GoshJosh
GoshJosh
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- GoshJosh
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Comments
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- You are referring to an offering, not an add-on
- See Aven_Fallen's post above
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Interesting perk idea, think it could use a better name though.
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Wait.. so using clutch perks and items, in an attempt to do our part - survive - is now inherently toxic?
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The locker vacuum is very annoying. You should basically have to be touching the locker for it to prompt entering it. That would fix it.
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This map, like the game as a whole, needs a lot more fixing than cosmetics.
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"ALWAYS hurts the other survivor" - giving hatch to another remaining survivor?
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As I don't use this perk, I didn't know this was an issue. Definitely should not be visible with the perk, as these aren't pallets or vaults.
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@Chan_002 said:
why would you wanna penalize survivors who work together? Thats a key component to the game is working together (or if u choose not to thats also an option) to escape, to me imo it just sounds like you're mad that u keep losing to SWF.
I suggest you read the upcoming PTB changes, because the devs are doing exactly that. Survivors are getting nerfed into the ground for just doing their job together.
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Nice gesture; wrong forum area I think though.
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@[Deleted User] said:
I think this sounds like a job for a buffed Camaraderie.
No, it should simply be a base part of the game. No perk required. Again, it is 100% in-line with the lore of DbD.
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@OBX said:
So by your logic, gen speed should be reduced if survivors gen hump. I mean the two are both the sole objectives so it’s only fair. I’m pretty sure you will come up with a convoluted reason why it’s not the same.
Gen speed is actually technically reduced for co-op. Two survivors doing a gen together is slower than them doing separate generators. Plus, it is simply in-line with the survivor's objective. It is not a killer's objective to camp.
Is that convoluted?
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@AnnoyedAtTheGame said:
Camping a hook should be in the game. If your in a toxic SWF lobby where 3 people are constantly stopping you from hooking someone then why should you not be able to camp and kill them? 1 killer against a toxic group is better than 0 killers.
I didn't say remove camping, I only suggested penalizing it. And I'm not talking about the worthless ranking system, I mean that the unhooked survivors should have a lot more potential to be doing other things while the killer displeases the Entity.
Also, survivors shouldn't easily be able to stop killers from hooking. The few perks they have to prevent a hook from taking place were nerfed or already weak.
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It's a terrible bug that has been going on and off for months now.
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The only problem with making an obsession every match, without an obsession perk, is that it would cause confusion on the survivor side of things. It would lead them to assume one or more or their fellow survivors have Decisive Strike, and/or that the killer has an obsession perk.
What I would like to see is more viable survivor obsession perks than Decisive Strike.
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@Ohnoes said:
Stop punishing survivors for being efficient lmao. You can end the game fast as either one and get little points. At least as killer if it happens you get BBQ stacks if you got it. As survivor you get #########. WGLF requires the game lasting long enough to get stacks since the requirements are higher (Actually requires risks) and being 3 perks. The BP system being based around extending the game is centered around 1) Everyone having fun and 2) Satisfying the entity per the lore. In terms of rewards survivors get far less. A bad game as killer tends to result in more BP even without BBQ stacks. No one cares about pips because the rank system is just grind. That's why the new mmr is wanted. That's also why you even won your game. It's not good matchmaking to be facing a rainbow just like its not when its a yellow killer against far higher ranks.
You're not being punished at all. You're making a choice to end it faster. If you cared about maxing your emblems you'd just go play with your food basically till they served their purpose and kill them. That doesn't mean you go turn it into a farm game for them. That means you focus on what you want out of it and me personally I also use the time to try new things.
The problem with the point system for killer is only with the malicious emblem but I guess the same could be said about survival emblem for survivor. Every other emblem can be maxed fairly easily for killer. -You- are fully capable of controlling whether you pip or not in games you won.
I second some of this. A survivor can remain completely hidden/untouched, do their objective - generators, gates, getting out - and score far less than a killer. Survivors can't force a chase for boldness points, and killers can camp and prevent altruism. Meanwhile, killers have complete control over all four of their scoring categories.
And yes, getting WGLF stacks is a pain that offers no benefit other than bonus BP to the user. That's why I proposed in another thread that it has another effect added to it (https://forum.deadbydaylight.com/en/discussion/135350/secondary-ability-for-were-gonna-live-forever#latest). I liked some other users ideas for how it can be buffed.
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Your name is Trollthem, and trolling them you are.. not me. The injured state is a quintessential part of this game. Don't foresee it ever being something you're forced out of.
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Although rare as you say, this bug (or intentional change by the devs) gets me pretty upset. As if bloodwebs weren't expensive enough to go through.
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Ruin was not nerfed, it was reworked. The new Ruin can actually be far more punishing as long as you can keep the survivors off the gens. Of course just like before, heavily depends on the totem spawn.
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@AhoyWolf said:
I like your change, but I think this perk should be reworked, because for it to work Survivors need to have an Exhaustion Perk, some Survivors don't use them.
Same could be said of exhaustion add-ons (Huntress, Clown). It's practically assumed at least one, if not three to four survivors, will be running an exhaustion perk in every trial. Not every perk or add-on works in every circumstance.
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Allegedly, there was a change that exit gates won't ever spawn too far apart anymore. But the devs never included it in the patch notes. What happened to RNG like everything else on maps?
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Are you daft? The survivor's best chance in that generator spawn is to vault, and the killer can just immediately drop through the hole and meet them by the time they hit the ground. This entire map is killer-sided dawg crap. You're wrong.
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Can 100% confirm it is associated with For The People. Every time I've seen this happen.
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Just posted this (again) earlier today also. Issue is over three months old!
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I still don't understand why they can't implement a simple solution: killer is within 32 meters of hook, entity progression slows down 90%. They can still get their camp kill if they really want, but at a much larger penalty. Killer mains always say they are punished for camping, but for those of us who want a chance at points and playing in the match, it's so nice to see less than 5k and the killer still gets above 20k... (sarcasm).
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It's been a week, has a mod had a chance to review this yet?
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Pipe down.
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@Fibijean said:
I don't believe this is a bug. Every action for which you can earn points has a maximum amount of points you can earn for that action. For Exit Gate opening, the cap is 1250 points. Opening one gate usually grants roughly 1240 points, so it would make sense that if you open the second gate as well, it will only award you a few more up to the maximum amount given for that action.
Is this a new feature? Because up until a few months ago, both gates would award a survivor the full 1250 objective points for unlocking both.
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95% sure it's related to For The People.
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@XRuecian said:
I don't disagree with what you say here. But i think a bigger priority should be focusing on making a lot of the perks that are useless regardless of their tier level more useful.
I mean... Fire Up, Monstrous Shrine, Unrelenting, Beast of Prey, and Gear Head just to name a few from the killer side, are like joke perks.
Not saying it couldn't be stronger, but love me some Fire Up on my Myers!
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The problem with Left Behind and Sole Survivor are the same: premised on being the last survivor left. Imagine what kind of great altruism that promotes (sarcasm).
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@Its_Vigo_Here said:
Bro... its a free instaheal. It already is easy perk with a perfect fitting trade off.
So free equals:
- Perk space
- Needing to be at full HP to use
- Becoming injured and broken
Got it...
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Make sure you get a merciless victory and not just a 4K. Stupid AF I know.
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Here's your video: https://www.youtube.com/watch?v=1yuBmTKZELU
In this instance, I was downed as the obsession.
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There needs to be so many volume options that are not currently present. Not just menu music, not just intro video, but especially in-game music. So freakin' annoying to not be able to hear a killer's terror radius because the struggle music is overwhelming.
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Dev be like, hop in a locker... tell me that 100% of the time there's a locker near a hook, and enough time to slowly get in a locker when the doctor is about to blast? Lol. Realizing many doctors will run Distressing, and stay close enough to the hook for the hooked survivor to go through at least two stages of the hook through the use of Static Blast.
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It didn't work in another way. I haven't been matched with more yellow and green rank killers in a long time (purple/red rank survivor).
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In honor of DbD's newest DLC - McCree: "Huh, it's your funeral."
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Yep, especially considering the potential points you're denied if it's an early disconnect. 625 brutality is garbage.
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Unfortunately, there are not enough moderators and there isn't enough time to babysit every match. Just reality. Find a good group of survivors and stick with them.
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I attempted to upload my log, but it says it is too big. Did not take video footage. Playing on PC (Windows).
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Yes, he is mostly weak, and it seems 80% or more of them resort to camping and/or NOED. His biggest benefit is the tiny terror radius.
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@XRuecian said:
I also find this irritating, even more so when i play survivor. At least when i play killer, all 4 categories sort of go together. You chase people, you get points. You slow down their gen progression, you get points. You use your killer ability successfully, you get points. You hook people, you get points.
But as a survivor, sometimes you just end up being the guy that is doing gens while the others are doing the looping/unhooking. And because of this you get screwed out of a lot of points. Why is breaking a dull totem worth more than completing an entire generator solo? It feels like you have to play ALL of the playstyles at once as a survivor to get your emblems and BPs, even though there are 4 of you.
I also think you should get more points for actually successfully hiding and avoiding a chase altogether. Killer comes around, looks for me for 30 seconds because he has whisper, finally gives up and leaves, and because i didn't start and end a chase i get what..... 50 'boldness' points? They might as well rename the evader emblem to the bullying emblem, because that's where you get the points.
Overall agree - just want to point out that a completed generator is worth more (by 250, plus skill checks; coop points especially make it more rewarding) - but takes a much more notable amount of time.
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@Peanits said:
Conveniently enough, Saboteur was also nerfed between the PTB and live. If your sabotage gets interrupted for any reason (you let go, or you get hit), the perk goes on cooldown.
You guys don't care to put this in the perk description? The wording needs to be updated to reflect this. Had no idea until it happened to me yesterday. Never mind it's already a dang minute to minute and a half cooldown for one hook.
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GG to your post. Some killers deserve to get gg'd after getting rolled, depending on their playstyle.
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Reposting in this. Pretty tired of Oni having a Moonshine-esque ability without any add-ons. Please make him require some level of skill again.
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Your second part is wrong, Gamewiz. According to the official wiki:
"Escaping a Trial without being downed results in an Iridescent quality, while being downed one or more times results in a Gold quality.
If you die in a trial, the emblem quality is based on the amount of time you were alive, however, the highest quality you will receive in this manner is Silver."
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@Marcavecunc said:
https://forum.deadbydaylight.com/en/discussion/129016/can-we-please-buff-killer-during-end-game
3. would be broken
Scenario:
- Gates are powered.
- Down someone
- Go open the gate to trigger the endgame collapse
- Pick up slugged survivor and hook them
- 60 seconds Blood Warden
- Chase other people around a bit, you have a minute after all
- Find someone else and down them after 45 seconds
- Hook
- 60 more seconds
- ...
- Entity kills everyone because Blood Warden kept the gates blocked the entirety of the endgame
But it is, after all, a situational perk. Easily countered by survivors not powering the gates themselves; leaving if they suspect Blood Warden; or going somewhere else on the map away from the gates. And remember that end game collapse is slowed by a downed or hooked survivor.
Perhaps rather than resetting the 60-second timer, it could add an additional 20 seconds for each successive hook? Would that be more reasonable?