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Incurable_BOFA

Incurable_BOFA

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Incurable_BOFA
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  • @hammertime said:

    Every killer. This game is easy as ######### as survivor. Let's go brandon!

    based

    also bubba

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/2035003#Comment_2035003

    Just keep running instead of giving her the chance to mindgame you.

    When you run, then either:

    • She's standing still (not phasing) and you gained some distance.
    • She's phasing to the other side of the pallet and you gained slightly less distance, depending on the route she takes.

    The best case-scenario when you run is that you gain some distance. The worst case-scenario is you gain less distance. Both are positives.

    When you engage in the mindgame, you can either vault back or stand still.

    If you vault back, then either:

    • She was standing still (not phasing) and you get hit.
    • She was phasing and you're in the same situation as before, but on opposite sides of the pallet.

    If you stand still, then either:

    • She was also standing still and you're stuck in the same situation until one of you makes a move.
    • She was phasing and you get hit.

    The best case-scenario when you engage in the mindgame is that you end up in the same situation as when you started. The worst case-scenario is that you get hit. One is neutral at best, the other is negative.

    Don't engage, hold Shift+W.

    But spirit can SEE the scratch marks? You want me to Shift+W with a spirit? even if she is trying to mindgame at the pallet her phase is fast enough to catch up with me. One of the main reasons I run iron will is to try and counter spirits, because then I can stop running and try and throw her off. Even then smart spirits can STILL get you by looking for grass movement/footsteps.

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2035015#Comment_2035015

    Then you don't really know how the game operates at the high level which is fine. But words of advice,we need either more killers like spirit or nurse not the other way around. Or survivors need some retuning to their objective.

    If the game is balanced around what you class as 'high play' which is 4 man SWF who have OoO, ds and unbreakable, a solo survivor like me who just wants his WGLF stacks and some fun chases is gonna have a miserable time all the time. do you honestly think that's gonna work with even more of those kinds of killers?

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2035003#Comment_2035003

    Look i don't mind 4 man swfs. But when they can all stack ds unbreakable have one OoO and just rush gens and get 3 of them out before first hook forcing killers to play either nurse or spirit to win a game at 1% theres a problem. Its uncounterable pretty much for any other killer and cheeses the game to stale at the highest level play.

    I thought they were nerfing ds whats your point? I literally never play swf so I really cant see where you come from with that to be honest

  • @Orion said:

    MMR has been disabled for almost 21 hours. If you're having trouble with Spirit, you should look up some guides, maybe play as her so you can understand her better.

    Look I don't mind spirit, its just stridor AND spirit is so cheese it destroys her form of counter and then all you have is RNG, "maybe she wont be on this side of the pallet".

  • The difference is the strap of rope just above his waist its blue

  • Its the little piece of rope that goes around just above his waist, its slightly blue. But yea, it does seem kinda pointless.

    I guess considering none of his actual flesh is shown below the waist they couldnt really put it any other way for it to match with trapper. its kinda similar to how trappers dungarees dont have the ice effect either.

  • @Yords said:

    "Make DS base kit for survivors" Making DS base kit is just another band-aid fix to tunneling. Just look at where we are now.

    The whole reason DS even exists and does what it does is because of tunneling. Due to how the game worked back then (and still now for the most part), killers had to tunnel to gain the upper hand on the survivor team because it was the only way they could manage; it was a band-aid fix for tunneling but tunneling was seen as very unfun for survivors. Because the devs have for so long ignored the core issue of tunneling being so effective, it has become a huge problem that will need a substantial amount of work to redesign and balance.

    With the upcoming DS nerf, you can bet that survivors will drop it out of their kits and replace it with BT (most likely if they already didn't have that) as a replacement. I think that this will obviously encourage killers to tunnel which is effective and not exactly unfair, but it will definitely make the game more unfun for survivors. The devs will HAVE to do something about this or the player base will decrease by a large margin.

    I swear, a patch full of health changes to the game would help so much. And no, the few handful of balance changes we get every 3-6 months do not count. I mean a patch where the devs work really hard on to fix bugs that have been around for a long time (the silent survivor bug and nurse in general), buff killers that need them, and maybe even rework Haddonfield (seriously, I hate this map with a passion). Several other people have said the same thing I am saying several times. I swear this game is like a malnourished stray dog. It could be so cute and cuddly, but just needs love and care.

    Agreed, wish they would just hold off on ONE killer update and focus that energy on fixing the game and make it a healthy state. Don't think anyone would be super upset about it considering they have over 20 killers to play in the meantime

    but no instead they would rather produce more bugs and release broken killers

  • This has got to be some kind of bait right?

  • EGC is already relatively killer sided why make it even more harsh for survivors who mostly already accept death anyway?

    Most killers with common sense also know that they don't need to commit to a single gate they can just sit in-between them and wait for: a) the survivor to attempt to open one upon which death is imminent or b) accept death to the EGC

  • If it wasn't BHVRs idea they won't do it :-)

  • Saying this takes the game hostage starts a bad precedent. When do we start calling stealth players griefers simply because they're playing a certain way? It might be boring and tedious to look for a longer amount of time than hoped but you had nothing stopping you from looking for them other than your lack of patience, that's the reality.

  • @Aven_Fallen said:

    You are also using Botany Knowledge?

    Why... am I so... stupid...?

    thank you, for some stupid reason I thought I needed to use empathy??? Biggest 4head of my life

  • Self care is meta? LOOOOOL

  • @pemberley said:

    Survivors dc way more than killers do. And most killers don’t dc unless the survivors are being particularly cruel.

    So that means killers are okay to dc?

    idec if a killer dcs as long as it doesn’t affect me, but if it denies rift progress then it’s kind of annoying

  • Quentin

    Oh at least I can open the exit gates 15% faster!!!!

  • If I could experiment with gen speed I would try this:

    1. Remove the 'Hex' from Ruin and put it into the base kit of all killers (so its not really a perk anymore)
    2. Make the GREAT zones of generator skill checks the same size as a DS skillcheck
    3. Remove the 2% bonus progression when you hit a great skill check zone
    4. GOOD skills check zones result in 3% regression, but doesn't temporarily disable generator repair as it currently does

    I honestly have no idea how that would actually play out in game, but on paper it seems there could be some potential to encourage more skilled play by hitting better skill checks while keeping generators at a healthy speed.

  • I would guess some time next week, I know PS4 only do updates on Tuesdays so thats probably the earliest we will see it.

  • @YaiPa said:

    Nurse is still the best killer on ps4, even if players can’t use her properly for thousands of reason. Asking to cancel the changes would be nonsense.

    Do you even play on console? She is legit THE WORST on there, spirit is by far the best.

  • Nurse is pretty much an endangered species on PS4, the controller makes her extremely hard to play so these further nerfs would probably be her nail in the coffin on console.

  • 2 hooks is the best way to go, as it currently is it just unfun and most killers like to tunnel off the hook with a mori for the easy kill which with the the two hook phase will kind of deter that

  • It's painfully unfun to get hooked once and then killed.

    devs pls change it to two hooks and then mori thnx

  • It won't happen, auric cells are the currency used to purchase clothing and certain DLC, giving away that currency for free will mean a loss of profit which makes no sense to do.

  • Is it bad that I saw the title and INSTANTLY knew what placement you were talking about?

  • I don’t get this, this game is constantly being updated, why make a second version of the game? They would likely make an entirely new game eventually

  • Honestly wished they did this, each killer having their own unique chase music would be an additional thing to look forward to every chapter update.

    This one was my favourite for the legion:

    https://youtu.be/ONVJnkbAm0I

  • Maps that are typically more enclosed like The Game, Lerys (not as much) and now Hawkins tend to have totems that are harder to spot. I've been having to get use to some of the placements but they seem to be pretty well hidden.

    I know they sometimes spawn next to the exit gates in the corners, in between the railing of loops and behind the barrels of the larger areas.

    There's one that usually spawns in the big main laboratory room with all the upside down stuff inside it, either behind the barrels on the bottom floor or up top on the ledge that you have to run onto.

  • If it looks like a survivor is luring you to a strong loop then try and break away and look for someone else, good survivors will know how to use these loops to their advantage and waste as much of your time as possible (which as a killer on farm maps is usually very limited).

  • @pemberley said:

    Like when survivors fall off coal tower or the ironworks - really high jump points - they become temporarily injured and/or hindered. Make chases slightly more realistic.

    I imagine balanced landing would bump up to a higher meta perk than it is currently.

    But would it be necessary? survivors who aren't running balanced in a chase and jump from a high point are pretty much guaranteed to get hit no matter what anyway.

  • @FireHazard said:

    Just another faded memory to be implemented later on, or never...

    I think it wasn't added because the idea of having charms on your hook was weird after enough thought was put into it... Or something?

    What a shame, thought there could of been some potential there

  • @StupidButTru said:

    This whole thread is how to make Trapper broken and hard to play against. Oh boy I'm glad none of you are developers otherwise this game would be in a bigger shithole than it already is.

    They're just ideas, I'm sure loads of game devs makes tons of bad ideas and then after being able to put more time and resources into said ideas they realise they won't work.

  • When you say set off do you mean destroy them like a flashlight does or actually make it pop so that the hag can teleport?

  • flip flop would suck even more than it already does

  • It would be so much simpler to just make it automatic and have a button/key you can hold down for a certain amount of time to give up, at least then you wouldn't accidentally ######### on hook because you didn't tap it for a fraction of a second!

  • Inner Strength is going to further push the idea of getting totems cleansed throughout the game, that's likely going to be a big anti-noed perk

  • @Ark_the_Bonsai said:

    https://forum.deadbydaylight.com/en/discussion/comment/606383#Comment_606383

    No addon should be deleted but I wouldn't be opposed to a redesign on Prayer Beads. Gen tapping being your only option outside of just happening to have anti spirit perks isn't really all that fun

    There's no mind game to them and it seems like EVERY spirit at red rank uses them, at least on PS4 anyway

  • Delete Prayer Beads then I'll be a happy with her

  • Someone mentioned it a while ago but survivors should be rewarded a certain amount of points in the survival category every 30 seconds they stay fully healed in the match, survival is really hard to fill up unless you're farming it with the killer.

  • The only real map where balanced landing has zero use is sheltered woods because there's no hills or elevated platforms to jump from, every other map has at least two platforms you can jump from.

    When I start to work on a gen I try and plan my route that I'll take if the killer comes for and I usually try and keep near a hill or building where I can jump from and keep the chase going for a bit longer. It sometimes pays to have a bit of a scout around the map to get your bearings on what kind of platforms you have at your disposal.

    You've only started playing but the more you play the more you'll understand where you can jump from and where to place yourself .

  • I didn't even realise that being able to constantly mark someone in a chase was a bug, did think it was a little BS that he could do that.

  • My back is killing from carrying these boosted survivors

  • Dude if they're just standing at the exit they're probably letting you farm points before they leave, what's the problem?

  • His power is a campers wet dream, multiple insta-downs in a short range works perfectly for the camping strat, not to mention the dreaded bubba basement build. But his power is ultimately kinda trash tier in chasing scenarios.

  • Considering DBD has been out on Steam for almost 3 years I wouldn't count on it

  • I really wouldn't let it bother you its just a button lol

  • @ShyN3ko said:

    https://forum.deadbydaylight.com/en/discussion/comment/451111#Comment_451111

    Mettle of Man: Punish killer for doing the obejctive

    Mettle of Killer: Punish survivor for doing the obejctive

    The perks doing the same thing.

    Punish other player for doing the objective.

    You defend Mettle of Man.

    But you will hate Mettle of Killer.

    I dont defend Mettle of Killer, because its too strong.

    But I hate Mettle of Man, because its too strong.

    And persons like me using this arguments,

    because otherwise survivor mains will dont understand why MoM is too strong and

    bad for the game.

    But now we're going way off the original topic because its more complicated than "Killers have an objective and Survivors have an objective, therefore this perk has to work as a two way street or not at all". The way killers and survivors go about those two very different objectives can effect how a perk works.

    Besides, your perk suggests that considering they reach at least 1 gen left then every game a killer will always get guaranteed 4 insta-downs when in reality Mettle of Man will never work every time because M2 killers exist, therefore making it a very situational perk.

  • @ShyN3ko said:

    Mettle of Killer

    You are the Evil

    After every finished generator, Mettle Of Killer activates.

    Activated, you can one shot 1 survivor.

    The next time you hook somebody, your Aura will be revealed to the survivors when you are farther than 12/14/16 metres from the survivors.

    Mettle Of Killer will deactivate after the killer one shot 4 survivors.

    The Killer can only be obsessed with one Survivor at a time.

    It's a perk that requires you to work for it in order to pay off by getting hit generators active at least three 1 times before it activates and when you pull it off it feels super satisfying.

    but that's only when it works, half the time the perk is a wasted slot because M2 killers potato survivors can pretty much deny it. It's one of the most situational perks I've ever used.

    I think you can agree with this,too.

    Pretty balanced perk.

    Right?

    I never understood this argument; making a survivor perk in the form of a killer or vice versa will almost NEVER make sense because they are two different classes with two completely different objectives.

  • @PeepingPeacock said:

    https://forum.deadbydaylight.com/en/discussion/comment/450852#Comment_450852

    How useful you consider that usage to be is irrelevant, you claimed that MOM requires work/effort to achieve. I have shown it does not.

    This isn't deliverance or pharmacy. There is nothing involved in getting hit 3 times.

    Actually, I claimed this:

    "It's a perk that requires you to work for it in order to pay off by getting hit at least three times before it activates "

    Standing still and waiting for it to activate after being downed and hooked twice will obviously let you easily achieve the perk, that doesn't mean it will pay off for the survivor, if anything that will just put the game in the killers favour. Because having a survivor stand around waiting for one perk to work means less gens being done, less work for the killer to do and more pressure on survivors.

    "There is nothing involved in getting hit three times"

    How can you even claim that to be real? Does every survivor in your game just stand still? Of course there's something involved in that, there has to be AT LEAST one chase there.

    Similar to how you claimed there's something involved with Deliverance, whereby it requires you to be altruistic (once), MoM requires you to be chased (at least once, excluding the possibility of M2 killers who wouldn't even know you had MoM until they check the stats after the match)

    Also shown what exactly? All you've shown is your claim that survivors need to stand still to get an EZ crutch which ultimately becomes redundant

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