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Irvin

Irvin

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Irvin
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  • Tbh they should remove the aura reading from BBQ all together, this would balance it with WGLF :)

  • @Cinzas said:

    https://forum.deadbydaylight.com/en/discussion/comment/751235#Comment_751235

    so its super ok having the 5 player having the disadvantages and penalisation just not you and your m8s ? and you are unable to compromise in a fix so you still get all the advantages of swf but the killer gets a little bit more time to fight your group ?! " and dosent get forced in playing the top tier killers

    I am Rank 4 and my friends are ranked 16-20 there is already a huge disadvantage, most games they score low and never escape. I am only 1 person and I am basically forced to 1v1 the killer every game. In most scenarios the killers get the 4k with plenty of BP. It's not really a "fight" is it, most of them cant even manage 1 loop, lets be realistic SWF is heavily sided for killers now apart from when you have the try hard all red rank SWF groups which are a lot less common than you think

  • There should not be any disadvantages or penalisation for playing a game with friends, for me it is really annoying how it is right now. I mainly play solo but occasionally some friends who rarely play want to play with me and they always end up facing a rank 1-4 killer which is not a fun time for them at all, there is no need to make the situation any worse than it already is.

  • I completely understand your frustration when it comes to 1 shot downs and I agree it is a little bit over powered and some things could be reworked but as for NOED it is very much counter able but you don't see it as often the higher you climb in ranks. If you are really concerned about it however then I suggest that you personally ensure all totems have been cleansed. Either by bringing perks such as Small Game / Detectives Hunch or you could bring a Rainbow Map / Map with Red Twine.

  • The main issues I see with these suggestions are:

    1) Killers will either camp the hook for 45 seconds or just tunnel vision the survivor once they unhook themselves since its only 1 hook to get you out of the game and if DS doesn't proc the survivor will be pretty much screwed.

    2) The slippery meat suggestion is pretty good, however requiring you not to be exhausted is not a good idea as most survivors have just used Balanced Landing or Dead Hard during the chase before they were downed. Meaning that in most cases they would never actually get to use the perk.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/747506#Comment_747506

    Hopefully It was GOOD reasons ya remembered me, lol.

    It is easier to remember killers who play anything other than Nurse and Spirit. Can't remember the exact game or what went down but the name is familiar.

  • @MegMain98 said:

    https://forum.deadbydaylight.com/en/discussion/comment/746597#Comment_746597

    Plague is really a dark horse. She can immensely slow down the game with Thantaophobia and Dying Light and start trying to force survivors to cleanse and then when they do you have an even stronger power.

    I’m telling you...she’s easily high mid-tier. I’m starting to think she’s just as good as Huntress/Demogorgon.

    Freddy is also pretty strong with Dying Light/Swing Chains/Paint Brush.

    Yes Freddy is strong with that build. I was doing a solo survivor run the other day and my 3 team mates all DC. Shortly after I was outplayed by Freddy and died, when we returned to the lobby. It turns out my 3 team mates were SWF and they said "never bring that again". Safe to say its a frustrating combo and works well, still no excuse to DC and then talk crap at the end.

    As for the OP, I agree I have seen many good killers in red ranks who are not playing Nurse/Spirit however it is usually one of them when the team gets stomped. Last match I played vs Spirit I beat her to the hatch by 1 second.

  • This is a nice suggestion but I think there is no need to change sprint burst. It is a perk for those who like to play immersive try using it with Urban Evasion or Fixated.

    If you could activate Sprint Burst on command, no one would use Lithe or Dead Hard.

  • If Trapper could carry all of his traps from the beginning he would be on a much more even playing field with the rest of the killers. Seems a little unfair he has to walk around the map collecting his own traps.

  • @Krustykerbz said:

    Basically all of you are saying there should be no trade off here , and it’s fine one of the only viable killers gets nerfed to the ground. Well round of applause survivors you win , you complained and whined so much that you got what you want.

    No, what I am saying is Survivors need counter play to survive and killers need counter play to kill. Nurse in her current state is very powerful and I think with the upcoming changes she will still be in a good spot just not over powered. Try the PTB and see what you think.

  • No killer should be way more powerful than the rest, the reason everyone thinks Nurse or Spirit needs to be played in red ranks is because they are so much more powerful.

    Nurse in her current state literally negates almost all counter play for survivors, the changes proposed may seem a little steep but I think she will still be in a good spot once people adjust to it.

    At the end of the day it is not a one way show. Counter play needs to be available on both sides.

  • Neat idea but it seems a bit punishing for those who play with friends.

  • Nothing against what you are aiming for here but I have to disagree, there is no point in changing a specific characters lore to fit with what suits you or LGBT community. Maybe in future DLC we will see a character which will fit this role.

    PS Nice Tattoo, I also really enjoy playing as David too although he is kinda loud when he is injured.

  • @HellCatJane said:

    That is very unfortunate and I get how frustrating that is. What you can try to do next time, is after you pick it up again OR when you know he has franklins, jump into a locker. Let's say he hits you, you manage to get the item again. Jump into a locker before he hits you again, and it won't count as a hit, but a grab. And that way you won't lose the item to the ground. This gives you at least another option to work with.

    Or if it's a killer like bubba or billy, their chainsaw and specials won't count either, so you could intentionally try to get hit with those instead... not that that's really better... in general you don't want to get hit, but if you are really worried about the item. Just saying.

    Item's come and go, just take it as a learning experience, so chin up! :)

    Thanks for the tips, its more frustrating than anything.

  • @Rydog said:

    How would you propose they fix it?

    What if you drop an item due to Franklin's Demise, and then somebody else picks it up and exits, and/or you pick up a different item? What if you drop an item of your own will, to trade with another survivor?

    There are so many actions, both voluntary and involuntary, that go beyond the bounds of what the White Ward offering is intended to do. The game can't read your past or future intentions when you drop an item. It is what it is, and items aren't all that precious as to make this an issue anyway.

    That I am unsure of, as you have stated it would too easily be abused by someone else picking up the item. So I have no idea tbh its just kinda frustrating to lose a kit plus a white ward and end up with nothing

  • 100% agree with this. Here is an example, 3 people DC in a game earlier. I was the only one who had did gens and I found the hatch. I scraped a safety pip and I am pretty sure the killer lost a pip.

    It really is unfair for the killer and remaining survivors to end up losing a pip because of this.

  • What exactly caused them to DC so quickly ?

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/738373#Comment_738373

    Then your example isn't tunneling. His priority was clearly the unhooker. If the unhooker made a stupid play by unhooking someone without Borrowed right in front of the Killer, that is ENTIRELY on them.

    My example was a DS counter, down the person who was unhooked. Slug them, hook the person who unhooked and then come back and hook the original survivor. If the killer wants to choose this tactic then they should have to either risk the DS or wait the full time.

  • @Pirscher said:

    https://forum.deadbydaylight.com/en/discussion/comment/738158#Comment_738158

    Hmmm. Its not a dull totem but its also not a hex totem. Maybe we could call it a false totem? And when they cleanse it, it does -100 BP.

    Yeah, secret sounds good. Maybe all offerings should become secret too - Ive seem that topic often here and i think, it makes sense that theyre all hidden

    I like the idea of all totems being lit to disguise which one is actually a Hex but denying survivors BP is ridiculous its already much harder to earn BP as a survivor.

  • Since I own all the DLC I would like to get my bloodpoints back for the splinters I own lol and a rental system being implemented would be good for people to try new killers before they purchase them. Could even do the same with survivors, rentals could be similar to skin purchases where they can be rented with cells or shards.

  • I think its fine seeing the ranks in post game lobby but not in the pre game lobby as this would encourage dodging.

    A good killer can 2-4k a SWF group np. I mainly play solo survivor and I actually perform much better than I do with my SWF group.

  • @ElementoDeus said:

    https://forum.deadbydaylight.com/en/discussion/comment/737840#Comment_737840

    Lol slugging everyone even though they bleed out and the game eventually ends is holding the game hostage? I believe you need to brush up on your terminology.

    Edit: imo it only takes what 2 minutes to bleed a survivor out if you slug all four you've spent at most 8 minutes bleeding survivors out and at least 2 1/2 minutes where as a survivor hiding can last indefinitely.

    It is not about how much time, it is clearly another method of time wasting. I agree hiding can go on for a long time and is a much worse scenario.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/737875#Comment_737875

    "Downing the unhooked Survivor, then hooking the person who unhooked them."

    That isn't tunneling. You seem to have zero idea of what you are talking about. Define tunneling for me, please?

    "Tunnelling" is when the killer chooses to go for the person they hooked immediately after they are unhooked.

  • If a killer is downing a survivor within 60 seconds of them being unhooked I am sorry but that is tunnelling. Your method could easily be abused by downing the unhooked survivor and then hook the person who unhooked them.

  • Now I have heard of people disconnecting because they do not like spirit which is pathetic too because it makes the round even more difficult than it already is but hiding in the basement just to prove a point is ridiculous.

    That being said I understand why they did it but surely it would of been much easier to just get on with the game and get it over with. The game in its current state is not fun vs Spirit, she has little to no counter play and any good killer can 4k almost every game with her. (Tried her to see what she is like, no perks or addons and got a 4k easily)

    Adding mechanics to prevent this however seems a bit too much tbh, simply report them/record the game. Same goes for when a killer decides its funny to slug all 4 players and let them bleed out or even doing it to the last remaining survivor is also taking the game hostage imo and yes I have seen this happen once or twice.

    I definitely do not condone Survivors playing this way but does that not tell you something? Spirit NEEDS to be nerfed.

  • Completely agree with most of this, it would be nice if the grind was reduced especially for newer players. Teachable perks being available as soon as you unlock the character would be huge and would allow players to actually grind on the character they want to upgrade.

  • @Nobsyde said:

    I don't disagree with you @Irvin, but making hex totems more difficult to find could be a solution only at mid rank, while becoming even more infuriating at lower rank and not a problem at all for swf / high ranks (if anything, just let one in the party bring a map / small game and you destroy hex in a few minutes).

    At the moment in most games Hex's are gone within a few minutes or less but not in all games. If it was more challenging to find them then survivors would be forced to waste more time looking or sacrifice a Toolbox for a map or a perk slot for small game. Doing this also slows the survivors down which means Ruin will do its job, pair it with Dying Light and make sure you get 2 or 3 stacks before the totem has been found and it won't matter as much.

  • Devour Hope is an extremely strong perk and with that strength you take the risk of losing it when the totem is destroyed.

    The only thing which needs to really change is the spawn locations of totems.

  • Personally I think ruin is in a decent spot other than totems spawning right next to gens its fine.

    Same goes for all Hex perks, you take the risk of losing that perk when you run it. Especially with the current spawning system for totems, personally I main survivor and it is not a rare thing to actually spawn looking at the hex or extremely close to it.

    If anything I would say they should rethink hex spawn locations.

    1) Make them away from gens

    2) Make it so they randomly spawn inside of trees or walls. (Idk could be interesting)

    Also if you really wanna slow down generator progress maybe consider Dying Light and/or Thanatophobia.

    Ruin is only meant to slow down early game, for the rest of the game you need to apply gen pressure by patrolling or the use of other perks.

  • This is a great idea, I would like to see something like this for each individual survivor/killer. Maybe 3 slots each and you could also include specific outfits for each build.

  • @artist said:

    balance moris instead of hiding them.

    I think the best "balance" for moris would be to make them require 2 hooks instead of 1. This would prevent a lot of DC's

  • @C3Tooth yeah that could be an interesting new build. Can't seeing it being Meta but it would still offer something new to the table.

    Also I forgot to mention if stacks were gained via option 3. (Not be hit by the killer after a set time of your aura being revealed.) Then the Tiers would have to be different such as start with 1/2/3 stacks but can regain 1 stack once all stacks have been depleted.

  • It would be nice to have a rework on Distortion, this how I think it should go.

    Tier 1: Start with 3 Stacks (Cannot gain more stacks)

    Tier 2: Start with 3 Stacks (Can regain up to 2 stacks)

    Tier 3: Start with 3 Stacks (Can regain all stacks)

    Ideas for gaining stacks:

    1) Be within the killers Terror Radius without being seen for a set time.

    2) Be in a chase with the killer for a set time.

    3) Not be hit by the killer after a set time of your aura being revealed.

  • I do not think they should give up on dedicated servers, yes there is issues and I have experienced most of what you have listed. Especially Dead Hard not working but still being exhausted and being hit when I shouldn't of been hit. However the whole reason they are testing them is so we can provide feedback, with that feedback the devs will know what they need to work on.

  • They do it to "farm" you and save themselves. It's a selfish act so they can get away and win the chase. Personally when I play killer I keep going for the person who pulled them off.

  • I think the hatch is fine how it is now. Would be nice if the exits were further apart though as sometimes they are extremely close and it can be difficult to get the door open if you are the last one alive.

    Also you could always just bring a key or get lucky and find one :)

  • I think cross-play would be really good to cut down queue times and it would be nice to play with friends who are console but it needs to be optional as some console players would rather not vs PC players which is understandable.

  • @SkeletalElite said:

    https://forum.deadbydaylight.com/en/discussion/comment/730485#Comment_730485

    new survivor perk.

    Another survivor must blow up a gen you are on for a perk to activate you can then press the active ability button while standing next to them to write their name in the death note causing them to instantly die.

    lol seems a bit much, could maybe be his Mori :)

  • How would the Death Note work in DBD?

  • The main issue with DS is most killers just wait out the 60 seconds which makes the perk useless. Having a one time use after being unhooked is not that over powered to be honest.

  • @RatDBD said:

    Hey! I'm the creator of the guide you linked. I tried posting a comment earlier but for some reason it didn't send. As of right now, no this is not bannable what-so-ever. Their intended purpose is to tweak settings to your liking. If you decide to go through with using my guide to disable antialiasing, just make sure you follow the three steps clearly and don't mess with any files you're unsure about. I'm open for any questions, and you're always welcome to comment or direct message me if you want further answers to your questions. My steam is attached to the guide (obviously :P) @Irvin @HellCatJane @rd_dex

    Umm read this man

    @Shiroku said:

    Hello,

    Modifying any game files is done at your own risk and I would not advise that you do so.

    Should you choose to however, if you are banned we will not be able to assist you.

    Thanks for confirming

  • Personally like play against most killers excluding Spirit, Nurse, Billy and Plague

  • Played Demogorgon for the first time yesterday lvl 1 with 1 perk, was an easy 4k. Plenty of gen control, shred was dodged a few times so I resorted to mind games and it got the job done

  • @savevatznick said:

    Camping is a non-issue above brown/ green ranks tbh.

    Knowing when to and when not to be altruistic is a basic survivor skill. If a killer camps for the entire duration of a hook and they don't leave the hook, they just plain lose the game, period. Gens will pop if the survivors aren't bad.

    If a single survivor goes to unhook, and fails, the killer still has a massive detriment to them. Probably only going to one-hook the person they camp, and lose the rest. Maybe a two hook if they hook early enough, but certainly no pip.

    If two or more go to unhook in the killers' face, and you fail to unhook, you're just plain bad survivors - excepting a leatherface or Billy pick. Unhooking when you have another person to distract the killer is stupidly easy in most cases.

    Killers who camp lose rank points from being near the hook and lose tons of points from giving up map presence and not chasing other survivors. If a killer is pipping while "camping", maybe they're just prudently defending hooks, or your teammates are running around the hook in a way they can notice, and you just perceive it as camping because you're the one losing. In the end, killers who camp consistently sink to the bottom. They're already being punished.

    Yes, your terrible team may keep the killer in the area. Yes, the killer may be camping and your team isn't punishing the killer for it. Them's the brakes in a 4v1 game. One person having all the agency, but needing to juggle 4 people against four people with split agency needing to combat one unified will. In the high ranks, when the game is played well the survivors have an advantage, but if there are four suboptimal players, the killer will exploit your entire teams' lack of information to make openings for themselves. Your team screwing up is equivalent to a killer failing at a loop, or losing a chase.

    It's not fun to lose, but honestly, if you just change how you play to (easily) pip without surviving, you'll be out of camping killer rank in no time. As you get up in ranks, survivors know to punish killers for camping more and more.

    TL;DR Literally, and uncritically git gud and this stuff will stop happening to you.

    I am currently a rank 4 survivor and there is plenty of camping/tunnelling killers in red/purple ranks.

    It isn't about winning/surviving, yes it can punish the killer if the rest of the team gen rushes them but that does nothing for the person who is being face camped. Usually this leads to someone letting themselves die or disconnecting which just punishes the rest of the survivors more and favours the killer.

    Killers who camp lose points? Seen many killers rack up between 20-30k BP playing like that, hardly seems fair tbh!

    As for saying "git gud" and this will stop happening, no it won't. Especially with killers who have strong map control, if they want to do it they will and currently there is nothing in place to prevent this behaviour. It is a game which is meant to be fun for both sides, its not a one sided show, all this does is frustrate people.

  • The issue is most people know that Killers can farm Bloodpoints more efficiently than Survivors can so even Survivor mains are currently queuing up for killer games too.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/718694#Comment_718694

    All the 1 shot downs are highly situational and require a lot.

    Billy and Leatherface dont require a lot.

    Devour Hope is easy to get 3 stacks.

    Myers can get Tier 3 insanely fast with the right addons or a crazy team mate who doesn't break line of sight.

    Ghostface can easily inflict exposed.

    Noed is only countered if the team are smart enough to cleanse 5 totems before they do last gen.

    Also as for the insta healing items these are very situational too and can only be used once.

  • What kind of nerf would you suggest for keys? @Captain_Spaulding

    As for Mori's I would prefer them to require 2 hooks before they can be used.

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