GoodBoyKaru
GoodBoyKaru
About
- Username
- GoodBoyKaru
- Joined
- Visits
- 18,126
- Last Active
Comments
-
@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1250933#Comment_1250933
It's the Nurse and Legion effect.
Make as many posts as you can about something you don't like and poof, it goes away.
Somehow noed hasn't been changed since hex perks were introduced and ds/bt/adrenaline still remain in the game.
-
Can't believe I never commented here before lmao.
Saw this post ages ago and took the pledge. Happy to say that it still holds true today (at least, I'm pretty sure I've followed the rules).
-
@Waffleyumboy said:
The killer looks like their rank is displayed wrong bc of perks.
It could be someone who just played a lot of trapper, for example. They'd only need to go through 10 bloodweb to get those perks, too. Start with agitation and brutal T1, get deerstalker t3 (3 webs), 2 tiers of agitation (2 webs), t3 of spies (3 webs) and 2 tiers of brutal (2 webs). 6+4, 10 webs. Whilst unlikely you don't actually need to play very long to have such a loadout.
-
I either say "gg" back and leave or if I say gg and they say ggez after I just respond with "ok" and leave.
That or I check their profile and if they're Russian I say "lmao no surprises"
-
On d1 of the update I made a post about it; a usual solid 70 refused to be anything under 180. Thankfully for me that sorted itself out by the next day; it seems like BHVR are tinkering with their servers and MM systems leading to high ping lobbies.
-
I see you're a fellow head on gamer. Nice.
Survivor I like to call it the LockerHunter- go hunt for lockers to chill in and also it combines totem hunter and locker dweller. Head On, Q&Q, Detective's Hunch/Decisive Strike, Inner Strength.
As killer I like to play huntress perkless and slowly learn the killer (strangely relaxing lmao). Other than that Pitbull Wraith (Mr Worldwide) is fun. Bell Clapper & whatever addon makes sure you terror radius is no longer suppressed with distressing works wonders.
-
Great news! Look at the developer update for January and you'll see that the devs are working on a new MMR system, matching based upon actual skill instead of ranks (since they mean very little). As long as killers can tolerate this for a little longer (I hope) it'll be okay soon.
-
I think we all need to appreciate how OP is waiting for the devs to balance maps too like that wasn't the entire point of the update we've just had.
-
Add a totem counter - either through a perk like small game or just base.
Just buff clown somehow. Please, buff the clown.
Fixated applies while also injured and increase the speed boost.
-
@FixDBDPls said:
https://forum.deadbydaylight.com/en/discussion/comment/1242748#Comment_1242748
HOLY ######### CHRIST, A LOT OF ######### GANDHI'S ON THE FORUMS. WHY HAVENT THINK ABOUT THAT? THANK YOU FOR ENLIGHTENING ME!!!
Chill. You literally hate the game but continue to play it and sometimes you need an outside perspective to see things.
-
@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1243677#Comment_1243677
NEVER target someone with an RBT, even if they get it off at the first box, it is still several seconds someone is literally removed from healing, doing generators, doing totems or anything like that.
Perks are personal preference, I like running Ruin, Surveillance, Nurse's, BBq. I've been running Surveillance and sincerely think that alone it is quite underrated. Ruin is STILL GOOD, and combined with running people off generators, some not touching them because of an RBT and Surveillance, it's brutal if it can be left alone. Nurse's, well, you're a stealth killer. It's a massive advantage. BBq can be really helpful to predict movements of other survivors but I'm actually thinking of swapping off it, but I don't know what to.
I've also been running this build since before the Ruin rework, and it still holds up. You just can't play 100% straight faced like half the killer roster, if my results are anything to go by. Sometimes you have to get a dash hit and ditch. I play a bit more anarchic than a lot of killers do.
Add-ons, I really like John's Medical File/Video Tape/Combat Straps as kind of my core ones to use. Crate of Gears and Tampered Timer are also a nice middle finger to teams that are really committed to generators. Extra RBTs are also a decent add-on. Just avoid anything related to the box or mask effects. They aren't worth it.
Dash is your friend, and a useful mindgame tool. I like it as a way to get a first hit, and there is nothing more satisfying and euphoric than getting that perfect tip down at the end of a dash. At pallets or windows, it's kinda easy to bait out a pallet drop or vault into the hit, since you don't have a red stain
Basically you're a toolbox stealth killer, you have everything but you excel at nothing. Avoid affecting your boxes, it only hurts you. Dash is my favoured method of hit, but it's not your most reliable method. Dash add-ons, Gears and extra traps are your go-to add-ons. Perks are what you expect and prefer.
And NEVER, EVER target a person with a helmet. Slug them if you want, but don't try to hook them. Unless they do something stupid like to a generator in your face. As a Pig, your primary power is a limited resource. Don't waste it, but don't hold onto it.
So I saw you were thinking of switching out BBQ; have you considered STBFL? Dash hits don't consume tokens and STBFL is helpful on every single killer bar hilbilly, leatherface and nurse. It's like a slightly watered down STBFL Demo
-
@Shocktober said:
Old DBD at high ranks was.......nurse nurse nurse nurse nurse nurse / billy / nurse nurse nurse nurse / billy / nurse nurse nurse.
Also used to be Sprint Burst/Borrowed Time/Decisive Strike/Unbreakable four time ov-
Oh wait.
Also not the point of the thread.
-
1) Yes, Prove Thyself now cancels out the 15% effeciency debuff when working with another survivor. Despite the wording however, adding a third survivor will slow down the repair speed.
2) Stake Out now reads "Great Skill Checks grant an additional Progression bonus of 1 %." (Source) and therefore is correct, as the base Progression bonus is 1%, so it adds up into 2%.
-
This is like the old doctor's ability to facecamp effortlessly but with more effort. Perks like Resilience, Spine Chill and No One Left Behind (I know, awful perk) help you unhook faster, and unless they're using Discipline, in which case you just gotta rush gens and hope they don't have NED.
-
@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/1243667#Comment_1243667
You load into the trial and instantly get 100k BP Incognito bonus lol
So incognito she just gets Wraith's cloak for the entire trial lmao
-
@SurviveByDaylight said:
https://forum.deadbydaylight.com/en/discussion/147261/wraith-uncloaking-what-the
um, do you not see the reason why? That would create a balance issue making it faster because he’s INVISIBLE and FAST while he’s INVISIBLE. That’s a little unfair. Wraith has add ons that make it faster anyways. Hes already OP. You get the jump Hit on survivors and either Go invisible again and walk away to find another unsuspecting victim (maybe run sloppy/thanat) or go invisible and chase the same guy again. Simple. Ez. Wraith add ons are what makes him.
Sorry I didn't realise every killer was OP to you. Your entire account must be bait at this point. Wraith is one of the worst killers in the roster. If you're going to complain about any killer at least have a valid point- wraith isn't even fully invisible.
@rounder247 said:
I’m a level 1 wraith main and i usually play wraith 80% of my time on DBD. He is ABSOLUTLEY SLOWER than he was before this update. Uncloaking is garbage now and my favorite killer is Practically unplayable. If this was meant to happen very poor move. I’ll wont be playing for awhile for sure. It’s not just wraith who feels slower either there are others, i thought this was going to be a great update for killers, it’s one of the worst and I’ve been playing for 2 yrs.
As a red rank half-wraith-main, I wish to contest this in that me playing Wraith sounded different but felt the same. Uncloaking was fine, I got a 3k + hatch in one match and 4k in the next.
This patch contained only positive things for killers barring Nurse (double stun bug is back), Huntress (bugs galore), and Billy (don't get me started). There wasn't one single survivor buff this patch, and I'm pretty sure the doc rework (aka when they butchered hex:ruin) was worse for the game.
@andyollolloll Like I said above I noticed a difference in the sounds and animation, but the actual time feels the same from my gameplay. I don't think he was actually changed and it's only a visual/audio bug, not an actual gameplay one. We can breath again :D
-
Equipping Claudette's P3 outfit should give this effect by default lmao
/s
-
I like the constantly limited to 1 idea, since the only reason people dont like iri head is because of the 3 hatchets. But I heard a different idea, which I like even more:
Rebounding hatchets.
Imagine, you miss a survivor, hit a wall, and it bounces back to hit them. Imagine how cool that'd be. A technical nightmare, but it's be so cool and now she can legitimately hit people around corners (thanks servers).
-
@CLAUDETTEINABUSH said:
In my opinion, noed or NED as you love to say it, is one of the most weird perks in the game. It's a hex, but not straight away. Some people say it rewards bad killers, but I think it's incredibly incorrect. This is a second chance perk, a high risk but high reward machine. I think that a lot of people justify the high reward cuz the only counter is to do da bones, which is wildly incorrect. If you are getting highly pressured by the killer, you can't do totems. Other people say it's simply op, again incorrect because it informs you that there is a hex out there which causes all this mess.
How would I change ned? Well, I suggest the totem counter alongside with a small change to the perk.
Either A. You're getting notified when you're exposed (like rancor, when the last gen is done the exposed status effect is immediately revealed) or B. expose the aura of noed. That way, people know you have noed and they can instead search for it, so the risk is much higher, but the reward is dependent on your skill.
What do you think? :3
Edit: autocorrect problems, apparently when I write gen I mean ten, gotchu hommie
Yeah, NED is a bit of a joke between me & some friends, and then to keep consistency with a previous post on the forms I thought I might as well keep it going.
"Some people say it rewards bad killers, but I think it's incredibly incorrect. This is a second chance perk, a high risk but high reward machine. I think that a lot of people justify the high reward cuz the only counter is to do da bones, which is wildly incorrect. If you are getting highly pressured by the killer, you can't do totems. Other people say it's simply op, again incorrect because it informs you that there is a hex out there which causes all this mess."
I believe it rewards bad killers because the speed boost and insta-down combined is rather oppresive, and during endgame the killer suddenly moving at 119% speed whist removing a health state can be pretty cheap to a lot of people. I believe this because of my own experience- I used to play awfully and rely on it as a crutch in endgame (This was back when Victory Cube was around). Only when I realised this and tried to change did I realise how bad that perk really is for game health (same with adrenaline imo).
The totem counter, yes, definitely, 1000000000%, that's the best idea there is to help with this. After that, we wouldn't need to change the perk since the excuse of "Just do bones" suddenly becomes infinitely more valid.
"A. You're getting notified when you're exposed (like rancor, when the last gen is done the exposed status effect is immediately revealed) or B. expose the aura of noed. That way, people know you have noed and they can instead search for it, so the risk is much higher, but the reward is dependent on your skill."
I like option A, but it being as it is now is the same as with Devour Hope- you're not shown as exposed until you'd usually know it. So I'd rather we keep that one as-is. Option B just kinda removes all issues with NED right now, so I'm not really the biggest fan.
Overall, I'd say just go for the totem counter. It's easier to implement, doesn't affect swf at all, and makes solo survivor a whole lot more bearable.
-
@csandman1977 said:
How about this. Since NOED is constantly being compared to adrenalin.....
Hex: No one Escapes Death
(I dont remember the actual flavor text)
When the last generator is repaired, gain a 5% movement speed bonus.
If there is a dull totem left on the map, all healthy survivor are put into the injured state and are broken for 30 seconds. Injured survivors are broken for 30 seconds.
It keeps the one hit down, but isn't permanent. Survivors can hide then heal or find the totem.
The speed boost acts like adrenalins exhaustion. Whete it activates even when the survivor is exhausted.
I mean, it's certainly something. I'd prefer to just change adrenaline alongside NED because adrenaline, if used in a swf, is absolutely brutal for a killer. I like it keeping the non-permanent one hit down, but personally then shouldn't it just be exposed status on a cooldown instead? It does basically the same thing when in a chase, but doesn't make survivors incredibly easy to track.
-
@illusion said:
You can't have a discussion about NOED (is it really that difficult to type the O), while saying that people can say "Do Bones" There is a solution. Just because you don't like it, doesn't mean that it should be ignored.
"Some will say that NED is needed because of adrenaline, and they cancel each other out, but really? For a start, adrenaline needs the survivors to play relatively smart to get all 5 gens completed, whilst NED activates regardless."
NOED activates the same as Adrenaline and Hope. If you haven't played smart and opened the gates, then NOED is a non factor.
Also, the argument that you may cleanse all the totems and the killer may not even have NOED, is not a valid one. Many perks are gambles, or risk vs reward type perks. Some are completely invalidated based on the map you are on. Some are countered by other perks. Killers have to deal with totems being destroyed early and completely removing their perks from the match. Made especially worse because they often aren't even hidden. They may even spawn right next to a gen.
Cleansing totems is a risk vs reward action. Is it worth doing on the chance that the killer does have NOED? I imagine that it is, otherwise we wouldn't be having this discussion. At this point you should probably adopt killer tactics to perks like DS...assume that they have it.
I personally don't use NOED, but I don't see how a totem counter would hurt. I definitely wouldn't go any further than that, though.
No, typing NOED isn't difficult, don't worry. It's a running joke I have going on between me and some friends, and I posted about it earlier on the forums. Calm down. I'll call it NOED for you in this response.
"There is a solution. Just because you don't like it, doesn't mean that it should be ignored."
I never ignored it and acknowledged it in my original post. But I said the argument is flawed because of solo queue. Perhaps it wasn't elaborated on enough. In a swf team on comms, NOED activating is entirely on the survivors. They deserve it for not doing the totems when they had the option to. However it's solo survivors who are often affected more by NOED because they have a harder time keeping track of all the totems and who's cleansed what. Hence why I want either solo buffed or NOED reworked. "Just do bones" is flawed because a lot of the playerbase need to use perks to have what others have for free, which shouldn't be the case.
"NOED activates the same as Adrenaline and Hope. If you haven't played smart and opened the gates, then NOED is a non factor."
I like when responding to this you ignored my part of reworking both perks, or removing the large complaints with them both.
So say the killer plays badly and doesn't get many hooks. However, there are also not many pallets remaining. The last gen is done and NOED activates; one survivor goes down. Infection procks and another falls swiftly. The survivors now need to make it to and open a gate, and escape, while the killer is able to move around the map with a speed boost. Again, if this is a swf on comms that's perfectly justified; they didn't do the totems. In a solo team this issue is much more prevelant.
"I personally don't use NOED, but I don't see how a totem counter would hurt. I definitely wouldn't go any further than that, though."
That's the first- and what I've said many times the best- solution there is. It wouldn't buff the swf but would be a nice change for the solo players. This is the idea I most want to see implemented, and then leave NOED as is.
-
@FixDBDPls said:
https://forum.deadbydaylight.com/en/discussion/comment/1242668#Comment_1242668
I am in the middle of my shitposting sesion, dont interfere with logic pls, I am trying to do my challeges also on the game named DBD, i hate the game but is pretty ok to waste my time on so ..
If you hate the game the best thing you can do is stop supporting it.
-
@AetherBytes said:
NOED is... weird, and that's coming from someone who uses it a lot (Endgame Demo ######### rocks with it). The huge speed buff would work pretty well, it's issue is with killers who can already have stupid movement speed (phased spirit, hillbilly, nurse would get a kick out of it too). Biggest example is Legion running at 140% speed. That's nuts! For comparison, Hillbilly tuns at 230% normally during a sprint.
The token down system also doesn't work very well because of, again, endgame builds. It can be alikened to how michaels perks used to contradict eachother; NOED is an endgame perk, but if you've worked enough to use it, by that point there's no use to it.
The ruin idea sounds... okay, but pretty useless. Killer can only chase 1 surv, thats one on each gate and one doing anything in a worst case scenario. The issue is that, with this suggestion, it ramps hard between 1-2 survivors left, 4 survivors make it pretty useless, 3 survivors make it easier, 2 make it impossible for one to escape, and same for 1. It's a hit and miss, which for a totem perk is bad.
Don't worry, I know there are quite a few holes in my ideas, these were all pretty rough drafts. The best one imo to help is just add a totem counter to the survivor team. Swf gets nothing, solos get a lovely QOL change, and people stop complaining about neod because now they knew exactly how many totems are left on the map the excuse of "Just do totems" works a whole lot better.
-
@Sunbreaker7 said:
https://forum.deadbydaylight.com/en/discussion/comment/1242354#Comment_1242354
Well, you are fighting a good fight, I give you that. I too want to see mori and noed either gone or changed to make this game better for everyone, but devs are just too blind to realize that majority of the playerbase despises these two things in the game, and yet they do nothing about them. But if you want to get people on board with your cause, you have to learn to convey your message with short and straight to the point easy to read text, not a novel/wall of text. A lot of people will just get turned off and leave, even if they would have been potential supporters to your cause.
I mean, I tried. This is the shortened version of it all, so I tried to warn them and give a very brief TL;DR at the end. Usually though I make long posts to justify my thought process through it all and have something to refer back to, hence why I like making massive novels as posts.
And hey, I'll try to fight the good fight till the end. Its what I like to do.
-
@Sunbreaker7 said:
https://forum.deadbydaylight.com/en/discussion/comment/1242286#Comment_1242286
If you want to start a converastion about minimising unhappiness in this game, you should start with Mori. Noed still can be countered by cleansing the totem, but Mori is just free ticket to win every game with no possibility to defend yourself against it other than not getting hooked once, but let's face it, the odds of that are next to none, especially when your teammates start to die out because of it.
Oh believe me I was planning on makinh a similar post about moris. The only thing stopping me was that I didn't have any ways to rework them whilst minimalising unhappiness, so I started it with NED. I was also planning on doing it with maps before many were changed, and keys. But I also wanted to see how this post was received before doing another similar post.
Also if any ideas here were liked I'd then put them into the feedback section for the devs to have a proper look at them and consider it.
-
@Yapzic said:
https://forum.deadbydaylight.com/en/discussion/comment/1242028#Comment_1242028
I'm pretty sure it is a BHVR style method to offset the impact the dedicated server offers.
Now the survivors got a free distance bonus after vaulting. That's why more killers have found it is hard to hit the survivor though the window.
I mention it not to treat it as a bad change, because we can adapt, even it is so odd.
I just dont like the way you guys doing your job. Be very perfunctory.
On many issues you just didn't even find out where the trouble is, then make a band aid to cover, to conceal it.
Thats why every time there is an update, then there is for sure more outrageous bugs.
Sorry for the offence, I'm not aim at you,Peanits. just some whining.
Killers have been having a hard time hitting over a vault? I don't know where you got that from, I've either had them using the vault build or hit them from 10 miles away (same on survivor side, hit from 10 miles away). Interesting take.
-
@Sunbreaker7 said:
Remove noed, that's all you need to do.
As mich as I'd love that, let's try not to alienate at minimum 1/5 of the playerbase that we've just tried to bring back with map changes. Instead I propose a solo buff (totem counter) or a perk rework (everything else) to minimise unhappiness on both sides to do with the perk.
-
@csandman1977 said:
Played 1 survivor game last night because wait times were the worst ive had in awhile. Got badham. Wasn't used to new sensitivity on controller (my excuse anyway) went down quick. After that i popped a gen and used detectives hunch to break 2 totems. Someone popped haunted grounds. Checked boiler room and found one. Last gen popped i got the 5th which was noed. 1 person downed while i was cleansing it.
Killer camping basement me and a Steve got the hooked one out and body blocked to a 3 person escape. The 4th left soon as door opened. I was solo Que.
So yes it is possible to solo and remove noed.
Is it possible? Yes. I've cleansed all 5 totems before and successfully stopped NED. The question was never "is it possible" but instead was "Is it fun and reliable to do in solo q with the massive gap between teammates?". Sure you managed to do it this game where your team is competent but next game maybe you'll be roflstomped by NED because your team couldn't do both gens and totems whilst uncoordinated. Therefore I proposed reworking the perk or adding the totem counter to help solo teams. In a case like the game you described that wouldn't do anything, but it would help those weaker uncoordinated teams do a bit better.
-
@Magikazam said:
https://forum.deadbydaylight.com/en/discussion/comment/1240043#Comment_1240043
Is it that hard to say '' I got kindred'' in the chat? Also if your teamate refuse to communicate well that on you, survivor outnumber the killer and their strenght should come from teaming up. If every single survivors could be able to solo the game and 1v1 killer it would just be completly one sided.
Okay so I've said this for the third time, so I'll put at the top here instead so maybe it'll click.
"CAN I INTEREST YOU IN THE ENTIRE CONSOLE PLAYERBASE?"
They don't get this luxury at the start of the game, and many players have their messages turned off to avoid people messaging them, salty they lost.
Hence comes my first (and imo best) suggestion of adding a totem counter. Does nothing for swf who are already communicating, but allows solo players to communicate and coordinate better. Improving teamwork. The whole point of the game.
I really fail to see your point here.
-
You can tell you didn't play it.
They increased the survivor repair efficiency PENALTY. As in, when multiple survivors work on a generator together the PENALTY got increased, not the actual efficiency value.
-
@Lmronby said:
https://forum.deadbydaylight.com/en/discussion/comment/1240181#Comment_1240181
You could just say "tomorrow"
Or I could be helpful, explain it in further detail as I usually do (if you don't believe check out my most recent post) and add in a little extra comment at the end. It ain't that deep sis.
-
@Lmronby said:
https://forum.deadbydaylight.com/en/discussion/comment/1240082#Comment_1240082
Alright, don't need the patronizing "Please be patient" :v
I'm trying my best to be polite by asking you to be patient. If that's patronising to you just wait till someone actually is.
-
Tome 3 is being realised 11am EDT on Wednesday 28th April 2020 (tomorrow). This was planned from the start. Please be a little more patient.
-
@Waffleyumboy said:
Interesting suggestions...are you proposing them all or just laying them out?
These were very rough ideas I thought of and wrote down quickly before typing it all up into a 1.8k word monster. Like I think I mentioned in the post, having an extra 10% movement speed may be a tad bit busted. Mainly laying them all out (except for the totem counter which is the only one I've actually, properly thought through).
-
@Magikazam said:
https://forum.deadbydaylight.com/en/discussion/comment/1239964#Comment_1239964
''Congratulations, I'm not using his stream as direct proof of my entire post, I'm using it as a way of showing that a killer can facecamp and play badly and still win.''
Depend what you mean by ''win'' because according to the dev ranking, 4k won't garantee a pip, hell if you camp and do a 4k chances are you will de-pip a lot. Yea, im aware that the ranking system is full of flaw, but we can agree that how the dev consider win and loss, by the pip system. As for your solo buid, im pretty sure only a single survivor can run Kindred since the whole team got it effect, pre-game chat exist for a reason. And if you run a single perk just so it can counter a single killer, maybe it not the best perk to choose, but it you choice relly.
"Depend what you mean by ''win'' because according to the dev ranking, 4k won't garantee a pip, hell if you camp and do a 4k chances are you will de-pip a lot. Yea, im aware that the ranking system is full of flaw, but we can agree that how the dev consider win and loss, by the pip system."
Correct, and maybe my terms of "win" wasn't the best, so allow me to rephrase it. "I'm using it as a way of showing that a killer can facecamp and play badly and still end the match with all four survivors dead, many of them not having been able to pip and the first one camped guaranteed a depip."
"As for your solo buid, im pretty sure only a single survivor can run Kindred since the whole team got it effect, pre-game chat exist for a reason."
You know that we don't know each other's builds before the game starts right? Otherwise only one person would need to use Detective's. That's one of the point's I'm trying to make here; solo survivors need it changed whilst swf don't. And on the topic of this, are you aware of the entire existence of console players who can't do this? Or people who mute the chat? Not everyone has the ability to do this, and so will then get screwed over and lose in a cheap way to NED.
-
@Huff said:
I think in that last line you meant "token based" not "totem based." But that solution I think would be really touchy. While I feel like it could work, I don't see why you wouldn't just take devour hope instead. I mean, devour hope has a similar element of surprise where it doesn't reveal itself until you strike with it. It is still active during the main portion of the game, but I feel like 3 hooks and getting instant downs, plus the other perks you get at 2 and 5 tokens during the game is a lot more valuable than hooking each survivor 2 times for the capability of instant downing only during the end game.
I understand it's probably not the MOST thought out idea and you probably just kinda thought it up real quick, but I've seen the suggestion before just worded slightly differently and I remember thinking the same thing back then: why not just take devour then, so you can get all the benefits before the end game? I figured I'd just add the thought in this thread too, for discussion's sake. Anyway, if it did have a token based system I personally think it would have to be something other than "hook each survivor twice" because with that effort for that reward, it would seem just like a less powerful/watered down version of devour.
I'm not against it being changed at all though. Personally I'm of the opinion that it is on the survivors pretty much if the perk activates, so I feel like the totem counter would be the simplest solution. Just adding in a number doesn't seem too complicated. It would also keep the feeling of "this is totally preventable, you just have to take the steps to prevent it."
I did indeed mean token based, my bad. I see your point there, but I've seen it thrown around and I kinda thought of it as a different version of DH. You don't get the instadowns as early, and you're limited to four, but the movement speed you get from it is significantly better and it can't be deactivated by a survivor spawning on it. Definitely isn't completely thought out, no, thanks for realising this lmao.
It also isn't necessarily just "hook all survivors twice"; if you 2 hook 2 survivors you'd still be able to insta-down the final 2 in endgame, cause instead of it being about how many you have for a certain reward, it just consumes a couple but you get the reward with limited effort. Just how much time is spent with that reward is what you work for for. I thought it'd be a pretty cool idea and would take away some pretty major complaints with it.
The totem counter I agree with, definitely. 100% my favourite option to add, the easiest there to implement, and we can leave NED as it is.
-
@Magikazam said:
Another person using Otz stream as a proof, even too he simply face camped and used NOED as a last ressort. I was here during the stream and he agreed that his ''Test'' was kinda a mistake. People also ignore how he said Second chance perk of survivor need a nerf. With that said I think that survivor can have the luxury of using Detective Hunch Perk. I mean, survivor technicaly have a total of 12 perk slot. Even if all four survivor use DS, BT and Unbreakable (all those perk are not only real good, but counter Tunnel, camp and slug) and then each survivor still has a free perk slot, and im pretty sure one of them can use Detective to do bones. Not only with that single perk you counter any Hex perk of the killer, you also counter NoED.
"Another person using Otz stream as a proof, even too he simply face camped and used NOED as a last ressort. I was here during the stream and he agreed that his ''Test'' was kinda a mistake."
Congratulations, I'm not using his stream as direct proof of my entire post, I'm using it as a way of showing that a killer can facecamp and play badly and still win.
"People also ignore how he said Second chance perk of survivor need a nerf"
I've been seen on the forums before saying that DS needs a change and I literally stated that if we get rid of NED we should get rid of Adrenaline, and other second chance perks.
"I mean, survivor technicaly have a total of 12 perk slot. Even if all four survivor use DS, BT and Unbreakable (all those perk are not only real good, but counter Tunnel, camp and slug) and then each survivor still has a free perk slot, and im pretty sure one of them can use Detective to do bones."
When contemplating all of this in a perfect, 4man, coordinated swf, yes they can. They can run perkless, as shown in Marth's depip squad trial. But swf and solo are not the same, and there's a large gap in their power. Often times it's solo players who struggle with and get killed by NED, and want to have fun in the game too. So let's go by an ideal solo build:
-Kindred (to have any small ounce of coordination and fun)
-Detective's Hunch (totems)
-DS (tunnelers)
-Iron will (Spirit)
Doesn't leave much room for build variety, does it?
In an ideal world, NED wouldn't be an issue and solos and swf would be at a similar power level, both able to be stomped by a killer. But this isn't that world, and solos need as much help as they can get. Limiting their build to four perks to have a bit of fun, isn't exactly an ideal world. You can't even use pre-game chat on consoles to communicate this.
-
@xenofon13 said:
I logged in, no charm.
Do the same thing that I mentioned in this comment:
@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1239585#Comment_1239585
I meant the charm in general. Bit weird since I got it just by logging in. Head over to https://forum.deadbydaylight.com/en/categories/bugs, check quickly to see if the bug has been reported already. If it has, upvote that post. If it hasn't, create a new post using the thread.
-
Definitely weird, since it should be automatically unlocked. Head over to https://forum.deadbydaylight.com/en/categories/bugs, and see if anyone else has created a post about your issue. If they have, upvote it.. If not, create one using the required template.
-
@USELESS said:
https://forum.deadbydaylight.com/en/discussion/comment/1239580#Comment_1239580
I am saying on PC. I logged in but didn't received anything
I meant the charm in general. Bit weird since I got it just by logging in. Head over to https://forum.deadbydaylight.com/en/categories/bugs, check quickly to see if the bug has been reported already. If it has, upvote that post. If it hasn't, create a new post using the thread.
-
@Witchaven said:
https://forum.deadbydaylight.com/en/discussion/comment/1239576#Comment_1239576
Seriously, if I could have 1 thing fixed versus a whole slew of changes to the game done, I'd ask for the latency to be addressed. I have lost track of how many times I vault through a window, take 3-4 steps forward and still get hit by the killer. I'd be perfectly fine with them taking 3 months straight on just working on making it so that doesn't happen anymore lol ah well, thanks for the info. Have fun out there!
Apparently vaults have been fixed on the PTB. I wouldn't know, haven't been able to play since I've been getting lobbies of exclusively 180+ ping.
-
I assume you mean the DBD Mobile charm? Literally log in and it should be in your inventory. If not that's a bug, and fill out a bug report explaining this.
-
@Witchaven said:
https://forum.deadbydaylight.com/en/discussion/comment/1239566#Comment_1239566
Ok, that's the answer to my question. It doesn't consume the token lol because like the other poster pointed out, we already have Distortion. So it sounded to me as though they changed the perk to be a crappier version of Distortion. Which really made no sense, hence why I was looking for clarification if it consumed the token or not. Thanks again!
If it does consume a token then they gotta update the wording, but right now it seems like it's worded similarly to BBQ.
See you out there in the fog (if the ping issues ever get fixed).
-
@Witchaven said:
https://forum.deadbydaylight.com/en/discussion/comment/1239532#Comment_1239532
Here's a screenshot of how it reads now.
No, this still seems to work as usual. It's just a QOL change (according to the dbd wiki, my lifeblood) to make it more concise, It doesn't say it consumes the token, so it still works like usual.
-
@Desh said:
https://forum.deadbydaylight.com/en/discussion/comment/1239501#Comment_1239501
Point of the forum is for many things, mainly discussion. Hence why this post is put in general discussion. Your solution provides no suggestion on what exactly needs to be fixed and how it can be fixed. Probably a reason why you aren't a developer yourself for this game. There is nothing wrong with stating how you feel and offering a discussion on it. But belittling the work of someones product instead of providing, and I repeat, constructive criticism, just makes you a douche.
Well let's just read the op.
"You can get stuck in numerous pallets, billy is just one big bug in a half with what feels like all of his animations being bugged I believe, and probably more".
Here we find the op stating some bugs encountered, and statting there are probably more. What do you want them to say then, go off on "Maybe you should allocate more resources in the bug fixing and QA department instead of in skins" which sounds rather snide. Literally, the only solution to fixing bugs is to fix the bugs, what else is there to say? If they wanted to give specific exact feedback they'd go to Bug Reports, but they don't. They're stating an opinion.
-
For clarification the comment in reference is something like:
"I don't mean to be that guy, but if one person is following you around with a flashlight all game it means they aren't doing generators. I'd really hesitate to call that genrushing."
And, I mean, he's right you know.
If you get offended by this then all I can really say is grow thicker skin and get off of the Internet. This is one of the least offensive things I think I've ever read and I spend my free time reading stories about people adopting puppies.
So this really isn't him being rude, it's him telling the truth. And if you'd want a developer to lie to your face instead, that's fine. Cause from your original post, it just seems like you gave up prematurely. First down with 3 gens popping and then you give up.
That's not how killer works rn.
Right now as killer the only generator that matters is the final one. Of course when there are 3 survivors unpressured on the map they'll all do a generator. It's after that when you start building pressure that you snowball, gen speeds slow drastically, and that's when you clutch the win.
TL;DR: That wasn't rude, grow thicker skin, and don't give up when exactly what's meant to happen happens. If you want a developer to actually be rude, go to reddit during an Apex Legends AMA.
-
@Desh said:
Bro stfu. Provide proper and constructive criticism with a possible solution than just bashing the teams that put work into this patch.
Honestly at this point from what I've seen this is actually an awful patch in terms of quity with the only constructive criticism being "Bugfix asap" or "Fire and re-employ your entire QA team."
-
I think a lot of people have been experiencing this. Like Fibijean said on my post about this, it could be that they've tweaked matchmaking, which is leading to being put into the wrong servers. Unfortunately killer queue times are now scuffed, but survivors are fast now.
-
@HYthinger said:
the ping is not the only thing broken. huntress and billy are still bugged like in the ptb. dont know if nurse is also still broken. but since billy and huntress arent fixed i guess shes also still bugged.
if u dont know what i mean (billy gets no stun from running into walls + broken saw animation. huntress screen starts shaking when putting away a hatchet and nurses teleports are not working correctly)
I didn't know that Huntress was bugged, that's a new one. Billy's also a bit bugged with his turning unfortunately, but apparently Nurse's issues got fixed before it went live. We can at least have hope- I'd love to playtest these. Thanks
-
@arslaN said:
This patch is extremely broken. I am experiencing the same thing right now along with other serious bugs as well.
Wonderful; it's great to know I'm not alone in this issue. Here's hoping the devs manage to fix this soon cause I really wanna see how they changed Ironworks from the PTB (and also Storehouse and Coal Tower got changed too so I want to see how that's been changed).