and would normally play. Before anyone raises false assumptions, I do not use Decisive Strike or Adrenaline or Exhaustion perks: I play stealthily as a survivor, and Myers as a killer. Moreover, I'm a PS4 player and I'm not responsible if other survivors abuse or abused some info related to the killer. My point is simple: no one should have the possibility to dodge or bully specific opponents, both killers and survivors should be deprived of the players' nicknames visibility until the trial ends. People who reject this proposal want simply to keep the killer privilege to dodge or bully survivors they don't like or hate.