FrootLoops
FrootLoops
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really depends on the situation. If the killer is nearby and they try to kobe rather than possibly getting BT then clearly they are not going to be the MVP, so just keep on trucking. If however the killer is nowhere near then sure, I'll get my altruism points for the heal and they can get those coveted survival points
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@BioX said:
yes, its one of the many many many ez to implement QOL fixes for this game they could just throw in, hell just for a month to test it but nope.avi, these devs seem very reluctant to test anything....and yet they have a ptb....
Anywho, imo when you are fully recovered you should have a secondary bar that takes x amount of seconds to fill, once filled you can chose to bleed out at that moment.
maybe once the recover bar is full releasing and holding recover makes the bleed out bar decrease faster?
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as a survivor I look for non aggressive behavior to determine whether or not the killer is farming ( I need to learn that michael staring at me on a gen does not mean he wants to farm )
unfortunately killer really is the power role in that way, so the killer has to show that they are playing differently. I think the best way to do that is to down but not hook, just carry them back to a gen, whack it a few times while they are on your shoulder, and let them wiggle off. throw in speed limiter and they should get the gist
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So in answer to the OP, since you are referencing the fact that you depip despite surviving when playing immersed I think it's fair to reference the emblem system. The game does account for stealthy play there:
- 100 points: starting value
- 1 point per second: awarded for being in proximity to the Killer
- This value is affected by a distance multiplier:
- within 5 metres: x6.0
- within 10 metres: x2.2
- within 20 metres: x1.1
- within 30 metres: x0.5
- within 45 metres: x0.3
- within 64 metres: x0.1
- farther than 64 metres: x0.0
- This value is affected by a distance multiplier:
so if you are near the killer but not in chase then the closer the killer gets to you without initiating chase the more stealth points you are awarded. to get Silver emblem you need 380 points, gold is 560, Iri is 880. this means that baseline to get silver without ever getting a chase would be to stay within 5 meters of the killer for 47 seconds or within 10 meters for 127 seconds. however a single pallet stun is worth 50 points and looping the killer around a structure is worth ~1 point per second which you bank every 10 seconds, with a double bonus if you escape the chase.
so it is certainly possible to earn a silver evader emblem without ever being chased, but I wouldn't realistically expect gold emblems without chase unless the killer is farming. Additionally, during a chase you gain points in light bringer if your team are on gens
And I think this is right. getting into the higher ranks should be based on a demonstrated ability to master all elements of the game including stealth. if someone could get iri emblems without being chased at all. the pips aren't really a reward so much as a measure of overall match performance.
Finally, I tend to agree to an extent that stealth can sandbag the team. not that you aren't unhooking and doing gens, but if the killer can't find anyone else to chase then of course they are going to tunnel whoever is out being bold. If that person is a God tier looper then great, they run the killer for 5 gens and everyone escapes, but if not then they die early and make it that much easier for the killer to mop up
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@DetailedDetriment said:
I'd say to remove the 50% bonus bloodpoint offerings,
Make Fresh Flowers and Devout Wreaths Common,
Keep Sealed Envelopes Uncommon,
Make Fragrant Flowers and Ardent Wreaths Uncommon,
Make Escape Cakes and Survivor Puddings Rare,
Keep Bound Envelopes Rare,
Make Bloody Party Streamers Very Rare,
All Event bloodpoint offerings should cost 5K bloodpoints (Rare) instead of 3K bloodpoints (Common).
I was right there with you until event offerings. I hoard those 😀
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@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/1763952#Comment_1763952
The brown/yellow map offering thing was a long time ago; I started playing Hallowed Blight 2018, and those were gone before then. But it still sucks that every time a new realm is added (which we need more of), a new green map offering is added (which we don't need more of). And the general state of things is that when I pour Bloodpoints into a killer, the maps in their Bloodwebs are the suck maps I'll never use unless I want to have a miserable time, a total waste of BP when I'm forced to get them and nothing but a node that could've been a good realm or BPS but wasn't.
Yeah, definitely too many useless add-ons that just collect dust in my inventory.
Like I said, the Bloodweb is in a terrible state, made worse by the fact that BP rewards are so low and there's no way to trade in/liquidate unwanted garbage.
hmmm.... yeah I agree. Maybe they should make the realm a single offering that when you equip it you get the realm selection screen like in KYF. that would clean up a lot of junk. They could use the current offering assets on the loading screen so everyone knows what realm was played
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@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/1763913#Comment_1763913
to be fair it is a good change, preferably just not for killer
survivor would have 6 ultra rares if this change is made which would make their frequency about 16.66% or more at p3-50 bloodwebs
killer would have 4 ultra rares on every killer except huntress which most killers would just be upset because they get less of their op addons
6 ultra rare? I must have missed something, the UR bulb, UR syringe, and UR BNP are all I could think of on the web currently for survivors. Thanks for pointing out the killer side. I had thought of that and wondered if killer mains would be upset if this change were made, but reasoned that it would only alter the chance of any UR by 12% (goes from 33% to 25%) so wouldn't be too harsh
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@TragicSolitude said:
But it would make BPS more expensive, and given how often killers somehow manage to tunnel out the person who burned BPS before they can even earn 3k Bloodpoints...
I don't think the problem is the rarity of BPS; it's how bloated the Bloodweb is with useless junk you'll never use which bumps off the stuff you do want like BPS so that it's rarer than it's meant to be. The Bloodweb gets more asinine each time a new realm or new offering is added, and it really freaking sucks during events when you want to get the limited-time event items/add-ons/offerings.
truth. But then again it's a difference of cleansing dull totem between a green BPS and a pink BPS as far as earning it back. I think BHVR did some culling on the bloodweb a while back. there used to be brown and yellow map offerings, plus those moon offerings to change the map brightness. Still though, I could do without so many "increase sabotage speed" addons and other things that don't really make sense anymore
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@Warcrafter4 said:
I just feel like there should be a pink version that gives survivors 500% objective points at the end of the game(So maxing objective gives 40k BP) but the killer also gets 500% sacrifice points at the end of the game(So maxing sacrifice gives 40k BP).
Its a farming offering that encourages both sides to do their objectives.
I would not say no to that 😁
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@[Deleted User] said:
I see your point and I'd prefer your suggestion over the current system, but I'd really prefer they make all map offerings common rarity instead.
also a good suggestion, but then how would i get my OP brown toolboxes?
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@bjorksnas @IrishRedCap thanks for the feedback. I'm just thinking about how rare BPS are, and getting more rare with every new map. Especially when compared to ebony moris, iri hatchets, BNP, anti-hemoragic, etc... I've never seen anyone get tilted when BPS are played (unless it's a first hook tunnel and mori) so seems like they should be at least a bit more common and the busted stuff a bit less common.
This felt to me like a good way to address that, but wanted to see if the community would disagree.
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the only issue I see with that is the potential to abuse it for free content. For example if Billy weren't free then someone who hadn't purchased him could just select the "chainsaw 2 survivors within 30 seconds" and avoid fulfilling the challenge in order to play billy whenever they want
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in theory if they changed when the penalty applies from upon disconnect to upon reconnect they could use information from the system to determine the validity of the disconnect (logs will show if the game was closed gracefully or crashed, and at least on PC it should be able to detect if the NIC was in a disconnect state by either wifi antenna turned off or cable disconnected. Not sure if console would give the same sort of hardware state access)
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BY ODINS GREAT SAGGY LOINS THIS SHALL NOT STAND!!!
Although I do look forward to Samination's new "Beast of Prey, You've Gone Away" music video
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@Exerath1992 said:
Completely reworked the power and the busted perks. What do you guys think?
love the changes. 1 small thing though, I feel like the killer power is a bit complicated and, as a passive ability, is going to make him feel like a basic M1 killer. I'm thinking something like either:
Legal Assassin: "For many years ago, we all fell in debt" When in striking distance of an indebted survivor press M2 to perform a basic attack with no cool down and does not trigger the injured speed boost, allowing for an immediate second basic attack. For every 20 seconds that a survivor is not in the killers terror radius and not cleansing a totem, powering a generator, searching a chest, or healing/being healed they gain a debt. These 20 seconds do not need to be consecutive. Whenever 20 consecutive seconds pass that a survivor has not met those conditions then their aura will be revealed to the killer for 3 seconds.
or same debt mechanic as above but:
Legal Assassin: When a survivor goes into debt in the trial receive a notification and a direction indicator. Pressing M2 will activate the Assassin mode, granting the undetectabl status. when in Assassin mode your basic attack has no cool down, but immediately ends Assassin mode
So basically you can double tap survivors with the power, and survivors that aren't contributing to match progress are easy to spot. This is playing on "Legal Assassin" implying no penalty to performing the job and dead beats being brought to the killers attention. I would also do away with the Debt-X-Change
Of course any mechanic that punishes not working to progress the trial is going to mean this killer will get gen rushed a lot
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@AnnoyingNarrator said:
https://forum.deadbydaylight.com/en/discussion/comment/1734372#Comment_1734372
Mate, I am in red ranks. People know how to get gens done. I recognize that my whole "just don't get downed" argument was bad and missed the point I was trying to make, but expecting me to able to stop all gens from popping and slugging everyone is even more stupid and dumb. Not even the best Killer mains can expected to do that consistently.
I understand, and I appreciate that you recognize that the "don't get downed" argument is just as bad as my "just don't let gens pop" argument, which really is the point I was trying to make.
honestly I think both Mori's and Keys are in a bad place. it is absolutely correct to rework them. I think keys should limit the number of survivors that can escape (there is an achievement/trophy for a 4 man key escape, so they need to keep that possible, but maybe only with a pink key and maybe a pink addon for a key) but I also think Mori's should be 1 Mori per completed gen
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easy counter to keys, just don't let any gens pop and slug for the 4k. a good killer will apply enough pressure that no gens get done and so the hatch doesn't appear until you've got the last survivor hooked.
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honestly I'm fine with having the twitch, play, and panda shirts taken back but I would like to keep the crew shirt. can I get an application please?
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I think you would do well to use my strategy:
Play like normal but watch hook states. if you down someone on death hook then pick them up and patrol. when they wiggle off don't chase them, just keep patrolling.
this results in getting max BP in every category except sacrifice for you, normally at least 1 pip, and 0 end game salt. Survivors can easily get max BP this way since they get survival points for wiggling off, hook rescues, won chases, and can finish all the gens. Plus everyone gets to play the game as intended, no boring killer smacks gens, pallets, thin air and anything else that isn't a survivor
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gonna go ahead and throw this in. unlimited DS duration as long as you don't touch objectives or get healed = DS, UB, MoM new meta. get hooked then tank hits for your teammates that are working the gens.
I like the idea of situationally fudging the timer that was shared earlier in the thread, but I would add a caveat that if you are not in chase when a gen pops then DS immediately deactivates. That way you reduce the chances of having 2 or 3 DS active at the same time if the killer is applying good pressure. No more anti momentum complaints :)
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for strictly BP farming I like BT and have considered MoM since they both help with the things you get tokens on.
For the new healing from dying buff you can add botany and/or desperate measures to heal even faster. if you are in a SWF group then having WGLF and Soul Guard is fun, since the one you pick up can then tank a hit
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I honestly wouldn't mind seeing whatever their worst perk is added to each survivor basekit in addition to being a teachable. there are very few survivors that have all 3 teachables that are useful, so maybe exempt them, but really the only case I can think of where it would be game breaking is Meg, since I believe her only off meta perk might be quick and quiet
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gonna have to say Bill, because that man has been through enough already.
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pretty sure the result would be a forest full of devs that committed suicide after all of the negative bullshift they just got done listening to
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confirmed on my account as well
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@BillyMain77 said:
https://forum.deadbydaylight.com/en/discussion/comment/1699290#Comment_1699290
The king is also doing that and i even tried for the first code but still wasnt fast enough.
Im not waiting on someone elses stream just to watch them play and wait for a code that i probably wont get anyway.
I would love to have it but i do have a life outside of dbd and i dont have hours to dedicate to this charm.
understandable. to be honest it's not even really that great. it's a killer only charm and is barely noticeable on the hook anyway
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cahlaflour just said she will take some of the codes and hold back the last 2 characters of the code to give console users a chance to win. might want to tune into her
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should be live within the next 10 minutes according to the lizard entrails I am staring at
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I want a Blighted Blight night light right now
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I think if you look at the perk "built to last" you'll see that the devs are headed in the opposite direction, and that is probably a good thing.
based on the XP reward cap of 600 per match and a gain of 1xp per second the idea is that a match should last no longer than 10 minutes, and in my experience they rarely last longer than that. degrading perks and killer add ons will inevitably prolong each match, and that would generate either much higher queue times or a significant increase in cost for Behavior in terms of game server instances.
if anything I would say that each side should get a buff every 5 minutes a match goes on just to hurry things along (killer movement speed, gen repair speed in the first 5 minute, expose survivors and halve gen repair time at the 10 minute mark, at 13 minutes start the EGC) as long as those buffs are equal for both sides
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I usually just imagine the entity claws forming a giant middle finger
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calm addons for increased range on static blast and whispers to tell you when to use it. generally you can get your TR up to the range of whispers and will always reveal a survivor or 4. also even though shock therapy is good for preventing actions (vaulting and pallets) remember that with all the visual and sound effects of madness 3 it's actually a lot harder to loop, so feel free to shock between tiles if you can't get a hit, if nothing else they will have to waste time snapping out of it
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this isn't too far off of the way I like to play killer. I will down and hook everyone twice, anyone I've gotten to stage 2 I carry around while I patrol and let them wiggle off, or just leave them slugged next to a teammate
it makes for a fun game for both sides and everyone gets absolute lakes of bloodpoints.
that is until the survivors start treating it like a farming match (chasing me, not doing gens, etc) then I start with the death hooks
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seeing the person who went for the unsafe rescue without BT get downed. I do a little doctor giggle when that happens.
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Love this. I would also like to share my appreciation of those killers who 2 hook mori, survivors who only use DS on legit tunnel and still try to loop rather than jump in a locker, killers giving hatch, survivors giving death hook when the killer didn't get any kills, and all the GGs even if it probably wasn't good for them
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if they can't sell the DLC does that mean it becomes available with shards?
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@Equus said:
I did without problems. I used twitch and I connected steam now I'm waiting till they add switch.....
same. I used google account to sign in
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Morpheus from the Sandman comics would be great. I see him as a sort of combination of Doc and Freddy with a "sleep deprived" state that builds up like Freddy's dream state, and the effect being hallucinations and reduced skillcheck success zones or progress. Not sure on the perks though
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Nam, you have my sympathies, that is a frustrating situation.
That said... From a game development stand point this doesn't necessarily justify nerfing those perks. In this game each trial consists of 5 players and to keep the game alive both roles need to be fun and capable of winning, ESPECIALLY in a desperate situation. There was a comment on this thread about NOED, which does exactly that for the killer role. All gens are done and any second now the gates are going to be powered on. Here is a perk that pulls your a$$ out of the fire and gives you a chance at an amazing comeback.
you had this team STOMPED at 4 gens. 3 hooked in the basement and here comes the last survivor taking chance with BT and pulled everyone out of the fire. What a rush for the survivor team right? then despite the BT, despite the double DS stuns you still pull out the 4k? I bet you sweated and swore and possibly damaged your keyboard/controller for that. You held in and didn't surrender. I'd watch that match and love every moment of it, and I'm thinking that some part of you got a huge serotonin rush out of getting that 4k.
And that is what a good game is. It gives both sides a chance to pull off some amazing comeback when all seems lost, and it sounds like your match embodied that. I am sorry that it had you so frustrated you want to give up the game, and if that is how it made you feel then perhaps you should (it is just a game after all), but based on the fact that you didn't DC and stuck it out and pulled out the 4k I think it would a loss to the community for you to walk away
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@Buttercake said:
https://forum.deadbydaylight.com/en/discussion/comment/1678839#Comment_1678839
Yay! Look out for pretzels, they are brown luck offerings. Both of those things..useless. Try and trick the Entity in taking those awful pretzels.
Also, look-out for Apple's...those aren't even on the web. The Doctor drops those in bags(with a note that one a day keeps him away) and they are full of razor blades! He thinks it's all fair cause it's a trick and a treat rolled into one. 😱😦
an apple a day....
gives plague an extra fountain
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I proposed in a few other threads and I'll drop it here:
Moris should activate based on # of Gens completed. 1 Gen = 1 Mori for green and pink. Yellow is fine where it is.
I agree with the consensus that keys should limit the number of survivors that can escape, but it would need some way to keep the "Where did they go" Achievement viable (all 4 escape through hatch). maybe pink key lets 4 escape and purple key lets 1 escape? Also, since playing a key is a near guarantee to have the killer bring a mori just go ahead and make a key holder moriable (except green keys)
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it's the 6 sided dice the entity uses for RNG
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Hex: Totem
The killer starts the trial as a hex totem for 120/90/60 seconds. Cleansing the totem immediately powers all generators and opens the gate, awarding all survivors max points in all categories. After the time limit has passed the killer assumes normal appearance and their TR is suppressed for 120/90/60 seconds
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I am not one to call for a nerf, and I don't necessarily believe it needs a nerf. The only argument I have against Ruin+Undying is that there is no way for the team to know that Undying is in play since there is no status notification. letting survivors know that there is an aura read around totems OR that a hex transferred would, in my opinion, make this a bit more balanced.
As far as game impact, it doesn't matter much to a good team, but an uncoordinated solo q might have 2 or even 3 survivors searching out the totems when they see ruin is in play, and the aura read will tell the killer when to drop chase and defend their hex. Plus if the survivor is looping near a totem then so long mind games
I'm sure I haven't convinced anyone, but there's my thoughts. let me know that the killer can see me near bones and I'm a happy one
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I used to always stop at the gate to give the killer a free hit on my way out (no teabagging though) and one time I did that a Myers rancor mori'd me. maybe that can be used to coach a baggers behavior?
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killing all 4 survivors is not the entire goal as killer. I imagine that your BP and emblems are not great with that play style. If you don't get multiple hooks on each survivor, multiple chases, and aren't kicking things/using your power much in a match the rewards are going to show that you did poorly.
from the survivor perspective it makes the game extremely unfun and frustrating and will lead to them abandoning the game entirely, which is harmful to the health of the game.
so all in all I would say that slugging everyone is a losing strategy. sure you get the kills but you are driving away fellow players for little reward. can't play king of the hill if you are the only one that wants to play
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sounds like a big nerf to me.
maybe make it so that iron maden deactivates DS and causes the survivor to lose 1 health state on exit :)
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yes. but I think you should gain a token when you are hooked.
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proxy camping when you KNOW there is another survivor there or the team has been super altruistic all match I don't see as a problem. The best strategy as a killer is to keep people off gens. if they are choosing to leave gens immediately and go for the save then you get more out of proxy camping than patrolling.
however if you have no evidence that someone will be along in a few seconds to get the unhook then you are better off patrolling gens. as @Moundshroud pointed out you don't want 1st hook deaths because it hurts your BP+Emblems and makes a very unfun game for the survivor side, but if that's the fastest way to get into a new chase then I say do it
This as a survivor main who abandons gens to go for immediate unhooks. I'm still learning :)
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while I understand the point that you are making I would like to point out the fact that the people that are managing the social media and the people that are writing the character stories are certainly not developers. simiilarly the people that design and program the cosmetics are not the same people that design and program the game mechanics.
This game has grown to the point that it is necessary to put attention into those peripheral things like back story, character archetypes, and community engagement. But those things also help bring in new players and more revenue with which they can hire more developers to better help bring their promises to reality.
TLDR; what they are doing doesn't take away time from updates, fixes, etc... while also giving more money to pay the people that are doing the core work
