Ethromel
Ethromel
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- Ethromel
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@DaddyMyers_Mori said:
https://forum.deadbydaylight.com/en/discussion/comment/3036393#Comment_3036393
Then don't use it... You are wasting your own perk and then complain about it.
That's how games go. You use what the developers put into it and complain about it when it doesn't synchronize. It doesn't matter if the two don't go well together- They should. Otherwise, the game wasn't built well.
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@DaddyMyers_Mori said:
https://forum.deadbydaylight.com/en/discussion/comment/3036401#Comment_3036401
just because you have lot of hours, it doesn't mean you are good at the game...
That goes for you too. So now what?
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3038878#Comment_3038878
Oh man, I love this. Maybe do stick around. We could use more people like you on this forum. You might not have a wit about you when it comes to game design nor balance but you do have a unique way with words. You could set the entire forum ablaze if you really wanted to.
I'll even help you feel better by saying you've played DBD longer than me because I've only been playing since it ported to PS4 in its second year
We've been playing since around the same time then. But it took you this long to realize that you don't like the game? You sure you're as grown as you think you are?
🤙I hope I'm not my age. I don't like being old.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3038833#Comment_3038833
The reality you have to accept is that players like me that recognize the flaws within a game like this (with great potential albeit) are the sole reason why it gets better for a player like you. I improve a game, you just do a game.
Come again?
Didn't answer my question about how long you've been playing either.
Well now, look at you. You do know how to do more than just be generic in your speech. I appreciate that. I'm sure you're proud of your one post. I have a lot too. I'll show them to you. Just kidding, I'm too busy being grown.
I can tell you're young because if you were older than you are you would be mature enough to not feel the need to have to prove yourself to me. I said what I said because I KNEW you would feel the need to prove me wrong. I even voted up your post because I can tell you need that. I don't... I have nothing to prove to you. I'll even help you feel better by saying you've played DBD longer than me because I've only been playing since it ported to PS4 in its second year.... Just to satisfy that eager curiosity. You probably want to brag that you watched the artist make the Trapper's first eyeball, and told him how to draw it. You go ahead. I really don't care.
I will continue leaving like I already intended to without your witty repartee, and you go on looking for more people to prove yourself to. 🎖️Here's to you DBD's most dedicated.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3036401#Comment_3036401
How long? I'm curious.
And no, I read that you said you need a break and that you're out. I'm telling you to quit entirely. If you don't enjoy fundamental aspects of the game, then no changes BHVR make are ever going to satisfy you. That's the reality you're going to have to accept sooner or later.
The reality you have to accept is that players like me that recognize the flaws within a game like this (with great potential albeit) are the sole reason why it gets better for a player like you. I improve a game, you just do a game. Even your suggestion is basic as if I need your encouragement to discontinue doing something. I'll handle it the way I choose whether you agree or not Mr. Obvious.
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@[Deleted User] said:
Stop playing. If you have this much disdain for the chase mechanic, you don't like the game. I can understand complaining about Nurse or cracked out Blight but if you're complaining about killers as fundamental as Wraith then it's 100% a you problem.
The draw of this game is predominantly because of the iconic monikers associated with it.
Not for anyone who stays around for any length of time and actually cares to get good at the mechanics. And many of your complaints are complete exaggerations and show a lack of understanding and willingness to learn on your part.
Either get good, or just stop.
It's possible you might not comprehend what you read, but I already covered the leaving part. And I've probably been playing longer than you. So save the "Get good" nonsense. I've probably hooked you while I was playing the killer. I feel the same way about you saying Blight and Nurse are a problem. Don't get upset because I'm not happy with your favorite game. And my post is for the devs, not you specifically, so don't take it personally.
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@TeabaggingGhostface said:
https://forum.deadbydaylight.com/en/discussion/comment/3036084#Comment_3036084
Object ate your distortion tokens
Yeah, I know.
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@Crowman said:
You can run distortion if aura reading from the killer is really an issue.
But I would personally rather killers run aura reading perks over slowdown or perks that help improve chases.
I hear you and appreciate your suggestion if it weren't for the fact that I tested this perk out a few times in conjunction with Object of Obsession. Within the first 2 minutes, Distortion expired and I was still a sitting duck. I know they're reworking Distortion, but that leads to the other problem with the game. The VERY limiting 4-slot capacity for perks that may or may not sync. So in order to deal, I would have to sacrifice a decent build to add Distortion and its mediocre benefits to deal with a killer's neverending advantages. See, even though Barbecue and Chili is getting a nerf, it still offers all a killer needs to end a match relatively quickly.
Without the star-studded cast, I think the game would have died off in the fourth or fifth year. NOW they want to make upgrades and changes and spoon-feed us quality of life improvements.
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This suggestion creates incentive, and replay value, allows for bragging rights, makes players happy, and opens up new developer options, on top of increasing the longevity of the game.
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I understand that some hooks are near generators, but this will also allow for strategy. Gens will also not be able to be camped but after 30 secs the killer will be able to continue as normal. I believe this is fair considering the new update will increase gen repairs to 90 secs. That is plenty of time for a killer to stop the repair, and it is a good way for survivors to fight back at the killer, by using the Entity against the killer.
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Not everybody can loop effectively, and so it has to still be helpful to other less-skilled players.
Just because someone gets good at using a game ability doesn't mean that it needs to be nerfed because they've gained an advantage using it, especially if nerfing it disadvantages other players (using that perk) that don't have the same prowess as the other player.
That's like us having a car race and I was a race car professional who beat you in a beat-up vehicle because I understand turns and slipstream, etc. What? Are my wheels supposed to be removed because you think I'm at an advantage using a mediocre car? That wouldn't be cool.
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@xestioc said:
Please nerf sprint burst also. Otherwise survivors will just switch to a sb meta. Even though sprint burst may not be in the top ten used perks for surv, 4 people running it would just be annoying and kinda perpetuate the shift w gameplay that's already quite present in dbd. I think a simple but effective method to make sb less annoying to face is make the exhaustion timer for it 60,70, or 80 seconds so after you hook someone they probably won't have it back.
Sorry, but NO. That is downright ridiculous. SB is already nowhere near what DH could do. DH offered imperviousness PLUS speed, on top of being MANUALLY triggered when the survivor chooses. There is no such control with SB. Not to mention SB just has the temporary speed boost, and it's ONLY for a measly 3 seconds (which is nothing), nor is the exhaust time quick without vigil. What you're requesting makes no sense in hindsight. How do you nerf SB and still make it viable? It's not like it keeps survivors from getting caught like DH. SB is nowhere near as much of a life-saver as DH has been.
I vote that if SB gets nerfed to a longer exhaust cooldown of 60 seconds then its running animation should be extended to 5 seconds at tier 3.
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@DarkMagik said:
I have have about 1000 hours in DBD & use No Mither exclusively whenever i play Ash which is about 1/6 survivor game.I started running it along time Onryo was coming out,did that so players learning Onryo will have an easier/more fun time.But then i got addicted to it when i play Survivor i want to play against good killers but MMR back them was really bad that i faced against not-very highly skilled killers & the matches weren't that challenging so then i ran No Mither to handicap myself to have more of a challenge.The build i run is No Mither,Sprint Burst,Iron Will,& Were Gonna Make it.
I use No Mither all the time. I use it in conjunction with Resilience, Urban Evasion, and Spine Chill. Why? Because it makes everything I do exponentially faster, and just at the cost of one health state. I'm a proud gen rusher and like to stay stealthy and try to insure that some survivors escape. All the benefits outweigh the cons. I'm simply good enough to use it. My only gripe with using No Mither is that it gets broadcasted to the killer, and that shouldn't be the case. Just make it so that the survivor using NM goes down in one hit. The killer doesn't need to see the icon next to my picture on top of whatever disadvantage I already have.
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@Bot_Salvo88 said:
https://forum.deadbydaylight.com/en/discussion/325825/remove-body-blocking-unless-its-the-killer
That type of bodyblocking is if it happens when a person does it on purpose multiple times blocking you in a corner for a very long time taking you hostage. The bodyblocking you mean is probably when a survivor takes hits for another one, protecting him if he's on death hook. The first case is the type of bodyblock you have to report, the second one you don't have to because it's a false report of something that didn't happen. Hope it's clear to you what bodyblocking actually means 😃
I'm sorry if I came off short with you. I'm just a bit frustrated with the lack of forwarding movement with this game, and the players that keep it stagnant - Not necessarily YOU. My bad.
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@Bot_Salvo88 said:
https://forum.deadbydaylight.com/en/discussion/325825/remove-body-blocking-unless-its-the-killer
That type of bodyblocking is if it happens when a person does it on purpose multiple times blocking you in a corner for a very long time taking you hostage. The bodyblocking you mean is probably when a survivor takes hits for another one, protecting him if he's on death hook. The first case is the type of bodyblock you have to report, the second one you don't have to because it's a false report of something that didn't happen. Hope it's clear to you what bodyblocking actually means 😃
I don't know what it is with this community that everybody thinks they know more than the next person because their opinion differs. Dude, I know EXACTLY what I meant and what I said. I very well know the difference. I'm no newer to this game than you are. If I said body blocking it means it's the unnecessary type that gets in the way of gameplay. The problem is that it can be used in a helpful way, but sometimes players just get in the way of each other, and we are not always on the mic so they can be told to "Get out of the way".
The problem with this community is that most think they're a lexicon of DBD insight. Nope, the internet reaches just about everybody. Most of you rather put down an idea instead of considering the possibilities. I feel sorry for the devs that have to deal with this type of people on a regular basis.
Getting change on here is like pulling teeth because of the overabundance of short-sightedness on this forum. Good lord.😓
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@Bot_Salvo88 said:
If you play as a team you can't expect that your life depends on you and only you. If your team makes bad plays, you will get punished by the killer because... they're mistakes.
I get your point, but that's not entirely accurate. The truth is regardless of how many points I will get. I don't have to assist with anything in the trial. I could hide the whole game and just be a Hatch Hunter. Yeah, that's a type of survivor too. Let everybody else die and then save myself. As I said, I prefer to survive and play the way I want. That should be an option, instead of having to unavoidably deal with foolish behavior detracting from my fun.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/325823/new-option-needed-to-reject-being-healed
If you run no mither you can't be healed anyway
+ you can reject a heal hold the sprint button
3rd of all its ironic you are annoyed at your teammates when you yourself bring no mither for fun
I don't bring No Mither for fun. I bring it because (I unlike many others) know how to play. And I play so well that I don't need two health states. So if you find yourself getting upset with players that use NO Mither and play better than you, you might want to take a look in that proverbial mirror. Be angry with players that are very basic with BT, DH, DS, etc. Those are what can be called basic players, and generic thinkers. And it's for that reason that there are major changes coming to the generic community's misfortune.
Also, you missed the point. I obviously know that I can't be healed, it's the other players that didn't get the memo. Yet they continue to get in the way. They also RUN everywhere leading scratch marks to me while I'm trying to remain undetected.
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@IlliterateGenocide said:
Like body blocking the killer? like taking hits?
body blocking ur teammate, to annoy them?
what body blocking
Body blocking between survivors. One survivor will be trying to run away from the killer and another survivor just won't move. This would also help minimize griefing a bit.
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@HagathaSimmons said:
https://forum.deadbydaylight.com/en/discussion/325826/more-scenarios
It’d be nice for something to spice up The Generator repair game we have right now. Unfortunately the idea well is dry at BHVR on how to diverge from its roots.
I agree. Hopefully, my suggestions spark something in them. There are just not enough creative people in the business of game development anymore.
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@HagathaSimmons said:
Honestly when it comes to end-game chat I would like the option to completely disable it. I don’t care much about the talking to the killer or survivors. It’s an avenue for salty individuals to be toxic and call names and insult one another. It’s not ALWAYS used like that but when it is it makes the loss of the match worse and takes away from enjoyment of the over-all game.
Evil dead has the right idea. There’s no end-game chat. There’s an optional in-game mic you can have on or off and mute others who have it on, but no opportunity for killer and survivor to talk after the fact.
It’s a meme at this point with salty or toxic individuals in end-game chat. At least give us the option to toggle it off and completely ignore the “social” aspect.
For those who will comment a solution of “just leave the chat then”.
Well yeah I could do that but also, no. Don’t feel like it. I wanna sit there and look at the perks they played with. Both killer and survivor and I wanna do it without looking at nasty rude messages. 🤷🏽♀️
True! I once had a player angry at me for not waiting to get him off a hook while I was using NO Mither (in which I only need to be hit once to be in the dying state), so I left. He followed me on my PS4 account 100+ times (I kid you not). Follow, unfollow, follow, unfollow, etc. This went on for 20 minutes, and even after I blocked him the notifications kept coming for the next 30 mins. I just laughed.
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@Cabbage said:
Please consider implementing a system where survivors are not able to play against the same killer they’ve just played against or after however many matches in a row. I’ve just come off of playing against the nurse 4 times in a row. The game gets boring and repetitive extremely quickly when you have to play against the same killer over and over again in a row. Obviously this would impact matchmaking times, but even if it was an optional setting that you can turn on and off, the same way as you would with crossplay. This would give survivors the option and not force them to wait in longer queues if they are fine with playing against the same killer.
That happens because the algorithm decides the killer based on the majority of perks being used among the survivors. So whatever build you are using, it will always get a killer with a countermeasure to your loadout. I hate this algorithm because like you said it becomes repetitive and boring, and somewhat unfair, because of the devs' bogus attempt at making the game balanced.
There are so many perks now, with many having an Achilles heel that they make sure you are pitted against it more often than not. It's to make sure that you the survivor or killer never have too great of an advantage over the other players s we all supposedly have a good time. Right!
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@Milo said:
1) Could I just ask, on what platform do you play?
2) Yes... n't. Sometimes. From my experience, it depends on the time of day,
3) You're not using his tentacle? Interesting,
4) There are consequences, you get a time-out,
5) Perhaps,
6) See Anniversary stream, alternatively https://news.deadbydaylight.com/en/news/Prestige_Progression?utm_content=
7) Could I just ask which maps? Cause off the top of my head I can only think of two pallet spots like this, But I agree, those two spots should get changed somehow.
8) The thing with James wearing a dress is not a hack/mod, it's just a cosmetic glitch. Won't discuss further, just clearing a misconception. But yes, there is a hacker problem,
9) This can be either connection issues or hacking, take your pick,
10) Look 6)
1) PS4
7) A)The Game map.
B) Raccoon City map.
C) Badham Preschool
D) Gas Heaven
E) Lampkin Lane
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/2963597#Comment_2963597
Oh, I didnt realize you mained him. But i still think he is Very balanced and a good A tier. i do agree i wish his zombies did a little more.
I respectfully can't agree that he is A tier by comparison to the plethora of other killer options. He needs too much work. He is lacking in many areas. Here's how you can tell. If a player has to replace most of his perks with those of others (although that is an option in this game) he is then not good in his default perk build. His contamination needs to be more relevant to the debuffing of the survivors. I genuinely still don't see the benefit in using the tentacle. I kill survivors better with just his fist, and that shouldn't be the case.
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/2963589#Comment_2963589
Nemesis is a pallet eater. and he can end chases quite quickly
I would suggest not committing to a chase until you get to tier 2. (happens quickly usually)
Yeah, I'm aware of that. I main him. The problem is that I main him and he is honestly not as good as other killers. I play with everyone except 3 killers. After a few 3 to 4 hundred hrs on the game, I've had enough time to come to this conclusion in my opinion. Nevertheless, thanks for trying to help.
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In this session I'm referring to I couldn't even use the tentacle. It would NOT come out.
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/2963541#Comment_2963541
I cant remember if its , you move ur camera to the side or ur Body but the tentacle does linger so you can use that to basically make the hitbox bigger
Thanks for the heads up. The truth is I would rather not have to compensate for poor design. I'm just saying.
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Nemesis needs his tentacle to be a HORIZONTAL attack just like The Plaque. His contamination should cause survivors to run slower like a zombie. Do something better than what it is.
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To offer ideas and suggestions.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2951050#Comment_2951050
But if the stealthy player doesn't ever do the things that earn the most points- save their teammates, get into chases, stun the killer, and so on- then the way they're playing shouldn't be rewarded. If their goal is to simply avoid the killer, do the generators, and get out, then they should be getting fewer points because they're avoiding all avenues of expressing their skill and they're not being particularly active players. That's what I mean when I say win and play well - you can't just do your objective and leave, and expect to get a lot of points out of that. What did you do, actively, to warrant more points?
I also refer you again to my first point: This is a PvP game. People shouldn't be rewarded for hiding from the killer because the point of the game is for the killer player and the survivor players to interact. There are situations where stealth is a good idea, but you don't need a BP reward for it in those situations, and if you reward stealthily avoiding the killer (more than simply ticking up Boldness while hiding in the terror radius), that means survivors are in some way encouraged to avoid some pretty integral parts of the game.
Finally, I'd like to acknowledge that the BP grind for survivors is materially worse than it is for killers, and that it's a problem for everyone even with that gap. That does need to be fixed, but the solution isn't to reward players for avoiding engaging with as much of the game as they can, pretty obviously.
I read what you're saying, but I respectfully disagree. In stealth I get a generator done in a quicker UNDISTURBED fashion while everybody else is running around like cut-off head chickens. I remain available to unhook most of the team that deliberately engaged the killer. I get it! That takes guts to take on the killer for your team, but the UNSEEN guy matters too and if everybody is playing a meta-strategy, well many tournament players acknowledge that there should ALWAYS be at least one survivor doing a generator, and since that is the ONLY means by which we can escape and achieve victory - it should be rewarded more than it is.
I help many players, but I don't believe in busy work just for the sake of saying I did a lot. If I came in and got out in record time which is the premise of the game then I did exceptionally well. It shouldn't be a question of "Did you save someone that got caught? Did you take the killer for a spin? Did you take the time to do a totem? None of which actually releases us from the trial.
Any, that all. Hopefully, a Dev sees fit to make an adjustment.
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@Annso_x said:
I agree with saying that the BPs system for survivors is busted and needs to be reworked. However here's multiple observations:
You don't get BPs for doing objectives only & you don't get BPs for running the killer all game; which is stupid because these is what makes your team win.
You do get BPs for making saves & healing; that's bc otherwise you wouldn't get saved in solo q, hence the hook farming.
Your teammates that are "running around doing nothing" aren't doing nothing, otherwise they wouldn't get 24k BPs, they're probably stunning the killer and making saves, which are the only things that are viable if you want BPs.
The problem isn't that "reckless" play is rewarded, it's that winning the game (by doing the objective & keeping the killer busy) isn't.
I absolutely disagree about rewarding stealthing tho, you're playing against a real person so rewarding avoiding contact with them would be awful for killers, if you're just hiding the entire game I don't think you should gain over 15k BPs tbh. Not to mention that the big majority of players don't play to hide in a bush and press m1 the entire game. Survivors and killers alike would be mad if stealthing was actually rewarding, it would mean dying on first hook in solo q and boring games for killers.
I respect your opinion, but it makes no sense in hindsight. I'm not talking about cowering somewhere in the corner. I'm talking about making perks like Urban Evasion, Self-Aware, Diversion, Lightweight, Self-Preservation, Sole Survivor, and Fast Track more viable.
Regardless of your opinion about what will make the game more entertaining (watching players run amuck with the killer), it doesn't change the fact that not everyone should have to play the same way to have fun. If I want to take a slower approach to achieve success then I should have the option to do that and be decently rewarded for SURVIVING my way.
It's not my job or obligation to make sure the killer has fun taking me down. They have plenty f perks to help them with that endeavor.
Anyway, that's all I have to say on the matter. I'm not surprised that most of you (if not all) don't agree with my suggestion, since the majority of the community plays this way.
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@jesterkind said:
Is the game intended to be scary? That seems like a bit of a stretch, considering the kind of gameplay that it has.
Regardless, the reason for that is that the killer is a human player, not an AI. As the developer of a PvP game, the absolute worst case scenario for you is a match where your players aren't interacting at all and the match just ends. How fun is that for anyone involved, really? There needs to be incentives for the killer and the survivors to interact, and for the survivors to be helping one another, because that's where the meat of the gameplay is supposed to come from- powering the exit gates and escaping is your win condition, yes, but there needs to be more texture and action within a trial than just sitting on a generator for multiple minutes and then leaving. This isn't a stealth game, after all; not fully. That's just one aspect of it.
It's better that it's done this way, where it's just an incentive instead of a hard requirement. If you want max points, you need to do more than just win- you need to win and play well. I don't see anything wrong with that.
I'm not sure if you read my whole post, but I believe I already noted the incentive you mentioned. It's literally my first sentence. And, yes, it is supposed to be a scary experience to some extent. That's what horror is all about. There is no "stretch" there. If YOU are not the type to get freaked out in nervous situations well then kudos to you, but when I play as a killer I actually scare players.
My point was to respect both aspects of play styles to acknowledge the stealth player that is more reserved, just as much as they reward the upfront players. There is no timer in these trials, so the need to rush is not entirely necessary.
People are going to make mistakes naturally, so there is no need to force the narrative and game mechanics by incentivizing players to be reckless and speedy as they want to be. They need to reward both styles because both accomplish something, and most survivors DO spend their time hiding from the killer so there is an emphasis on stealth, but not a point towards it other than UNBROKEN in the emblems.
For the record, I play VERY well as a survivor and a killer. However, I want both approaches to be recognized.
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The IP collected in DBD across all players will be distributed as BP among all other players with clean records as a "thank you" and "sorry" for having to deal with cheaters. What do you guys think?
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@colley94 said:
Should be obvious really and there's a huge difference between a random disconnect and rage quitting when you've been hit. Do better as a company please the amount of time wasted cause someone quits straight away.
Rage quitting should cause the violator to go into a deficit or penalty towards further blood point earning. Every time a player disconnects that will add an infraction point to their profile. An Infraction Point (is a new MAL-currency) that is a DEBT, and in order to get rid of it (the Infraction Point). One Infraction Point causes a 10% subtraction to BP earned until the debt is paid, and one Infraction Point is equal to 50, 000 BP. Until the debt is paid it will continue to be a slow grind to level up, and get slower as the player continues to gain IP throw unsportsmanlike behavior. The incentive to play remains intact in order to pay the debt, or the player can choose to not play again and saving everybody the unpleasantry of having to deal with their cheating ways.
Think of the Infraction Point system as a debt to the community that has been cheated out of victory. The max IP that can be accumulated is 10 points equaling 100% penalty towards BP earnings and 500,000 BP to be paid.
Yes, I am aware that at 100% penalty towards BP earning, no more BP can be acquired. Let's be honest if anyone allows themselves to gain 10 IPs towards their debt, do you REALLY want to be playing with a player like that? They will have utterly BANNED themselves in hindsight. I believe the system can work if handled correctly. Think about it.
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The environment can have reflective mirrors that survivors can pick up and have one time use to reflect Medusa's visage back at her. Medusa should also have the ability to crawl low to the ground in a stealth-like manner to sneak up on unsuspecting survivors and surprise them into turning around and becoming more stone hindered.
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I have ran through survivors despite Nemesis' size, so that's not the problem. It's just his tentacle dropping framerate and disappearing. It's not worth using. And it doesn't help that there are way more survivor abilities than there are killer abilities.
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It happened to me three times so far while I was trying to play as a killer. I just had survivors go invisible on me, and then they got duplicated. this game is going in the wrong direction. Somebody really needs to take accountability for this debacle. I'll post the video soon. it's ridiculous.
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This is a bug I have dealt with too many times now, and I'm just about to really delete this game. My friends have already stopped playing, and I'm thinking they might be right. The game seems to be going downhill. I can't even play as a killer without every attempt at hitting a high-level player resulting in a major lag, a skip in framerate (allowing for them to get away or extend the chase), or a DOUBLE of the same charcater I'm chasing. They come off as liitle mods to gain an advantage over the killer through some sort of hack. The hack theory is speculation, but it happens WAY too often.
Either these players are hacking the game via PC, or the server is seriously garbage, but what I'm certain of is that I'm pissed at this, because it's causing my grade after a major defeat, to regress. This is literally the only way I have been losing otherwise I usually have successful trials.
Again, the link to the uploaded video is here: https://www.youtube.com/watch?v=bm8Y9xiesy4
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@Ethromel said:
This is a ug I have dealt with too many times now, and I'm just about to really delete this game. My friends have already stopped playing, and I'm thinking they might be right. The game is going downhill. I can't even play as a killer without every attempt at hitting a high-level player resulting in a major lag a skip in framerate allowing for them to get away or extend the chase, or a flipping DOUBLE of the same charcater I'm chasing.
Either these players are hacking the game via PC, or the server is seriously garbage, but what I'm certain of is that I'm pissed at this, because it causes me to get negatives to my grade after a major defeat, and I'm regressing. This is literally the only way I have been losing otherwise I usually have successful trials.
I have uploaded a video to Youtube and will post the link as soon as it's done.
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@RakNieborakYT said:
https://forum.deadbydaylight.com/en/discussion/comment/2492636#Comment_2492636
Not a bad effort. If you have some time, check my latest killer idea. 🙂
Thanks. I will check out your idea. 🧛♀️👍️
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Just imagine playing through a trial in the Silent Hill stage, and as your survivor turns the hallway they see a bridge-posed figure in a white night gown making chattering whispering noises with it's head turned backwards looking at you with crying blood in it's eyes while some creepy sound of cracking comes from it's body, and as you're just standing there all of a sudden it starts dashing towards you in this bridge pose on all fours with a jagged movement that looks like it's glitching.
Exocist's Perks:
- *Devil's Plaything* - Your terror radius is 20m small but powerful. The longer a survivor stands within your terror radius they start to lose faith and hexes have their power increased by 2% (lvl 1), upto a max of 5% (lvl 3).
- *The Gathering* - Two or more survivors within 10m of you at the same time triggers a bloodlust for 20 secs, and the exposed status on one the survivor closes to you.
- *A Host of Refusals* - Being possessed as given you forbidden knowledge about curses/hexes, and you refuse to be expelled. You can replace a totem that has been cleansed once every 100 secs (at level 1 of the perk), 90 secs (level 2), and 80secs (level 3) anywhere on the map to maintain your power of will. These special totems emit a special tone of whispers to survivor when they are within 5 meters of it.
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@RakNieborakYT said:
1. Sound sensitive - we already have I'm all ears but this one has way bigger range and no cooldown. Completely OP.
2. You could give oblivious too and remove basic attacks. And then we have kinda cool perk I think 🙂
3. We already have stridor but this range would be rather confusing. And no timer here.
About the power: proplayers maybe could handle this, for noobs it seems extremely confusing. At least this is general description. If you could give some power trivia, I'd be happy 😃, y'know, how much time you need to find the light source, etc. Btw, give some active power cuz his whole power is passive as I read it, I reckon 😉. The killer needs M2 action.
I appreciate the feedback. The truth is I'm just givng a template for an idea and hoping the devs run with it.
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@RakNieborakYT said:
What are the tiers for other perks?
Sorry, I forgot to add them. Thanks.
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This KILLTER's perks makes perks like no mither, vigil, calm spirit more viable in the game.
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@Jarol said:
https://forum.deadbydaylight.com/en/discussion/comment/1971753#Comment_1971753
I see that you are not aware and even so you ask the character, I will explain it to you simply, the director of the franchise, was convicted of sexually abusing minors, clearly he is a pedophile, the developers have already confirmed that they will not add him to the game why not they want contact for such acts.
You make a valid point if it weren't for the fact that Freddy Krueger's whole back story is a pedophile and they still added him. So I'm just saying... But thanks for the info.
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@LastShoe said:
https://forum.deadbydaylight.com/en/discussion/comment/1971766#Comment_1971766
Perk system does not allow implementing perks as a part of killer's power, which is the problem in your suggestion. Why? Because perks are for all killers, not only the one, who gets them as starting perks. That's why i suspect you as a new player.
To talk about the disguise killer, i will use 2 different games, to explain, why it won't work for DbD.
The most popular game with disguise is TF2, it allows spy to pass as the other team player and score instakills by backstabbing opponents. Therefor spy is a very powerful role but his only weapon is a pisol, so he trades heavily in terms of firepower.
Another similiar game, where such character won't work is overwatch. Why? There are 2 answers, first: size of battles in overwatch are much smaller than in tf2. In Overwatch you would disguise yourself as one of six charaters and it is really easy to keep track of 5 people. The second issue is that, in overwatch voicecomms are used way too much for it to be effective.
Looking at these examples, it should be clear it will be either very weak killer, or a total noob stomper, while being niche at better ranks and still useless against swf.
Fun fact, the idea of disguising killer was mentioned very often as a possibility of Legion rework...
Fair enough points. I do feel, however, that it could be fiddled with to make it work somehow, but I get your overall point. As far as the perks for killers... I was actually meaning that some of them would be the killer's actual ability like the Wraith can cloak itself.
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A con artist that use to be a Ventriloquist and has the abilities of sound mimicking, and throwing his voice for distraction to the killer. Also, an ability called Ace up My Sleeve allowing for a key to be hidden on him since he was trained in being an Escape Artist.
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I would also like to play Jack The Ripper.
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@TheMightyGayFay said:
Anyone who's ever played survivor can probably agree having the killer sit there and stare at you until you die is exhausting. Fine. Camping is a valid play strategy. I'm not going to argue this fact because I'm aware it's considered a valid strategy. What I am going to bring up is how frustrating it is to be that player on that hook.
What reason does a survivor have to let the killer camp them? As someone that plays SWF consistently, I can say that I don't mind sitting on a hook, accepting my inevitable demise for my friends. But I can say in the same breath that when I solo queue I'd rather not waste my time for a bunch of strangers when I'm getting nothing out of it other than seeing my teammates do objectives(in a perfect world).
Not to mention the fact that being camped all but guarantees depips and only the bloodpoints you managed to get before you were hooked.
My idea is basic. There needs to be rewards for survivors sitting on a hook determined by proximity to killer. The emblems for killers are deducted for camping. Emblems for survivors should be rewarded. a "Proximity to killer" emblem addition alongside BP in the form of something like distraction points for the killer staying next to your hook. Obviously, this is a baseline concept for what it could be but the fact of the matter is there is no reason to stay camped on the hook unless you're choosing to be a good samaritan. There's no real incentive to do so. Most solo queue players are going to choose death rather than staying alive.
I agree to some extent. The idea could use work, but basically what you want is some sort of compensation for being unable to do anything but be hooked and watched to die a slow death. Perhaps the emblem could be called "Sacrificial Lamb" because while the killer is camping you, the other survivors go unhindered by his/her stalking.
I personally think it's a bit ridiculous that a survivor only gets a 4% chance to try and unhook themselves.
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FYI - I'm new to the forum, not the game. And thanks for taking the time to read the post.
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@LastShoe said:
Ok, before you suggest new killers, you should really play for some time to find out how the game works. Making perks that are part of the killer's power wont work.
Also, disguise ability will be always trash in DbD.
The game has been played (rather thoroughly) and I'm still making the suggestion. And for future reference, try not to assume something hasn't been done just because you find a reason not to agree with the idea. Anyway...
Also, you'll have to elaborate on why a killer that can disguise themself would be a trash idea. Even developers (who are professionals) make idea mechanics that not everyone agrees with, but they implement the idea anyway, and a player out there that sees the genius in it finds a way to make it work. You should try it sometime if you're willing. Be optimistic and figure out how to make it work rather than dismissing the idea entirely. Creativity gets nowhere with pessimism. Just saying...