Exerlin
Exerlin
About
- Username
- Exerlin
- Joined
- Visits
- 1,642
- Last Active
Comments
-
I have this problem with a lot of killers I play. Hag, billy, and plague seem to have that problem, while clown and legion don't. It's frustrating to destroy a group of survivors and get rewarded with a black pip
-
@Predictabo said:
https://forum.deadbydaylight.com/en/discussion/comment/606924#Comment_606924
How? Just because you go farther you're suddenly better?
Not only does it extend your blink range, but it also doesn't effect the charge time at all. So if by default you would go 10m with a 1 second charge, and this addon extended your blink range by 20%, you would now go 12m with a 1 second charge. That's why it's busted.
-
@GrootDude said:
His ability isn’t “useless”. I main Wraith and although it won’t work at every loop, you can use his power for anti-loop and punish the adrenaline no heal meta if you know your pathing.
I'm kinda curious now. What loops can you use his power at, and what pathing do you take?
-
Censoring negativity in this case isn't really a bad thing.
Anyway, try to appeal it if you can. Unless you were calling yourself slurs or something, you should be able to appeal it. That being said, they do look at the chat logs and ban case by case, so I think you might be leaving some of the things you said out.
-
@Awakey said:
https://forum.deadbydaylight.com/en/discussion/comment/605074#Comment_605074
Then that's your issue. You aren't getting the points for the first half of the chase. This issue also plagues Myers, Hillbilly, pLaG, and to an extent, Pig.
Oh. That's awful. They should really patch that. Thanks for telling me
-
@LordGlint said:
Having silver in devout typically isnt a Hag issue. Whats your ranks in malivous and chaser typically? How often are you getting immediate hits from teleporting rather than from chasing ppl down?
Teleport hits make up the majority of my hits. I think that malicious and chaser are normally my two highest ones, and they're normally gold (I think), sometimes silver. Gatekeeper is also gold or silver, but mostly silver. I don't think I've gotten a single iridescent since my black pip streak started.
-
bump
Still need some help :(
-
If I'm playing hag, I prefer red ranks. Sometimes you can get strong teams in purple ranks, but more often than not you have too easy of a game. I don't like stomping survivors too hard.
Any other killer, it depends. I either get a couple kills or hook everyone 1-2 times either way, and as long as I don't get stomped (unless I played really badly), I'm fine.
-
An effect like that is too powerful. The only way I could see something like this being in the game is if it was included with no mither or something.
-
A good incentive to play is welcome. I just hope that you can level up the pass, buy the premium one, and instantly get all of the rewards from the previous levels. Otherwise, it'll be a pretty scummy addition that will have people waste money so they don't lose anything, and then don't play enough or something.
-
Hag main here. Let me tell you all the things that piss me off!
- Flashlights. Any rarity can destroy traps, making them useless. You can destroy traps around hooks and nearby loops to either avoid being chased (if the hag is good) or to easily loop the 110% MS killer (if the hag is bad). If your team brings or finds two or more flashlights, I'll be forced to either change my play style a lot, or lose the match.
- Urban Evasion. This makes saving and escaping hooks much less dangerous. If hag is a huge issue for you, I'd recommend getting this perk. This perk even has a few uses outside hag matches, so it won't be too bad if you get a different killer.
- Keep running. If you trigger a trap during a pallet loop, consider continuing the loop. Some hags will hesitate before teleporting during a loop, and if the trap is by a pallet, they may stand still. If they do this and you run away, you have extended the loop and potentially wasted a trap. Do this too many times, and the hag might stop stopping at loops. This allows you to make a quick choice: Drop the pallet, or continue running? Either you or the hag will make the wrong choice.
- Abandon loops when a new trap is placed. The hag's stuck in an animation for about two seconds when she places a trap. Sometimes a hag will fake placing a trap to try and get you to leave the loop, but if you keep your eye on her, you should be safe.
- Trigger traps while she's occupied. This could either be while she's chasing an injured survivor, while she's carrying a survivor, or while she's across the map. It's probably not worth getting hit for, but if you think you can safely trip a trap, do it.
That's everything I can think of right now! Feel free to ask me any more questions if you have any
-
I just want an increase in survivor BP gains. Killer's so much better at getting BP.
-
I love this idea, but it would be much better if the 5th slot only gave a part of the benefit of the perk. The reason I think this would be better is because it wouldn't break game balance, and it wouldn't cause an overwhelming character meta. Some examples of the partial perks:
Self care: Heal at 30% speed. No efficiency bonus.
Adrenaline: Instantly heal one health state when the exit gates are open. No speed boost. Exhaustion for 40 seconds.
Dead hard: Same as before, but with 120 second exhaustion.
Decisive strike: 30 second timer instead of 60 seconds.
Barbecue & Chili: Full bloodpoint bonus, no auras.
Hex: Ruin: Good skill checks pause the gen's progression, but no longer regress the gen.
Enduring: 25% reduced stun time instead of 50%.
Spirit fury: Requires one additional token to activate.
-
It's fun to run with no mither. Try to loop in a corner, and if you get downed, the killer doesn't gain anything from tunneling you for a couple minutes.
-
I like this idea, but I'd have to play around with it to actually decide whether or not I'd like this in the game. It sounds fine to play against as survivor, but I do like playing as current legion.
-
@ClogWench said:
Funny how you never hear survivors complain about Blood Warden "rewarding killers for losing" the way they do Rancor and NOED
Probably because the perk is easier to avoid activating and doesn't require much from the survivor side to completely negate its effect.
-
It saves a lot of time. Any time you would have spent looking for someone to heal you is saved if you have SC, and you only need yourself to heal yourself. While it is 50% of the normal healing speed, you normally need 2 people to heal you, so you don't really lose any efficiency by healing yourself. The only downside is that you have a higher chance of getting interrupted mid-heal since the heal is stretched out across a longer period of time.
-
An insidious rework that makes it so you have no terror radius and could move would be awesome, but it would also kinda make some killer powers worthless like T1 myers, wraith, ghostface's stealth, and pig's crouch. I'd love to play with it, but I just don't see it happening.
-
Possibly. The only problem I can see is survivors trying to hide their auras with gens. Being able to change the survivor aura to one that's a completely different color than the generator auras would give killers than tinker with their settings an advantage over those that don't. If there were colorblind accessibility options that changed both auras from red to green/blue, that would be fine, but I don't think that people should be able to change everything separately.
-
I love it! It looks fluffier and fuller, like she started using a proper conditioner.
-
@[Deleted User] said:
What are those arguments? Yes survivors can hit great skill checks fyi you should check the result of a great skill check while ruin is up and when it isn't.
The great skill check bonus is only 2% from what I've heard. If the survivors are really able to hit every great skill check, it would honestly be better to run something like thanataphobia or PGTW.
-
I feel like this would be very balanced if no additional plants spawn if more than 1 survivor brings the perk. That way, you might have 2 people that can use plants, but only 5 or so plants are on the map. Otherwise, you would get 4 people running this perk all at the same time, being able to heal themselves very quickly pretty much the entire game with no drawback.
-
I love the idea, but totems should not be able to regenerate by default or have such a big penalty for missing skill checks.
-
I agree that buttons and deep wound need some sort of buff. I have two ideas for a deep wounds change:
- The deep wounds timer decreases while in the terror radius to a minimum of 25%. Afterwards, deep wounds will no longer decrease or put you into the dying state while inside the terror radius.
- Attacking a survivor with deep wounds while in feral frenzy decreases the timer by 1/3. (basically just make Frank's Mix Tape baseline).
Having both of these in the game at the same time would be awful, but just one would be a good enough nerf here.
For the buttons, I like your vault speed idea. I also like the idea of having them apply the status effect until the survivor heals to healthy, but your's is better.
Cooldown is really annoying to work with as Legion, but I'm not sure if it needs to be shorter.
-
I'd only support some sort of new legacy-esk item if they made the grind shorter again or if the game went free to play.
-
Sounds good on paper, but a pallet stun is 2 seconds. Increasing it to 5 seconds would make pallets extremely annoying for killers, even if they run enduring.
-
@PatBrutal said:
Great news everyone!
We are going to remove completely the weird stun VFX <3
share the information because I think a lot of people are going to be happy.
Have a great day/evening ^^
Is this coming with the next hotfix?
-
Changing NOED the way you suggest not only makes the perk much worse for the killer, but will most likely make it even more frustrating for the survivors since it's no longer completely avoidable or able to be disabled. Kinda like how the perk was before totems were a thing, but with one more reason to 99% gates just in case the killer has it.
If I were to change NOED, I'd get rid of the most frustrating part (insta-down) and replace it with a massive movement and action speed boost (like 15% mspd, 30% aspd). I feel like this keeps it in a powerful state without it feeling so awful to play against.
-
@[Deleted User] said:
They'd have to make a bloody version of each and every cosmetic, rather than just the default ones.
That's a ######### ton of work.
I know a lot of games where a png is painted on top of the model of the outfit, and I think dbd works in that way. If it does work like this, it may still be a dumb idea to make a version of every outfit bloody, but they might be able to layer the blood textures on top of similar outfits.
For example, nea's tanktop is bloody, and she has many other tanktops that share the same model. I don't think it would be too hard to extract the blood part from the prestige tanktop and put it on the other ones.
If you want to see an example of what I'm talking about, look up "GetAmped 2". You're able to re-texture any piece of clothing by uploading your own picture. I think most 3D games use this method.
-
I played a survivor game with 1 friend where the other 2 guys D/Ced on their second down. We still got 4 gens done, but everyone except me died. We didn't get a lot of BP :(
-
Didn't they increase the volume in today's patch? I don't have it installed so I can't find out for myself.
-
I'm not sure if this is the best idea, but I was thinking the other day about ways to change NOED without it feeling completely unfair to the survivors.
My idea was to get rid of the exposed effect and replace it with a 15% movement speed boost, 25% action speed boost, and 25% attack recovery speed boost. I feel like this keeps it being a very strong perk if it gets up without the frustration of getting hit and going down instantly.
Thoughts?
-
Legion isn't anti loop past the 1st hit. He still has to M1 the survivor as a normal killer.
-
There is no reason for the injured/downed/hooked requirement or the 10% speed boost to cleansing. The perk will be useless if someone has to be injured.
-
Survivor hop, keeping people injured, and building STBFL stacks. Run M&A so you can get easier M1 hits on survivors that refuse to heal, and maybe thanataphobia if you keep running into survivors that don't heal?
-
She didn't really change in a way that affects most perks. NOED isn't as good on her, but that's about it. I suggest Nurse's Calling (no terror radius, might not notice you approaching), M&A (can choose to crouch later when approaching survivors, synergy with NC), BBQ&C (find trapped survivors going to jigsaw boxes, lots of info), and either Ruin or Pop Goes the Weasel, depending on whether or not you want to bother with a hex perk.
-
I really hate using add-ons since I like to prestige 3 my mains and get all the perks on them. Going through a bloodweb without getting a perk seems like a huge waste of BP, so I almost always go add-onless or with common/uncommon add-ons.
-
I used to play Pig a lot, and she's definitely my favorite M1 killer. I even got to rank 1 just by playing Pig, but that was before the new, harder emblem system. Here's some tips that I went by when I played her:
Running Nurse's Calling, M&A, and BBQ gives you a very big advantage as Pig. Stealthy killers benefit from Nurse's Calling because they can sneak up on injured survivors without them noticing, M&A is useful on pig so that you can crouch later, and BBQ can show you where a trapped survivor is and is just a powerful perk in general. For the 4th perk slot, I'd either run Ruin or Pop Goes the Weasel.
Since traps don't work if they're put on after the last gen's done, I suggest putting one on any survivor you down. If they ever revert that change, then I suggest you save at least 1 for endgame.
Try to bounce between survivors and try to keep more than one injured and off gens. Know when to give up a chase (this goes for any killer really).
-
No Mither - On your second hook, you do not instantly progress to the next hook stage. (This means if you were hooked for 20 seconds, you will still have 100 seconds remaining and won't be struggling. If you were hooked and reached the struggle phase, you won't instantly be sacrificed.)
-
He's trying to mindgame the survivor, hoping that by going backwards, the survivor runs right into him.
-
How about instead of becoming broken right after you use the endurance, you're instead able to heal to full one time, and you become broken when you become injured again? I feel like that would be a good nerf without killing the perk.
-
I tried running it for a while, but as I climbed the ranks, killers stopped slugging and I stopped getting any use out of the perk. It seems like such a fun perk to run, but it needs to have something else going for it for it to be consistently fun.
-
@ba_tetsuo said:
Honestly, devs should implement something where there's a skill check as soon as you touch the gen. This would stop gen tapping, as well as people tapping during a chase to stop gen regression
People would just hit a great skill check, tap, great skill check, tap, ect... Might be fine if it only happened with ruin, but I feel like that might be too much of a buff for an already meta perk.
-
The only killers that really depend on their addons are Wraith, Doctor, Cannibal, Nightmare, and Clown. Everyone else is pretty alright without addons.
-
A toxic player apologizing??? Are we playing the same game?
-
@LPS11 said:
https://forum.deadbydaylight.com/en/discussion/comment/499549#Comment_499549
This is ridiculous though, any survivor that has played longer than a couple months knows where the ruin is most likely to spawn or they will just hit those great skill checks and power on
Sure, but if the survivors can't consistently hit hex skill checks or find ruin, they can just gen tap and not really worry about the totem. I'm sure you've seen your fair share of red/purple rank survivors running around looking for ruin or failing hex skill checks.
-
I just did a test. Gen tapping a gen only took 105 seconds, compared to the 80 seconds it takes to complete a gen without any great skill checks. This means that gen tapping only takes about 30% longer than repairing a gen without ruin, assuming you never hit great skill checks.
So survivors can either search for ruin for however long it takes to find it (can be minutes), or gen tap through all 5, taking about 525 seconds instead of 400 seconds. It's kinda like adding another gen to the game, but I wouldn't say it takes significantly longer to complete the gens this way.
-
@Poweas said:
https://forum.deadbydaylight.com/en/discussion/comment/492946#Comment_492946
@Exerlin aren't they reworking the sound next update to be double checked every update or something? Surely they could do this the update after, and if their system works, they get a slight buff to Stridor to make it less easy to detect and if they didn't mess up the new system, this probably wouldn't be an issue tbh.
@Poweas I think so. It could end up just being bug fixes though. We'll just have to wait and see
-
@Poweas Yeah, but it might have been harder to program if it only affected the killer's hearing. If a survivor has iron will and the killer has stridor, the game does some simple math to figure out how loud that survivor is (100 - 100 + 50 = 50). If it worked the way it should work, the survivor's output would be 0%, and the devs would have to write new code that would allow the killer and only the killer to bypass that. This could have caused some issues in development since you were increasing the volume of a sound that didn't exist, and it might have required a complete rewrite of the code that handles the survivor's pain and breathing sounds.