GoshJosh
GoshJosh
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2944972#Comment_2944972
This would probably just result in more lobby dodging, and that messes with the MMR system.
So treat anything after pressing ready and put in the lobby as a DC penalty. It’s a fair change and removes the need for last second switching.
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Totally fair and needed change for the perk.
+1
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No.
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Another forum poster who wants to make another strong killer unviable. And not just at high ranks. The fact you think Nurse would be playable with such a disgusting nerf without any compensation to her base speed or anything else shows extreme bias.
No.
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@Nun_So_Vile said:
They could, at the very least, give an official response to any of these posts and acknowledge that their player base has been infested with these bot vermin.
They’ll never do that. It’s a lose-lose situation for them. It’s a loss if they have bots/cheaters in the game, but also bad PR if they admit to it. I suppose they could spin the declining player count to say it’s them banning these accounts, but that’s about it.
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@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/322459/should-exhaustion-be-the-next-haemorrhage
While I see where you're coming from I think it would be a bad idea. I almost never run exhaustion perks and would feel pretty annoyed that I now have an extra thing to mange because so many people run Dead Hard.
If you don’t run exhaustion perks anyways, this would hardly effect you. Heck, this change barely effects exhaustion perk users. It’s just about having the status effect do something to all survivors, regardless of their load out. It would be like mangled only being applied to survivors who bring a medkit or healing perk(s). Well, why am I going to bring it if it might not do anything at all? Same idea here for a killer with exhaustion-causing perks or add-ons.
This also isn’t exclusively about Dead Hard (not mentioned in my post), but exhaustion as a whole/status effect.
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@HexDaddyissues said:
https://forum.deadbydaylight.com/en/discussion/comment/2940826#Comment_2940826
show us on the doll where BHVR hurt you
Here:
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@MrPuppier said:
https://forum.deadbydaylight.com/en/discussion/comment/2935178#Comment_2935178
And you didn't provide any evidence. But I asked you for proof. If you don't have a proof, don't talk to me anymore.
Evidence of what? Here is a screenshot from this past March, where I escaped against Nurse as a solo survivor. I had the most points and don't even think I was downed or hooked once. You can see she had BBQ, Starstruck, Agitation, Infectious Fright and the purple range add-on (the commonly complained about Nurse build and add-on). The other three survivors had Flashbang, essentially a meme perk. One brown toolbox that I don't think I used. She got one kill.
Now, what more evidence do you want?
@MrPuppier said:
https://forum.deadbydaylight.com/en/discussion/comment/2935178#Comment_2935178
I'm waiting to play a custom game with you too. Besides, this way we will see how "balanced" the Nurse is and how much of a "rookie" I am. What is it about? I promise to do at least 2K. After all, the Nurse is a very "balanced" character, and you "pro" players can get a max of 2K Lmao. Right now, I'm iridescent rank and the Nurses who are against me are doing 2K at worst. But in your opinion, the Nurse is "very weak" and you still continue to play #########? Lmao. Let's play custom game once and I'll show you how "balanced" Nurse is. I'm still being judged by a bunch of idiots for a word I didn't say. It's a joke.
Sure, I'll custom match you. But why can't you show us these 10-win streaks against people the game determines are of your own skill level? I dunno, I might be too good for you! Don't want you to get creamed too hard. I'll be livestreaming too, if we do.
Edit: typo.
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@ImaSetUpCamp said:
https://forum.deadbydaylight.com/en/discussion/comment/2944754#Comment_2944754
Ahh, you’re one of those. First, I said they “should” be taking the other survivors into consideration since the odds of you getting out are significantly lower if y’all don’t work together. Second, I never once said anything about it being bannable. It’s a matter of integrity and being selfless, but if you want to be that guy and ruin things for others because you’re selfish, by all means go ahead, it just says a lot about your character.
It's literally built into the whole premise of the game, watch a few of the DbD trailers some time. There's even a perk named "Self-Preservation". And the entire character it was released with is meant to be a selfish little girl.
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@Chaos999 said:
https://forum.deadbydaylight.com/en/discussion/comment/2945412#Comment_2945412
OK, but you are not proposing buff at all, but a debuff.
Also, because exhaustion has no effect, adding any effect, including an stridor like effect is already a rework.
I'm simply trying to make it into something that acts as a buff for survivors.
My proposition has no debuff. The extended exhaustion when healing or repairing is to give survivors the chance to take advantage of the skill check buff, and ultimately they would have control over what they want.
Ok, escaped from than mean killer, let's smash those gens or get me patched up real quick. Or, damn I gotta get back to the killer, I'll just rest on this locker here for a spell so I can go back to prevent the killer from slaughtering my chase challenged team mates.
Since all of this activates on exhaustion, no exhaustion perk means, nothing of this matters.
I think we're just confusing each other. When I said buff, I meant buff to the status effect. What I proposed is a small nerf to the survivor side, and small buff to the killer side. Exhaustion is just slightly more punishing. Does that make sense?
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@Chaos999 said:
https://forum.deadbydaylight.com/en/discussion/322459/should-exhaustion-be-the-next-haemorrhage
I agree, but also I don't.
I think it could certainly receive a change, but the hemorrhage change was a buff, so I think exhaustion change should also be a buff.
I'm thinking something like:
Exhaustion recovers 33% slower while repairing a generator or healing. Increases the odds of skill checks by 10%. Increases the great success area for skill checks by 20%.
Exhaustion recovers 25% faster while resting inside a locker.
Haemorrhage received a flat buff, which is what I'm also proposing for exhaustion. What you're proposing is more of a rework.. buff + nerf at the same time.
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@Sumnox said:
https://forum.deadbydaylight.com/en/discussion/comment/2945350#Comment_2945350
I doubt you are.
In any event, this is completely uncalled for, and there's definitely way bigger issues to address before we start adding random passive effects to survivor, whether or not they're using the perk that could at least give you some benefit out of it. Instead they should, you know, maybe fix actually relevant issues like the crashes, map layouts, and horrible latency and hitboxes that translate into impossible long arm hits.
Why, because of my Nurse profile pic? Ok dude. 😂
Of course there are much larger game issues. Doesn't mean we can't suggest and call for changes in minor areas as well.
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@Sumnox said:
A brand new episode of: "HOW TO MAKE SURVIVOR EVEN MORE MISERABLE THAN IT ALREADY IS!"
Starring: People who ultimately want to end up playing against bots
I'm a survivor main. If you think minorly louder groans of pain at a degrading rate while exhausted makes your survivor experience "even more miserable".. you probably have a lot bigger problems in your core survivor gameplay style.
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@Tiufal said:
Exhaustion isnt supposed to have an effect on survivors. It originates as limitation on particular perks and thats the only thing it should have an effect on. You completely lack logic.
I gave logical reasoning in the post, if you cared to read it. But at least I won't forever be remembered as the guy who falsely accused Otz of exploits!
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@Jigsawbg said:
damn,not even 1 comment from them
They have a hard enough time balancing, fixing, and maintaining players for the game as it is right now. Don’t see how you think they can successfully manage a new mode - which would also cause longer queue times.
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@GuyFawx said:
If it ever gets a update it would only make vigil more required
I would actually like Vigil to be buffed to allow exhaustion recovery while running (at, let’s say, half rate). It would reward survivors who can last very long in chase. It’s hardly worth using outside of Sprint Burst and Head On squads right now due to this limitation. And Mindbreaker hard counters it.
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I noticed when playing against him it's not making the 'thudding' noise that used to accompany him going into Tier III either. Also, another bug is that getting hits in Tier III is not counting as hitting exposed survivors for Rift challenges. So both sides are suffering badly regarding Myers right now.
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You kept trying to play after two? Ballsy.
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@Kurri said:
Easy Fix;
- Add hexing mechanic where the Killer can hex dull totems (same time it takes to place Pentimento).
- Hex Totems no longer spawn on a dull totem at the start of the match. Instead when the Killer has a hex totem available all dull totems are revealed by a yellow aura, and they can go up to one of these dull totems and hex it with their perk instead.
- Cleansing or Booning a Hex Totem removes the Hex, and all stacks on that hex.
- Killer can hex other dull totems with their hex so long as their is an available dull totem. (Only one instance of that hex can be up at the same time - I.E you can't hex multiple dull totems with the same hex).
This makes it that the Killer can get more use out of Hex perks instead of just getting 20 seconds of use at the start of the match. It also means the Killer has to spend a few seconds or more to hex a dull totem. It also means the Killer has more control over where their hex is placed so they can place them more strategically than being a glowing orange/red beacon atop a white hill on Ormond.
Survivors will have to use Boons with the understanding that if the Killer snuffs their boon they can hex that totem right after, and deciding if they want their infinite boon and deal with an infinite hex perk, or cleanse the dull/hex totem from the match (and having to cleanse all 4 other totems to remove possibility of the hex entirely).
Is that really an easy fix? Forcing a killer to spend even more time setting up before searching for survivors? Where they can also stalk the killer, seeing where they decide to place their hexes?
Methinks you'll need to go back to the drawing board on that one.
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Yep, just came here to report this. Real nice waste of my Fragrant Tuft of Hair.
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I’ll take any of those over Legion, actually (especially Nurse!). Thankfully I have yet to face even one since the buff. He’s very boring, his power is basically just to draw the match out for an extra 10 minutes. Yawn.
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@Brimp said:
Using monstrous shrine will cause deliverance to not have the safe unhook requirement.
I remember when luck offerings would make Deliverance not be a 100% chance to unhook yourself, rofl.
My guess? NOED will still proc when all totems have been cleansed and/or blessed.
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@Smuk said:
you forgot one thing. It doesnt work. Those few buttons are dummy.
The mods on the forums say otherwise. Say they’ll only review reports if done in-game. But yeah, not my job to police their game for them.
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It should also charge up in chase, in my opinion. It gets totally screwed up by stealth killers and perks. Or some other way to build it up besides terror radius.
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@TAG said:
I would gladly trade every other veteran of this game for a more palatable grind.
Hey! 😡
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@SamsungSidney said:
Either it was ping related, or he hit you with his tendrils...
That wouldn’t trigger NOED, right? And he’s not even infected either way.
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@Laluzi said:
He took tips from Freddy.
Long, claw-like tips.
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/comment/2941993#Comment_2941993
I've always been curious, what is considered "killer belongings" because I always thought it was just for trappers traps and hags trap, can it give more value?
I’ll let the wiki do the work here:
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2942761#Comment_2942761
If you can't understand how putting players into a lose-lose situation might be a poor idea, idk how to help you.
I dunno, BHVR seems ok with that when it comes to certain killer powers.
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@AetherBytes said:
https://forum.deadbydaylight.com/en/discussion/comment/2934290#Comment_2934290
On the survivor side I actually hate this. Its too easy to reveal him, meaning its extremely hard to observe ghostface without tipping him off to where you are. I simply glance in his general direction and I get revealed.
Aren’t his counter-play choices great? Let him stay undetectable and able to expose survivors, or tip him off to exactly where you are. Even if you can’t finish the reveal.
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@drsoontm said:
https://forum.deadbydaylight.com/en/discussion/comment/2941894#Comment_2941894
Which reminds me, we should add a suggestion to prevent swapping items once the 5 seconds limit has been reached (or the 15 one, I'm not sure what's best)
I'll post one right now.
Everything’s already locked at five seconds for all players. Might wanna get your info straight before suggesting changes.
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/2941979#Comment_2941979
The weakest item in the game is a non-Iri map.
Add-on less? Sure. Killer-belonging tracking tacked on? Definitely not.
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@TeabaggingGhostface said:
https://forum.deadbydaylight.com/en/discussion/comment/2941894#Comment_2941894
Survivors should be locked in at 15s to prevent last second switching
Everyone locked after readying up and playing the match made for them. Just like DbD Mobile.
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Edit: replied to wrong comment, sorry.
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@NemmyMan3000 said:
Ah yes, hide items so more killers can quit the game because they dont know what they're up against and have zero ways to counter it.
Thats like having every killer be undetectable and invisible until we swing or use our power.
It’s pointless. Smart survivors will last second switch anyways. And then everyone can enjoy a requeue experience when a whiny killer dodges!
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Buff flashlight add-ons. No nerfs needed.
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@TeabaggingGhostface said:
Killer has like 2-3 perks related to survivor items
Which is exactly why they shouldn’t get to swap their perks prior to a trial starting. If they want to counter items, it should be a forethought (as it is in DbD Mobile).
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We’ll see with the sixth anniversary; but right now, no.
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If you’re a new player with no other perk choices, I guess.
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They want the map totally deleted, not simply reworked.
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@White_Owl said:
https://forum.deadbydaylight.com/en/discussion/comment/2941412#Comment_2941412
The only problem is that it would impact so little that is not worth to change a perk, risking to create more bugs.
It ain’t DbD if there ain’t bugs. Not really a valid excuse to me. 🤷🏼♂️
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@Sepex said:
https://forum.deadbydaylight.com/en/discussion/comment/2941300#Comment_2941300
I read survivors can't drop the box once they pick it up. Can't remember if this is true though.
Another one of those wonderful reasons to enjoy facing Pinhead. /s
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@White_Owl said:
The animation for snuffing boons is already so fast that you wouldn't notice any difference and the overall time saved in the match would be very negligible.
Then what’s the problem adding it? It thematically fits the perk. Brutal can use a little love.
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@Mat_Sella said:
So now people who dont take Exhaustion perks have to suffer just because Exhaustion exists to limit the massive strength Exhaustion perks provide?
no.
I better receive some benefit then whenever I'm not exhausted to compensate for the random nerf to existing without an Exhaustion perk.
So you’re ok with a status effect having zero potential value for an entire trial? Ok. I’m not even proposing anything crazy my man.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2940953#Comment_2940953
Exhaustion is resetting when you being hook
I believe the idea was for all other survivors, while the Kindred user is hooked.
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@FeelsBadMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2940898#Comment_2940898
"Ill intent"? What? If the killer decides to chase someone across the map just to get Head-On stunned, thats totally on the killer. After that happened once the killer should be more cautious. I think the highlight idea is nice and would buff soloq a lot. It should be map wide cause in a SWF me or my teammates can already call out "I am in shack locker" so I can already run the killer across the map just for him to get Head-On stunned. Making it map wide literally would only buff soloq.
Ok, that’s fair.. but there’s no arguing that, at times, solo queue survivors use other survivors’ auras to purposely BM.
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No. Remove the DC penalty. Fix the game issues that lead to DCs.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2940873#Comment_2940873
Then add mechanic to game. So if killer camps, solo survivors should know about it. SWF has all info for free already.
Whether that info is given for free or not is one thing, but aura reveal is kind of another. I’d rather just have Entity progression slow at a variable rate based on killer proximity, to encourage leaving a hooked survivor to chase and patrol gens. (Cue people mentioning some obscure test years ago that survivors AbUsEd it so it won’t work.)
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@AetherBytes said:
https://forum.deadbydaylight.com/en/discussion/comment/2940855#Comment_2940855
I think they mean highlight it to other survivors
Yep, and @Seraphor doesn’t want another survivor intentionally leading the killer to another survivor hiding in a locker just anywhere on the map. By keeping the radius small, it helps prevent using the aura read for ill intent.




