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GoshJosh

GoshJosh

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GoshJosh
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  • Far too grindy, I may not actually get to level 70 by the time it closes. This time. The challenges were far grindier this time around as well.

  • Slightly related, it’s rather bogus you don’t get your map offering refunded when multiple are in play and yours isn’t the map that gets selected.

  • Wrong forum area. It's already been reported in the bug report section by several players. Wasn't fixed as they said.

  • It's been said over and over again: EGC was not introduced to provide the killer extra end-game benefit. It is simply a mechanic to keep survivors from holding the game hostage. If the gate is already 99%, just open it yourself as the killer if it really bothers you. EGC is fine as is.

  • I played a few matches so far today, and I was shocked at a few pallet drops not stunning me as killer. So I agree with the others above me: no.

  • Three hooks on Coal Tower - and I sweated for them. So glad I was able to get the hardest adept achievement in the game earlier this morning. I don't want to touch that horrible excuse of a killer for a long, long time.

  • It was fun and unique, even if he came with permanent slow-down and built-in Deerstalker. He was nowhere near as weak as people make him out to be either. Just don't be caught with no one asleep in the endgame.

  • Anything that reduces the grind and rewards prestiging (besides bloody clothing) has a thumbs up from me!

  • New? Where you been? This is one of the oldest tricks in the book. Welcome to DbD.

  • I wanted to bring this thread back to attention now that Hex: Crowd Control is a thing. Bamboozle should have a stronger aspect than Crowd Control that makes it worth debating which to bring. If it continues to only block one window, can it at least increase a killer's vault speed at a higher rate? Otherwise, there's little reason to choose it over Crowd Control, besides the obvious fact that it's a hex that has risk of being destroyed.

    Also wanted to clarify when I said killers above, I basically meant M1 killers (i.e. Wraith, Legion, etc.) - not killers as human players.

  • Perhaps not most toxic but most recent, me and one other survivor were left. I was on my first hook very close to the hatch. The other survivor was healthy, and didn't even try to unhook me. They simply grabbed the killer's attention, and dipped out through the hatch with a key.

  • The basement is already heavy in the killer's favor. No way this should pass.

    Maybe it could instead be turned into an anti-camping perk. When you are greater than 40 meters away from a hooked survivor, a survivor entering 8/9/10 meters of the hook will trigger an audio cue.

  • Heeeck no. That is basically free Devour Hope with three tokens until another totem can be found, for survivors cleansing a hex totem. Assuming it's not trapped or on tabs by the killer either.

  • I'm the opposite: I'd rather face Nurse than any other killer on the roster. I find the matches the most fun, and even if it's a good Nurse at least the chases are usually entertaining. I don't have to worry about pallets being up or not, slower base movement speed, mind games in full force, etc.

  • It also needs to work for both hook states, don’t forget that.

  • I would take this over dragging people across the map to the basement. The only problem is that some Rift challenges, achievements, etc. require much to be happening in the basement. It's extremely frustrating when it happens to you though. Also keeping in mind this perk was from an era in the game hooks were able to be permanently sabotaged.

  • It needs to be able to be deactivated by all survivors. The question is, how would you implement that? Besides that, the amount of time needed to activate the perk should be far less. 40 seconds sounds good to me.

  • @OniWantsYourMacaroni said:

    Guys, sometimes the killer can grab me when I'm already out of the locker. is it happening to you too? (this happening with pallets too).

    This is called latency

    Depends. Locker grabs are very generous, the animation has to be fully complete in order to avoid getting grabbed. Slow and quick locker leaves are vulnerable to grabbing.

    You can only be grabbed during a pallet vault if you are already injured.

  • Since you can't do much of anything with the newly nerfed DS, it could be added to it.

  • I think your idea is spot on! Something like: Hitting a healthy survivor will block all pallets within a 16 meter radius of that survivor for 20 seconds. Blood Favour has a cooldown of 60/50/40 seconds.

    It's kinda silly it enters cooldown right now when you down an injured survivor, but maybe you'd still want it to block pallets to prevent pallet saves? 15 seconds is a bit too brief in my opinion as well. Good discussion can be had though!

  • @LordRegal said:

    https://forum.deadbydaylight.com/en/discussion/comment/2079139#Comment_2079139

    No, I'm equating one survivor healing you verse you healing yourself. If you then heal the person who healed you then that's equivalent to you both having self care and self caring next to each other for 32 seconds each, totaling 64 seconds of survivors off gens.

    Think of it like this:

    A survivor health state, assuming no buffs to healing, takes another survivor 16 seconds to heal. However, two survivors are now healing (the healer and the one being healed) so it's 16*2 seconds, so 32 seconds in all. If you heal yourself with self care, it's half the speed, so 16*2, so 32 seconds in all. It's the same amount of time. You with a medkit or if someone has a buff to healing (We'll Make It, etc.) is objectively better, but 1 person running self care is no better or worse efficiency wise in the greater scheme of the 4v1. In the 1v1 someone else healing you feels quicker since it's twice as fast as self care, but you're stopping the other survivor for 16 seconds as well as yourself, so it really ends up making no difference in a 4v1 state of mind.

    Edit: I've updated my opinion on Self-Care after thinking through the facts. It is good as it is.

  • @LordRegal said:

    https://forum.deadbydaylight.com/en/discussion/comment/2079060#Comment_2079060

    A half speed self heal is exactly as efficient as a survivor healing another with no buffs to heal speed. 32 seconds total spent healing, either all on one or 16 on two each. It's the same amount of time off of gens/doing anything else. Plus it's an infinite medkit. Definitely worth the perk slot if you're the type to hate being injured.

    I remember the old days where the meta was "throw pallet, heal for a second while the killer breaks it, run to next pallet, repeat" and you could do that and heal fully before taking another hit and repeating. The current state of it is genuinely balanced perfectly numbers wise and I'm happy with it.

    Edit: I've updated my opinion on Self-Care after thinking through the facts. It is good as it is.

  • @Caleegi said:

    No. Self care is really well balanced and does not need to change.

    Edit: I've updated my opinion on Self-Care after thinking through the facts. It is good as it is.

  • I would like if it revealed the aura of the hatch to the killer. We don’t have anything do that right now.

  • For a while now it’s been common to get the same perks repeatedly early on. They changed something to help get higher tier perks on lower level characters. More change is needed still though.

  • Just make it 33% slower instead of 50%. It would stack nicely with Botany Knowledge, plus take two perk slots to utilize in that fashion. 50% is stupidly slow, particularly when you throw in mangled and/or Coulrophobia.

  • The only current workaround, and it doesn't give information for the killer, is to go to options then there's a tab that shows the survivors' latency. It only shows it if they are still in the end game lobby. Your suggestion is much better!

  • Oh sure! Let me trade a health state with another survivor.. as long as I'm healthy.. and suffer a freakin' minute and a half+ self-inflicted broken status.

  • I actually got M1'd from the other side of the pallet drop against The Trickster earlier this morning. The killer wasn't even stunned.

  • To name a few off the top of my head:

    • Spirit standing still.
    • Pig can disallow a survivor from removing an active reverse bear trap.
    • You cannot unhook a survivor against a facecamping Bubba, even with Borrowed Time.
    • Lightborn completely negates any use of flashlights, except for Hag traps and burning Wraith and Nurse.
    • Unless for whatever reason they don't infect survivors, Plague completely negates all healing related perks and items.

    I can edit this to add more as they come to mind, if you want.. think that's a good start though.

  • The bias is so dang real. How can you make a thread with that title, without addressing anything broken on the killer side of things?

  • There should be something to stop survivors holding the game hostage, but why should a killer have to concede to a draw because the survivors gen locked themselves then hide? Survivors just need to get idle crows if not working on a gen for 10+ seconds every three minutes or so.

  • I think it would be neat if it applied to two random generators with progress at least, instead of all the current restrictions (cool-down, basic attacks only, AND only gens within the downing radius).

  • @QwQw said:

    My idea for a Brutal Strength buff was the idea to cancel kicking a pallet, just like how you can cancel kicking a generator.

    I think it could lead to some funny mind games.

    By the time you go to cancel the pallet, it's practically already destroyed...

  • @White_Owl said:

    The protection hit mechanic is not reliable enough to base a perk on it.

    Yet they have.. multiple times.

  • Since his introduction he’s been the most broken killer for camping, and now so more than ever. We were told his face camping potential was going to be addressed, but it doesn’t take a rocket scientist to not rev the chainsaw at the hooked survivor, considering the charge time is about the same time it takes to unhook a survivor. Chainsaw eats through two health states and even BT.

    Now they’ve made it so he can use his chainsaw in chase better, which requires very little skill compared to Billy. He is killer on training wheels.

    To make him more skillful and fair, I think he should only do one health state damage per chainsaw, but in return reduce the sprint survivors get from damage by half. That way he can still get downs with multiple charges, but not just be brain dead staring at a hook as easily.

  • @lolifasad said:

    All the dudes playing as toxic SWF's, coming at my thread to excuse their toxicity, it's just baffling. The fact that you can prevent a hooking by just exploiting a terrible design glitch in the game, when there's literally a perk and toolboxes made for SABOTAGING the hook, which is how the developers INTENDED the hook-prevention to be like, is complete BS. I mean, doesn't it come to your mind that if devs made it impossible to sabotage a hook and made add-ons and toolboxes specifically for THAT PURPOSE, then preventing it in another way isn't quite as planned by design? And you damn well know it, no matter how much you try to defend your toxic glitch, you know it shouldn't be possible.

    And to all those telling me I'm a bad killer because of that, oh yeah? I guess I'm a bad killer when survivors crawl to a wall, where I literally cannot pick them up, because Behavior's game is buggy as hell? Is that also making me a bad killer?

    From now on I'm reporting every single one who bodyblocks a hook or goes to a location where I cannot pick them up for exploiting a bug in the game. Hopefully if BHVR do their job correct, we'll see some punishments for that.

    You will only be wasting your and BHVR’s time, as none of this is an exploit, cheat, or any other sort of bannable offense. Please do not issue a report. @MandyTalk

  • @Trwth said:

    From what I've heard, it got a speed buff, meaning you'll sprint a second longer than other exhaustion perks. I'll use it on select survivors. It seems like a fun gimmick.

    That’s just to make up for the second you’re getting out of the pallet drop animation though. They literally just introduced the worst exhaustion perk in the game. Every other one can be used throughout the match minus Adrenaline (DH while injured only but that’s it). This requires not only a pallet, but a pallet stun, and you get exhausted. I didn’t even think about the prospect of killers that aren’t as easily stunned mentioned above, making the perk even more garbage than I originally conceived.

  • You gotta be really, really bad at killer if bodyblocking doesn’t result in a hook, another survivor going down, or both. And as mentioned above, there are more than four perks that help with hooking survivors more effectively. Use them instead of whining here.

  • Lost in translation?

  • You should probably have stronger priorities in life than playing DbD, if you can't count to 60. That or eat a stun and get it over with.

  • This makes zero sense. So you can just infinitely hang on a hook until someone saves you, or you decide you're done waiting for a rescue? Then I'll just sit there and let my teammates do all the generators, until they can get me off and leave the trial together.

    And if I am rescued and hooked again, just repeat the above?

    While I would like to see anti-camp measures implemented, this is not it. There does need to be some sense of urgency to unhook a fellow survivor.

  • @ShamelessPigMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2045272#Comment_2045272

    Well the point of wiggling off is really just to prevent 24/7 basements. Without altruistic interactions, a hook should always be guaranteed. Most maps I get, there's an abundance of hooks, and so I've never really had to deal with the areas with broke hooks.

    That being said, when an altruistic killer grasp save does work, it's very fun. That's why I think breakout and saboteur should probably get buffs.

    I think Breakout is fine as is. How would you buff it?

    I would buff Saboteur to only enter cooldown if you actually sabotage a hook with it (to prevent accidental shenanigans such as healing at the hook), as well as show the aura of hooks as long as a survivor is in the dying state (not just while someone is being picked up).

  • Sabotaging needs a buff if anything. It's hardly a viable option for survivors anymore. The Saboteur perk should reveal the aura of hooks while survivors are down, not just being picked up. It also shouldn't enter cooldown unless you actually sabotage a hook.

  • @ShamelessPigMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2044810#Comment_2044810

    Not really, you'd be better off with a very fast toolbox, but you'll probably go down for it. Even then, it's not worth going down, as a healthy survivor, to help a downed survivor get to the injured state. It's a net loss of a health state and a waste of time.

    Yep. I can't count the number of time I've rolled my eyes at teammates taking hits for carried survivors for no reason - whether for me or other survivors. It almost always results in the entire match being thrown.

    Back to OP's post though: no. Hooking is an essential part of a killer's task. It should be a very rare occasion to wiggle off - especially without the help of other survivors. There are some maps right now where there is only one viable hook in a given area, giving the killer no option but to slug or let survivors do as they please in that zone. Very broken.

  • It's also laggy now too.. the events don't appear until a couple seconds have passed. Never did that before. Just put the original HUD back, or only incorporate the good parts from the new HUD. Freaking hate the new hook timer and health state indicators.

    in Hud Comment by GoshJosh
  • Two in a row today playing as The Twins!

    Match 1: Two Blendettes left, one who hadn't been hooked once all match. She was waiting the other Blendette to bleed out for the hatch, but I already knew where it was and her effort to escape. She waited until the last possible second to pick up the other Blendette and, after I was bringing that one towards the hook, went back towards the hatch. I had Little Vic keeping tabs on the hatch for me though.

    After closing the hatch and downing her, I waited out as long as I could to hook her. She then proceeded to DC. Her build? You guessed it.. Spine Chill, Iron Will, Self-Care, and can't remember. Very satisfying.

    Match 2: Someone loaded a Haddonfield offering! The match was going strongly against me, four gens done, but I was finally able to get a snowball effect going. This Yui had been slugged twice and hooked twice, when finally another Victor down did her in. She DC'd. I was able to slug the remaining three survivors with Victor and get a 4k.

    And who loaded the Haddonfield offering? None other than Yui. Poor girl, loses the offering and all points!

  • I might be in the minority here, but for how rare, expensive, and situational keys are.. I think they are ok.

    You get 7,500 points for escaping through the hatch, and it might just be 5,000 if you already maxed out on objective points. For an item that at base costs 6-7,000 BP. Not to mention the expensive add-ons. So you can actually lose BP on a hatch escape via key.

  • Trolls are gonna troll. I'd rather not lose the information as the survivor in chase. They also need to change the aura of this or Trail of Torment, to remove the confusion or guessing of which perk it is.

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