GoshJosh
GoshJosh
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@shane32 said:
https://forum.deadbydaylight.com/en/discussion/comment/2763487#Comment_2763487
Then why not just end the game when all gens are completed?
Because the game isn’t over yet at that point. ?
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@NoOneKnowsNova said:
https://forum.deadbydaylight.com/en/discussion/comment/2760032#Comment_2760032
Similar to how solo survivors are told to run Kindred, Windows, DS, BT, Bond e.t.c just to communicate with the team somewhat and counter camping/tunneling.
Stuff like this is why I haven’t played survivor in so long. Too many perks are needed with only four perks slots available, and this feature that the devs are early in developing for solo queue (showing what your team is doing in the hud) still won’t help with noed too much.
Note this doesn’t mean I believe survivors need more than four perk slots, just incase that wasn’t obvious.
Exactly this. Killers can camp, tunnel, and slug for free - their perks only enhance those playstyles. But if a survivor wants to counter any of them, at least one perk for each scenario is required - and usually just one perk won't cut it by itself.
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@LapisInfernalis said:
https://forum.deadbydaylight.com/en/discussion/comment/2760374#Comment_2760374
i mentioned before that this happens mainly with soloq where you can't coordinate or don't get to do all bones before the last gen is done (because the team is very efficient).
killers who play the long game usually have no real gen regression and therefore you get the idea that they have noed pretty soon. bad killers have a ton of gen regression perks and still get many kills because of noed even if they only have 2 hooks in total.
This it what annoys me. not the killer who does his best, has many hooks, but struggles because of map layout etc; but the killer who doesn't even try but gets the kills anyways.
I usually don't care about noed, but it feels cheap sometimes. same as the BT/DH/DS combo during EGC when you 2hooked everyone.
I wouldn't bother with these people.
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Yes, it carries bad killers by giving them extra downs and kills - as a reward for nothing else than having at least one dull totem still standing on the map. Look at the comparison to new perks like No Way Out, encouraging you to hook every survivor at least once prior to the fifth gen pop to get the strongest value. NOED is just thrown on and no other input is required from the killer.
I'd even be ok with an indirect nerf by providing survivors a basekit totem counter. But the perk badly needs nerfing or reworking for the longest time. I would prefer it require a dull totem and still be on a timer basis like it was before, granting more time for each hook during the match or something like that.
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Why do you prefer the Switch version? I just tried Apex yesterday on my Switch, and uninstalled it after two matches. Can't imagine trying to play DbD on it. Not that I would without cross-progression.
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Adrenaline is fine because it rewards a survivor for doing their primary objective, only activates once, causes exhaustion, and might even have no effect or activate at all.
NOED is not fine how it is, nor is your idea to change it. It almost always rewards bad killers with extra downs and kills. I think it should be nerfed to still attach to a dull totem, but also be on a timer. Perhaps it could be based on number of hooks during the match and/or dull totems remaining. If you place NOED across multiple dull totems, you're just making it even more difficult to counter.
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Why are you hitting an injured survivor in Frenzy anyway? To look for nearby healthy survivors?
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Nah, hard disagree. Imagine someone using Quick and Quiet with Lithe, Smashed Hit, or Balanced Landing.. just to be screwed by this.
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Yes there is. Old Undying was ridiculous. Boons aren’t.
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Overall, worse.
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@Pandamonium31 said:
The only thing there's no counter to is the way you spelled "Truly". (No hard feelings, just a funny thought I had while going through the thread)
Sure there are. English classes, autocorrect…
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2756441#Comment_2756441
Balancing the game around new players is a great idea! Its not like they get better in time or anything...
Apparently the devs disagree. Look at how many new player survivor perks exist - and new survivors still get - today. Technician, Visionary, Corrective Action, etc. etc.
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Because it’s irritating as heck when you reach full wiggle progress, get 400 survival points, and still somehow manage to get vacuumed onto the hook. Hoping this solves that.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2755358#Comment_2755358
I suppose it's technically true that Lightborn has no counter.
Though there's others in that alley, like the aforementioned Visionary.
If the killer lets the survivors repair five generators, Visionary deactivates the rest of the match.
🤓
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I thought for sure it would be the only true answer: Lightborn.
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@Marigoria said:
If you have proof that that person is targeting you, it is bannable and can be reported.
How do you prove that without a written confession by the killer?
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@Huge_Bush said:
Try playing with cross play again. Even though I’m on PC, most of the killers I get are usually from a different platform. Also, if you want to aggravate him, select Claudette and give offerings for Mr Cowboys map and become one with The Bush.
It will drive him crazy if he’s gunning for you and can’t find you. Just make sure any gen you’re on is near bushes or lockers so you can counter BBQ. I forget the name of it but there is a perk that will allow you to avoid aura detection a few times, which will help if they have Lethal Pursuer and BBQ. Spine Chill is also good with helping you lurch away before they come at you.
I believe your unnamed perk is Distortion.
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@GannTM said:
If he’s doing it over multiple games, it is a bannable offense if you have video evidence.
Really, the devs have said this is bannable? I don’t see what rules it breaks. Not that I condone what this killer player is doing.
I also don’t see why devs haven’t hidden survivor names in the pregame lobby yet. It’s a no-brainer move to help stop this kind of thing. They should just convert the base game lobby to the same as it is in mobile - minus the names.
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There should definitely be a minimum distance requirement between each of them. It’s ridiculous when you only get them in one inaccessible area of the map.
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Realistically, how many times do you think Boil Over is going to be used and have effect in that scenario? Come on.
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@LastShoe said:
Flashlights need a rework, not just small changes like this one, they are just trash tier, unless facing a few killers, then becoming a really powerful tools...
Are you facing trapper for example? Flashlights are useless... Are you facing nurse? You have a perfect tool to counter her power by disarming traps and seeing them easily midchase... it's ridiculous, as ridiculous as old trap sabo against trapper.
Disarming traps against Nurse? What?
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The only nerf Pyramid Head needs is to not get explosion notifications on uncages. As mentioned earlier in this thread, it gives him a free pass to hardcore tunneling (since cages ignore hook-related perks). Cages should just be an option to save time hooking and ignore possible save attempts, not let the killer freely harp on one survivor over and over.
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/2753734#Comment_2753734
I don't see connection between those two, whether removed or not specific killer interaction doesn't help your desire of "an item always usable".
flashlight is rather niche yet somewhat powerful tools right now, why do you want to change it?
Basically, flashlights get enough hate when they’re not even usable against Lightborn as it is. Removing the few killer specific interactions of them puts them in an even smaller niche.
I don’t think there should be any perk or killer power that 100% negates use of another perk or item.
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Because Nurse doesn't need to be nerfed any further. Simple as that.
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I would be ok if Lightburning is removed if Lightborn is also nerfed. Because, as weird as it may sound.. I want an item in the game to always actually be usable?
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Five minutes is enough time for me to close DbD and play something else. And that's what I do. 🤷♂️
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Regardless of wanting the specific mori animation, Twins just need this as part of a quality of life change.
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@Edilibs said:
https://forum.deadbydaylight.com/en/discussion/comment/2746852#Comment_2746852
Why does Hag need a rework when she already has decent counterplay? Are you a casual survivor because i feel like only casuals would say something like this. Im very competitive and want Hag to be left alone which isnt asking for much at all
What is decent counterplay to requiring crouch walking everywhere? Apart from disarming traps in animation lock, you risk letting the killer teleport to you just to set another of her 10 infinite use traps in its place. Sure you can use a flashlight, but that's limited battery vs. an unlimited use power. Run Urban Evasion in the off chance the killer is Hag? Then crouch walk away from someone I just unhooked, leaving them hopeless to go down again?
Something tells me you are the casual survivor who maybe has never played against many Hags at higher level - if any. Also see the comment right below yours.
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Seeing the dying survivor's recovery level is the only unique and really good part about the perk, why remove it in your rework?
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Edit: changed my mind after reading comments below.
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The map isn't friendly toward any killer. The sheer size and amount of safe pallets basically make it an instant killer loss. Not to mention the most safe main building in the game.
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Total rework needed. If not, traps immediately around a hooked survivor are disarmed among an unhook.
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That one second better make up for the times the wiggle bar is full, you get 400 survival points, and still get hook vacuumed.
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Do I have to say it? Dead Hard.
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Victor should be able to hide under the snowman's top hat, and get a free latch/down on an unsuspecting survivor.
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@Sonzaishinai said:
Most likely a hacker
There is a recent video (forgot who though lol) of a streamer noticing somebody opening the doors after it only beeped twice. It usually beeps more.
You faced the worst hackers of all. The subtle ones
Just a FYI, the door will only beep twice if you commit to fully opening it after reaching the first alarm. It's a weird thing but is what it is.
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Blatant cheaters are still very pervasive in the game, so yeah cheats. I had a teammate on RPD healing all of us at once from wherever they were all game just this morning.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2687616#Comment_2687616
They recover from status effects too? Who thought this was a good idea
Just about anyone at BHVR.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2687491#Comment_2687491
It's bad for the Killer aswell. These things grant more health states than Dead Hard
Didn't think about that, plus they are recovering from status effects while hiding as well.
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You might think it's cute from the killer side, but this is an absolute detriment to regular gameplay for a solo queue survivor. There is enough issue with immersed survivors who won't work on generators, this only exacerbates that problem.
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Another well thought out event by BHVR. /s
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Once I get everything for the event, I'll be done playing until it's over. As if solo queue doesn't have enough issue with survivors hiding or not progressing the game: 'Hee hee here, hide in movable snowmen!'
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@bm33 said:
https://forum.deadbydaylight.com/en/discussion/comment/2687292#Comment_2687292
Wait, I just saw you made a post (https://forum.deadbydaylight.com/en/discussion/299164/please-stop-asking-us-to-break-pallets#latest) asking for them to stop adding breaking pallet challenges because it's out of the control of the killer if a survivor drops a pallet and for it to be easier you need to play friendly. Then you came in here saying "we just have to learn to deal with this stuff" when I said hatch challenges should no longer be added since the change in mechanic because they require too much out of your control to complete and are only easier for 4SWF that can coordinate. You also said you don't care if you drop MMR in this post because you get easier matches, so wouldn't dropping MMR to get survivors to drop pallets be OK?
I'm sorry but the fact you argued against my points as survivor in here only to use same points as killer in different post is pretty ridiculous.
As if breaking pallets is anywhere near the difficulty of anything pertaining to the hatch these days, lol!!!
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Are you referring to their auras as killer? If a generator has a yellow aura and you’re the killer, it’s because it is being affected by one of your perks. It could be Discordance, Eruption, and/or Surveillance.
If you mean the actual generator itself, yellow generators are only ever found indoors, and red generators outdoors.
Edit: Corrected my post.
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@Fobbo said:
https://forum.deadbydaylight.com/en/discussion/comment/2686657#Comment_2686657
And those 1-2 minutes were never intended to be used like that. Its not like everybody has spare time to use on nothing
Apparently you do. You’re playing a video game and posting on its forums. And again, alternatively: push them out.
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@vladspellbinder said:
I don't know if console players can chat in the lobby before game as I am a PC player but if you're on PC and have cross-play off you can just use the lobby chat to ask people to leave so you can find Hatch. It's not a perfect solution but it helps somewhat. Another option is as you said going S.W.F. and if you lack people to do that with again, use a lobby chat if you can or messaging on console, asking the people you just played with to team-up to try and help out.
But I do agree, with the changes to Hatch spawning any such Challenges are indeed much harder to do. As Killer I've seen several Hatch escapes and as Survivor I've gotten two myself and seen a few more but they are not as easy as they once were.
https://forum.deadbydaylight.com/en/discussion/comment/2685918#Comment_2685918
Not undo, but change. There NEEDED to be a change to Hatch and slash or Keys, they were WAY too powerful before. The change I WANTED to see done was "Hatch only spawns when five generators are fully repaired", none of that "(gens done) = (live Survivors +1)" math. The main problem a lot of Killer players had was with two or three people managing to escape via the Hatch without having to finish the last one or two gens, making any sort of three-gen useless. Remove the Hatch math and you remove that problem. The devs just went a bit too far in the other direction is all.
The hatch and keys really were fine as they were. The only issue was - and to an extent still can be - hatch offerings. Those should have never been created, or only available to killers. And it’s hilarious they were introduced in a period hatch complaints were rampant on these forums.
Killers don’t need to have blowout matches every trial.
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@blue4zion said:
It's true they were iffy because you went in with nothing, but I think they messed up here.
They remove these, only to then see Killer/survivor tickets added into mobile. They let you test play a character, similarly.
Difference there is that you level up characters in mobile by playing them, not spending BP. So you’re able to permanently keep perks earned via tickets, but won’t get add-ons. Also, licensed characters can’t be tested with the tickets.
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If it had a 32m activation radius it could maybe compete with Iron Will.. but at 16m, you’re already in too much danger. In my opinion.
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You know exactly why. What they could do is add a secondary effect to Blood Warden. Whenever you are within an exit gate area, that exit gate becomes blocked. 😄
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@Superyoshiegg said:
When will people learn not to play Steam games on Tuesday afternoons if they don't want to be inconvenienced by the routine maintenance that has been this way *for years*.
It's a five minute penalty that will have been finished well before the servers are back. That is, five minutes for people who don't already have existing penalties (aka crybabies who disconnect at the slightest in-game convenience).
Might not apply to OP's topic (might have genuinely been a down on Steam's end) but in general.
Today is not Tuesday...