GoshJosh
GoshJosh
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@JPA said:
Nah I feel vaulting and pallets is the only defense the survivor have really (well aside from second chance perks)
What about something like, if Survivors have been in a chase for X amount of time, their vault speed gets slower and slower as it progresses. Would prevent god loopers from being able to run the Killer all game.
This is a terrible idea, because it punishes good survivors and rewards bad killers. I’d be ok with buffing Bamboozle to 33% faster vault speed though.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2649866#Comment_2649866
I can't really comment amazingly on this, but it should be fine? I was playing using mobile data a year or so ago (awful Internet + I was playing on WiFi not Ethernet anyway) and after, like, an hour or so it'd only used about 500mb.
Thanks for the info!
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@Cramps said:
https://forum.deadbydaylight.com/en/discussion/comment/2649690#Comment_2649690
You know, you're absolutely right. I, apparently have a subscription with ProtonVPN, so I have the paid version (news to me). I just tested via an alternative "free" account and it wouldn't let me connect. Apparently, BHVR's coding is so bad that it still registers DBD's servers as peer to peer, as opposed to dedicated servers.
Windscribe is probably the only other free VPN I can think to recommend. It has a monthly limit of 10GB (used to be 20). If you receive a referral code you can gain a whopping additional 1GB a month (happy to send you one). If you "Tweet" something from Windscribe, your limit goes up an additional 5GBper month (you can find this in the account settings of your Windscribe account). That's at least 15GB. If you enable split tunneling and only direct traffic for DBD through windscribe and have everything else (browsers etc,) not directed through your VPN, then that 15GB will go much further.
How much playtime does 15 GB with split tunneling translate to? Probably won’t last me the full month, haha.
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@bm33 said:
https://forum.deadbydaylight.com/en/discussion/comment/2648638#Comment_2648638
Why can't the perk do nothing if you don't meet the requirements? Plenty of perks on both sides have requirements you need to meet or else you can't use them.
Deliverance requires you to make a safe unhook before you get hooked, if you don't meet that requirement you can't use it. Devour Hope requires the killer to get multiple hooks, be a certain distance away when player is unhooked AND their totem still be up to get use from that perk. I can list more examples from both sides if you'd like.
Just because you run a perk doesn't mean you are guaranteed to use it.
I understand, I just feel the effect of Left Behind isn’t that strong to warrant a potential zero use. Especially with the recent hatch and key nerfs. It should simply be made stronger by encouraging anything but hiding.
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@Cramps said:
https://forum.deadbydaylight.com/en/discussion/comment/2632978#Comment_2632978
Bit late to the party. Proton blocks P2P traffic when using the free version, so it will block DBD if playing PTB as PTB doesn't use dedicated servers, I believe. But, Proton will work when playing the "live" version of DBD - I use it.
Windscribe is free, but, I think that comes with a 20gb monthly bandwidth limit (that should be plenty enough for gaming though).
That said, you really do not need to worry if some stranger online knows your IP address, it isn't supposed to be "private". Every owner of every website you visit can see your IP address and millions upon millions of webites are run by random people who don't care about / take privacy very seriously at all. It's trivially easy to get someone's IP address.
You’d have to give me a step by step then, because I was only trying it on the live version with the quick connect feature. It would temporarily shut off my Internet entirely once I found a lobby.
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Yes. Solves a great majority of the camping problem. There is literally zero way to get to a hooked survivor with Main Event, what you are suggesting would need the limitation I propose. I would only exempt basement hooks.
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@TransverseCaster said:
https://forum.deadbydaylight.com/en/discussion/comment/2647762#Comment_2647762
It's an outstanding Ghostie map
Last time I loaded a RPD badge, it was him. He found me first and hard camped me. When it still wasn’t working in his mind (I was successfully rescued), he DC’d. So IDK about that.
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@shalo said:
Easily the worst, especially now that it has a built in Killer trap. https://forum.deadbydaylight.com/en/discussion/comment/2646028
As if the hatch nightmares of RPD weren't bad enough...
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@bm33 said:
https://forum.deadbydaylight.com/en/discussion/comment/2648502#Comment_2648502
4 safe unhooks/protection hits isn't hard to get in a match. Protection hits on their own are pretty easy. This way those running Left Behind are helping their teammates instead of just waiting on them to die. Just increasing the distance you can see aura of the hatch wouldn't be enough of an incentive for those hiding for hatch.
They may be easy to get, but aren't always the right play. I guess maybe now in the CoH age. You can't have the perk do absolutely nothing if they don't meet that threshold though. It just won't happen some matches. Getting 4 WGLF stacks is very rare for me, no matter how hard I try.
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@Ecstasy said:
https://forum.deadbydaylight.com/en/discussion/comment/2648466#Comment_2648466
Maybe I'm missing something here, but what sort of midngames are you even talking about where you're able to see the survivor--when that absolutely means they can see you--making it irrelevant whether they're audible or not?
Faking a vault and going on to the next tile is one prime example.
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@bm33 said:
They should make Left Behind have an additional requirement to activate like get atleast 4 safe unhooks/protection hits in a match.
That's too steep in my opinion, but some kind of altruistic prerequisite to make the perk work stronger/better sounds like a great step in the right direction to me! Maybe it only shows the hatch within eight meters, and every equivalent of a full heal or unhook adds four additional meters.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2648438#Comment_2648438
Lmao do you not understand why people hate Iron Will? It being a stealth perk isn’t the problem, it’s using it during a chase. Being able to hear the survivor is so crucial in mindgaming and Iron Will completely removes that mechanic forcing killers to just guess where they’re at.
You don’t have to guess if you see them, mind games can be made whether they are audible or not.
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Give Shock Therapy a cool down and Static Blast a longer charge time, and I’d be fine if his charging movement speed were increased. All the screaming is so dang annoying.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2648376#Comment_2648376
No lol. Literally all instadown perks have a prerequisite or require effort to get value out of like Devour Hope. What does Iron Will lack?
Doesn’t stop blood trails, scratch marks, screams, auras, and plain ol’ seeing the survivor.
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The only consolation in reading this is that my experience is not unique. Why Left Behind and Sole Survivor still function as they do is beyond me. Though I’m not sure what they could do otherwise that would still be thematically accurate. But from a design perspective, very poorly thought out.
Also really weird that BHVR made Annotated and Vigo Blueprints available to survivors. Let everyone else die, easy guaranteed hatch escape (especially with a key).
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My vote is none. Iron Will just needs to be corrected to still have survivors make breathing sounds. Find IW survivors another way.
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Didn’t know Halo became an asymmetrical 1 v 4 since I last played!
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@KnotEnthusiast said:
https://forum.deadbydaylight.com/en/discussion/comment/2648069#Comment_2648069
The only ones I still haven't done are the 2x Plague corrupt purge one and the clown ones. Plague because its impossible, clown because it was bugged when I first tried it, and ######### playing clown for more than a game or two lmao
@AVoiceOfReason said:
https://forum.deadbydaylight.com/en/discussion/comment/2648096#Comment_2648096
I farmed them both by being nice. It's legit the only way I finished those.
A non-farmable way was the iridescent add-on that gives you corrupt whenever a generator is completed; and Tinkerer + Discordance. Pretty sure that's how I attained it without farming.
Or the scummy way: camp near a corrupted pool, or after a hook with an extended corrupt duration.
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@AVoiceOfReason said:
https://forum.deadbydaylight.com/en/discussion/comment/2647998#Comment_2647998
Killer has to find a object that leaves an obvious purple trail. Survivor has to get downed on purpose, hope to get rescued then not tunneled, then hope that same person gets hooked then get that unhook before someone else while also hoping the killer isn't face camping THEN hope they don't get grabbed since it has to be safe THEN YOU DO THIS 9 MORE TIMES. You only get 2 per match if you're lucky.
It could cost the game, every second is precious. I was speaking to all Rift challenges on both sides. See the mention of Self-Deprecating Joke above.
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@AVoiceOfReason said:
https://forum.deadbydaylight.com/en/discussion/comment/2647332#Comment_2647332
The killer one is guaranteed and doesn't cause you to lose the game.
The killer what? There are a handful that you may not get and may cause you to lose the game.
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Yes. It isn't subjective either.
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Anything you do that I don't like.
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I'd be ok with it, if we disable all killer abilities within a small radius of a hooked survivor.
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@Pizzasauce said:
https://forum.deadbydaylight.com/en/discussion/comment/2647558#Comment_2647558
Wait - if there's not three people already on a generator I always stay to help...why is this frowned upon?
Unless the perk Prove Thyself is in play, you lose 15% efficiency for each additional survivor working on a generator. It is being repaired faster, but at an efficiency cost. It is typically wise to also pressure multiple generators at a time. The exception would be when fewer gens are needed to be repaired (i.e. 1 or 2).
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@GillyBeannn said:
Why do survivors get challenges that are intended for you to throw the game to get something done? I guess the purple glyph one can be throwing for killer since they don't have the time to follow a trail when they need to kill survivors asap.
Both sides have their throw challenges, and it’s tiring.
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@RaSavage42 said:
No it shouldn't get nerfed
All it does is give the Killer information on which Gen is close to popping and Undetectable for 12 seconds... which averages out to be around 48m give or take
And that isn't the only perk that Synergizes well with Ruin/Undying... and that being Surveillance
But you don't hear about Surveillance all that much do you?
And why don’t you hear about Surveillance? Because it’s different, time-limited, has no audio cue, and not as consistent information as Tinkerer. Neither does it provide free undetectable for survivors doing their job.
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Iron Will only works while injured. This does not include the dying state (slugged).
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2645955#Comment_2645955
Each generator has 4 pistons on it. Each one represents 25% of the generator progression. When the 4th piston starts moving that means you hit 75% progress.
I know, but that's 75%, not 70.
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I agree with some better add-ons, hiding Victor in places like lockers, chests, etc., and recalling Victor any time. I'd also reward them with downing survivors with Victor being a three second cooldown (down from five), and him not being crushable during a successful attack cooldown. He should only able to be crushed and suffer the longer cooldown after missing.
I think it would also be neat and logical if Charlotte got a small speed buff, maybe 2%, while Victor is detached. Since she's technically not carrying his weight around, make her something more than a basic M1 killer while Vic does his thing!
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@Labrac said:
I can't express this enough. Tinkerer is a perk that is completely on control of survivors, you literally decide what time it activates. Do a gen until 70%, walk for 10 seconds and wait until the killer searches the area and leaves. If he continues doing that he'll lose all other gens.
The problem is that survivors KNOW the killer has Tinkerer, but still glue to gens like bots, so then you deserve to get screwed over.
What, do you have a little piece of tape on your monitor at the 70% marker? Because there's no express way to see 70% otherwise.
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This along with Discordance just provide too good of information to a killer with no downside, in my personal opinion. Throw in there the undetectable effect with Tinkerer for free, stealthy gen defense.
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The perk names had zilch to do with the show, besides Babysitter. They weren't licensed material. So I really don't get why they had to be changed. I for one will still be calling them by their original names.
Oh, and his name is Jesse McCree!!!
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@Iliketoplaykiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2645452#Comment_2645452
No loner queue times = people are not happy with current state of game IMO.
Not necessarily. Could be too many players on one side queuing, MMR looking for a 'more fair match', etc. I haven't had long queue times on either side for a while now.
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So longer queue times = insurance you don't get toxic survivors? I don't get this post.
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@Taingaran said:
You can reduce the duration of the effect to 30-45 seconds, but when hooking, the perk will be restored.
That works too!
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@Sakurra said:
One minute per trial is meh
Exactly. Especially when a standard heal is 16 seconds - one fourth of the perk's timer. This change would allow it to persist longer in the trial if played well.
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@FFirebrandd said:
Alright... Here's the problem with literally every buff idea in this thread.
Killers don't have to hook you to kill you.
Now I fully admit that Boil Over is a bad perk. However if it ever became a good perk, Killers would just stop hooking people using it. The game tells them it is in play after all. Welcome to Bleedoutville population Boil Over users. I don't think anyone wants that.
You have a way better chance to survive being slugged than hooked, if teammates play it right. Plus we have Unbreakable and a new perk on the way…
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Can I ask why? Do you think it doesn’t thematically fit, or another reason? We just don’t have any perks that affect blood pools besides Lucky Break (which only lasts for one minute) and No Mither (which forces you to be broken the whole match).
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@lavars said:
No, it's just to have some bloody cosmetics.
False. The others are correct.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2643738#Comment_2643738
Do you know how much time it takes for the two skill check fails?
Yes because I've suicided on hooks many times. It isn't that difficult.
Old struggle was a nightmare for accessibility, broke keyboard and controllers alike, and for me it's honestly ruined my wrists.
We could at least get more survival BP for hitting the struggle phase skill checks.
Agreed, but we could use buffs to survivor BP across the board.
I wish we had a choice between the two, for those who preferred the old method. But yeah just about every time I'm trying to suicide on hook inevitably leads to that one survivor coming to unhook me before the Entity can take me. Which in turn ends up being a five minute ban.
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@GoodBoyKaru said:
Just tab out and suddenly you can continue to suicide. Two skill checks is all it needs.
Do you know how much time it takes for the two skill check fails? I haven't counted, but at least 10 seconds from the time you hit the struggle phase. You're already hook bombed by then. Plus, I preferred to just enable my struggle macro in the old days. We could at least get more survival BP for hitting the struggle phase skill checks.
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This sounds like a Marvel movie end-credit slide.
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I've said before: I'm no coder, but I can't imagine it would be too hard to put parameters within the game that will instantly and permanently ban cheaters. For example, any movement speed above what is ever possible with any combination of perks and add-ons, getting up from the dying state in a similar matter, etc. etc. That would be a great start in the right direction.
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@DaWeezerd said:
https://forum.deadbydaylight.com/en/discussion/295154/so-i-did-it-turned-the-game-off-tonight
Bhvr encourages survivors being toxic to killers, I mean they even made a counter that tracks how many t bags happened in a match.
Where is this tracker?
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They prove every new Rift that they are not taking any feedback about it.
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It can stay that way forever, as far as I'm concerned. Unless they both get major reworks.
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We all also forgot to address the elephant in the room: the difference between being awake vs. OG Freddy and current is that he couldn’t even attack you if you were awake! That was a massive reason to constantly wake up, on especially considering OG Freddy had to actively put you to sleep (I did mention the passive falling asleep in my first comment).
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@White_Owl said:
https://forum.deadbydaylight.com/en/discussion/comment/2642952#Comment_2642952
Or maybe they do it because they don't want to die at the click of a button...
After giving him 400% additional stalk...
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@White_Owl said:
Nope. Being able to instanly kill a survivor on the spot is already strong enough without the need to remove the only counter. Just suck it up and hook them.
People do it just to spite, and it can make getting the achievement impossible. It is pretty stupid if you ask me.
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The metal chutes. So many fun times.