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GoshJosh

GoshJosh

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GoshJosh
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  • @AnnoyedAtTheGame said:

    OP.

    Self care shouldn't get a buff because by time killers smash a few pallets the survivor would have already healed. It would make the game pointless. If you need to heal faster then you should be looking for a team mate to heal you.

    Self-care without modifiers takes 32 seconds. A pallet break takes 2.6 seconds.

    How many pallets are "a few"?

  • I think it would too closely mirror Botany Knowledge. Instead, I would be down for reducing the healing speed by only 33% to compliment Botany Knowledge and not be so dang slow.

  • Would it be more irritating or fun to have to earn the perk levels by utilizing the perk for its cause? For example: damage 25 generators with Pop Goes the Weasel active to earn tier II, and 50 generators for tier III. Just an idea that keeps people playing and using the perks they want to, without offsetting them by the current, horrible grind.

  • Great idea! Slugging can happen multiple times throughout a match, and this would make a killer have to keep better track of the slugged survivors. Only one question: can you define helping a survivor "fully recover from the dying state"? For example, does this mean you have to fill the recovery bar for them completely for a token? Or bring them all the way to healthy? Just get them off the ground? Etc.

  • And had you had Decisive Strike and been caged instead... guess what?! He'd get an explosion notification of you being uncaged and head right there! Amazing that this killer's power is considered OK in the minds of the devs. And yet you'll still find hundreds of posts whining about DS on these forums!

  • Open-Handed needed a different rework. It is the only perk in the game that has no effect in and of itself. Perhaps it could reveal the aura of your item to your fellow survivors? Something...

  • I don't want to hear anything about Nurse being bad for the game, with Spirit in her current state.

  • @Mandy said:

    yeah bloodwebs are completely rng as to when you get perks...just because you have the T2 level, it does not mean you'll get the T3 version offered in the next bloodweb - it could even be the last perk to show.

    Apparently not completely RNG... if you decide against purchasing a particular perk, it seems to successively show up until you buy it?

  • Great idea! I also don't get why the stacks are removed by being hooked? Considering you have to 'earn' the aura reading of your teammates.

  • @AhoyWolf said:

    https://forum.deadbydaylight.com/en/discussion/comment/1864942#Comment_1864942

    I'm aware of that, and that's why it still changes the obsession when they are unhooked.

    Even more reason to not let the hooked Obsession off the hook. If you want the benefit of the perk as early as possible.

  • **** no. Why do you think Dying Light was changed from its old version of requiring the Obsession to die? Obvious answer: encourages camping and tunneling someone out of the match.

  • It might sound crazy, but worse. Go and play DbD mobile if you don't take my word for it. They fail almost every skill check, and won't unhook in the killer's TR (even if it means you will die). Refuse to work on generators with you while you're injured (prioritze healing you over anything else). I've also seen one particular place on Haddonfield they meander, won't leave the area. The list goes on.

    in Bots Comment by GoshJosh
  • I only approve of bots for training mode, if they are the same as the ones from mobile. The DbD mobile bots are absolute garbage.

    in Bots Comment by GoshJosh
  • It's tremendously powerful on its own, but ridiculously powerful with Ruin. I wouldn't mind Tinkerer as much if Ruin didn't function how it presently does.

  • @Lazerboy88 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1854881#Comment_1854881

    So is Adrenaline tho? And im pretty sure the OP is saying make DS like Adrenaline in that regard, a one time use exhaustion perk that can still be used while exhausted.

    Adrenaline functions way differently than DS though. It procs only by the primary objective being completed, and the exhaustion it applies doesn’t stop it from working on an already exhausted survivor. That’s just one difference among a few.

    If DS caused exhaustion, you’re denying a survivor - who could be getting tunneled already - another chance to get away from the killer. A five second stun already does nothing, in terms of distance, for some killers anyways (... Spirit, etc.).

  • No, because Decisive Strike does not function like the exhaustion perks - Adrenaline excluded. They can all be used multiple times throughout a trial to gain distance... Decisive Strike is instead an "anti-momentum", one time use perk, along with other conditions (must be within 40-60 seconds of being unhooked and being picked up, and hitting a skill check).

  • It should also be tied to ranking up. Tired of teammates Urban Evasioning around, doing zero generator work, yet staying in my rank.

  • By just putting him back how he was! 🤷‍♂️

  • @SkerpiTwitch said:

    https://forum.deadbydaylight.com/en/discussion/comment/1852708#Comment_1852708

    Survivors are not winning with a 5 min game after rushing the gens, they have a black pip or even a depip. I had fast games as survivors with 5k bp and i depipped. So its not about who lost it the hardest, its about finding a middle ground in the game which doesn't allow it cause games beeing to fast.

    So you hid in a corner while your team completed the game? Because 5k BP is what you get for escaping a trial. Lol.

  • @Warcrafter4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1852262#Comment_1852262

    Given that spawn RNG made him take 40 seconds to even find a survivor as deathslinger...

    That's just the normal RNG nonsense that gives survivors an advantage in this case 4 gens!

    But isn’t that a killer’s dream... a genlock? That is what they did to themselves. That map is notorious for that situation. Not to mention he ended up with a 4K anyways. Who cares how many gens are done - and how quickly - if you win the match?

  • @SkerpiTwitch said:

    https://www.youtube.com/watch?v=gqJHqoEGVgQ

    saw this uploaded this morning, ill leave it here

    Wait.. you mean he chased one survivor on an hourglass shape map from one side to the other, never to return... and all the gens on that side popped?!

    Bait.

  • When he gets pallet stunned, he gets broken down but immediately put back together! 😂

  • It wouldn't work, because killers would always choose some obscure place to put their important hex totems, and make the ones they want destroyed out in the open (Haunted Grounds, Thrill of the Hunt, Retribution, etc.). It therefore has to stay RNG; but some of the placements should be improved for sure.

  • @BastardKing said:

    How about, instead of constantly punishing killers we reward them for not doing it? Make perks that reward you for being far away from the hooks actually worth a damn? When was the last time you saw Make Your Choice or Devour Hope?

    Nothing in my post suggested punishing killers. It is often the unhooked survivor who is being punished - having their exact location given away as soon as they are unhooked.

    A lot of killer mains on this forum like to suggest they need a reward to leave a hooked survivor. Do you realize there was a day and age Barbecue & Chilli wasn't even a perk? That killers were 'expected' to go patrol generators and hunt other survivors, without the slightest clue where they might be? Hardly any honest player can say they are having a fun time being stared at on a hook, or being chased immediately after being unhooked. But killers will do it because there is, in fact, no punishment for killers who camp or tunnel.

    Even if it were incentivized with blood points, rank, whatever to leave a hook or go for another survivor: there's always going to be camping and tunneling killers without a punishment in place. This isn't the direction I wanted to take this thread, but appears the way its going.

  • Swamp maps need more than the fat shames fixed though. Both maps are nothing but dead zones and gen locks, minus the main building on Grim Pantry.

  • @Ink_Eyes said:

    https://forum.deadbydaylight.com/en/discussion/comment/1845532#Comment_1845532

    Being exhausted is every exhaustion's perk cooldown not it's activation requirement #########

    Ok... it’s activation requirement is sprinting while not exhausted! Better?

    That’s the risk of Sprint Burst: not having it readily available at all times. Anyone who walks around with Sprint Burst is a clown survivor and detriment to their team.

  • It does have an activation requirement though: not being exhausted. It's one of the most risky yet rewarding perks in the game. Any killer worth their salt will only be fooled by it once in a trial - if at all.

  • Adept killer achievements should be a 4k with the three teachable perks, plus allowing a fourth perk.

  • The hook RNG is very broken on certain maps. There's places where you have three options within the same spot sometimes, then other times you're struggling just to find one viable hook!

    It's a different set of developers, but on DbD mobile, there are seemingly only three hooks on one side of Azarov's Resting Place (the Autohaven map in an hourglass shape). Well, if these survivors all wanna go down on one side of the map.. what option besides slugging am I left with?

  • @Chchchcheryl said:

    https://forum.deadbydaylight.com/en/discussion/comment/1840920#Comment_1840920

    There is an achievement based on all four survivors escaping through the hatch! You think an offering where keys can't open hatch is gonna enable that! Take the hits as they come, killers, or no one takes hits at all... it's the sad truth

    Valid point! Depending on what they do to keys, the achievement would have to be reworked also. But I've seen elsewhere on these forums that Sony and Microsoft will not change the criteria for achievements, unless they are completely unattainable anymore.

  • @ukenicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1840920#Comment_1840920

    For aura reading purposes. Sorry I didn't specify that LOL

    You just couldn't open hatch with key.

    Ah, ok! People would be quite upset bringing in an item that can't fulfill its primary purpose, though. Basically what Reverse said about about the Sacrifical Ward offering also (people can toxic switch to keys, it was a broken key all along, etc.).

  • @gibblywibblywoo said:

    Only if they remove "killers belongings" including traps. It's absurd that trapper can still be countered by an extremely common item, not even perks are needed.

    To be fair, if they changed that it would have to not show Hag traps or Jigsaw boxes either. I think you just have to accept that certain killers are countered harder by particular items (Wraiths, Nurses, and Hags with flashlights, healing faster with a medkit against Oni, etc.). Also, the map is a rare item; I wouldn't call it extremely common. I'd wager I have less than 10 on each of my survivors, whom I am all getting P3 with the perks (though admittedly I go for the cheapest bloodweb possible). Also, remember that right now an uncommon add-on is required for the green map to even track the killer's belongings.

  • @kaijudane said:

    Killers don't need anymore aura reading perks.

    This already is an aura reading perk though. And his buff suggestion makes an otherwise terrible perk somewhat usable.

  • "For killers they would get an offering that makes the hatch unable to be opened by keys (Keys could still be used however)."

    wat.jpg

    Also, anything that permanently prevents a survivor from being mori'd in a match can't happen, as there is an achievement related to mori'ing all four survivors in one match.

  • While I see no problem with your buff, your nerf is uncalled for. We'll Make It definitely doesn't need a 50% speed nerf.

  • @Kind_Lemon said:

    it sounds like you want more people who've been slugged for several minutes to stay slugged until bleedout...

    In its current state, Flip Flop would get its full potential being slugged that long anyways. This would encourage killers to not slug if anything.

  • @Gay Myers (Luzi) said:

    If no one was forced or griefed into it, it generally is okay, but it always needs to be looked at if all parties were participating in it or not.

    Also, the report system works, but keep in mind it's people working through all of the reports on a case by case basis and there are thousand of players reporting all sorts of things daily, including false reports.

    They are looked at and not thrown away like some want to believe. Sometimes people report things that have not broken any rules or keep sending false reports, because they think it should be bannable - that is still time the ACMs need to spend looking through said reports.

    Could we please get some sort of notification when reports we've made have been reviewed, and/or whether action was taken or not? This is primarily what leads your community to distrust that reports are actually examined or do anything.

  • I haven't given great thought to what I would want it to do instead, but I simply hate perks premised on being the last remaining survivor (Left Behind as well). What kind of gameplay do you think that encourages?

  • Made an adjustment to the buff suggestion, and also added a QOL change.

  • @ChurchofPig said:

    Has anyone tried facing Leatherface on console? He might be fine on pc, but on console he went from strong to almost always a hatch game.

    He isn’t fine on PC either, lol. He’s a problematic killer since his release. Way too easy.

  • @gibblywibblywoo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1837876#Comment_1837876

    Its not hard to figure out the location of the basement and just stay away from that area. A quick sprint past the shack on most maps at game start and you'll immediately know. And that implying that it isnt already a death sentence against killers like Hag or Trapper.

    I put basement in parenthesis, meaning that’s just one certain scenario of camping I’m talking about, while primarily addressing all camping. Bubba doesn’t need basement to camp hooks, obviously.

  • @gibblywibblywoo said:

    He's strong in a chase, thats all. And you can still soft counter him with pallets and windows.

    You know how you counter strong chasers? Split up and do gens.

    "thats all" - (basement) camping Bubba would like a word with you.

  • I don't think it should completely freeze, but should slow by up to 90% based on the killer's proximity to the hooked survivor. For all these comments about it being abused in some previous test none of us old-time players seem to remember being allowed to take part in: a chase can only last so dang long around a hook. Especially with the reworked maps the devs have been delivering us lately.

  • @Milo said:

    I understand why it should happen, but I don't understand your reasoning at all.

    OP basically means you have to run some obsession perk as a survivor in solo queue, as you can't trust there will always be an obsession; and the two perks mentioned are basically the only viable of the two. The others are pretty laughable.

  • Another missed opportunity was to just give us the freakin' seasonal stuff for logging in, instead of entering codes in the store. Not sure how much I've missed because I close their annoying popups at game start without reading them.

  • +1

    I didn't know that was the case, but great information and a very valid point! Hopefully they'll consider your proposed change.

  • Nah, they shouldn't. Too easy for killers to avoid a DS for free. But all of the moris should have another triggering factor. I think that ebony and ivory moris should also be usable after everyone has been hooked once as well, and the cypress mori should also be usable after a survivor has been hooked twice (instead of only being usable on the last survivor, which can be a rather hard condition to meet).

  • @Mandy said:

    @GoshJosh can you explain exactly what happened please because I want to make sure I'm understanding it right.

    You should still be able to move when snapping out of it, it should break that - I've started snapping out of it in a chase before now when I had a second to spare and then carried on running whilst breaking out of snapping out of it, you just stop pressing M1 then move as normal.

    You can't do things like work on gens or heal, sabo, search chests etc but you should still be able to move.

    Sorry for my delayed reply! Basically as I mentioned above, I would be attempting to snap out of it mid-chase (i.e. a few seconds to spare where I'm not sure the Doctor was still chasing me). Once I realized I needed to begin moving, I could not. I simply sat there still snapping out of it even though I attempted to move with WASD (PC player). I haven't played much on PC since my original post, but will generate a new bug report if I experience it again.

  • The only BT nerf I can see happening - and would be ok with - is if it no longer works after all the generators are powered; but I would expect something else in return.. that it always triggers. Screw camping killers without terror radius.

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