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IshinSolarc

IshinSolarc

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IshinSolarc
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  • @Callmehandsome said:

    https://forum.deadbydaylight.com/en/discussion/comment/1645394#Comment_1645394

    Rofl no way. Is it actually THAT high? if that's the case they will never dare to change DS as it will hurt their money

    Sadly yes. I'm also a believer that they nerfed Pop to increase Ruin + Undying usage to motivate people buying the new DLC, since the mos of the killers that used Pop were killers with no gen pressure. But I can't say something like this without knowing what goes through the devs's minds.

  • DS is from the most bought DLC, since 80% of the playerbase are survivors, it's obvious why they won't adress the issue...

  • A new UI would be nice, it would make the game refreshing.

  • Seems reasonable, enable it for cross-play players but block it for non-cross-play players, that would be nice.

  • I feel you OP.

    The game is not bad looking, but the performance should be way better for it's graphics. I wonder if it's constant unnecessary checks making it run so bad, having like 50 lines of codes running each frame with no need really dumps the perfomance to hell, if thats what happening, they may need to rewrite the whole code again.

  • I have it on, but I really would like to keep it turned off.

    Console players in my country really have bad connection, some even get hits over already thrown pallet, and not in the same second the pallet was thrown, like 2 seconds later. But I need to leave it on otherwise I'm sent to Chile servers or to Spain which I become the one with bad connection.

  • This challenge is pretty upsetting for me too, I'm a good manners killer, but I will use mori's and tunnel a lot just to do that challenge.

  • Mount Ormond is generally a bad map in my opinion. Visually it's just a mess and in game mechanics is the worst map for killer while being the best for survivors, it just make the game not exciting.

    Also it has some performance issues that makes my friends hate this map.

  • @Superyoshiegg said:

    You have to go to the main menu to disable it in the options. It's greyed out if you're in a Survivor or Killer lobby.

    Thanks!

  • My opinion on nerfs:

    • Unhooking yourself to use DS is pretty rare, so it's an unneeded change
    • Reduce skill check size is ok, but it's no that good chance either, good players rarely miss skillchecks.
    • Reducing DS duration is good overall.
    • Deactivating DS after recovering is okay, it will nerf the combo with Unbreakable.

    My opinion on buffs:

    • Decisive Strike going 3x slower is easily abusable, survivors can force a chase state if they keep following the killer.
    • [Decisive Strike being able to use multiple times] U w0t m8? This is not happening.
    • Decisive Strike not creating a obsession in the start of the trial is okay.
    • Increasing stun duration is bad, 5 seconds already punish killers by a lot since the survivor will get a lot of distance already.

    Overall I feel that Decisive Strike abuses are still viable, which is the biggest problem at the moment, and the buffs you said are mostly game breaking.

  • @lazerlight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1632222#Comment_1632222

    Hex perks do not deny survivors access to gen progress, nor do they deny access to opening exit gates. They hinder survivors, and make survivors vulnerable, but do not impede on their primary objective. Until you can realize and remember that, your argument is going nowhere.

    Making the game easier for you and your team IS an objective.

  • DBD's matchmaking takes search time as priority if there's no players of your rank playing at the moment, so it will match you up against any survivors it finds.

  • I'll make it short, gen rush and endure having to search for NOED totem while the killer keeps hit killing your teammates. If you feel cleasing dull totems are a waste of time, you can go without doing them but you should at least remember their locations when NOED goes off. NOED is not a perk that benefits losing killers, is a perk that punishes bad survivors who are oblivious to totems and that is why it was created.

    Also saying that killers are the ones who end the game quick is just ridiculous, good survivors can loop killers until 2-4 gens are done because most of the maps allows it, if you and your teammates are not making good use of the map, it doesn't mean killers are the ones ending the game fast, it's yours mistakes making the game go faster.

    But I agree with you about a survivor who gets tunneled is bad, they should make it if a survivor gets 7000-8000 in boldness category they are sure to not lose any pip, because it's one of the hardest to get if the killer isn't a walking potato.

  • The images look really nice. Macmillan is one of my favorite maps, so I looking foward to it, but I hope they also rebalance the map a little.

  • Hit validation is pretty bad for people who have good pings, while people with bad pings get advantage by being laggy. I don't know how it can be so messed up.

  • I'm the type of player who will never do prestige, the grind is horrible atm with that many characters, Bloodweb needs rework.

  • @Pawcelot said:

    I'd like struggle phase to behave more like how it works within the PH's Cage. Assault the survivor with skillchecks and missing skillchecks speeds up the sacrificial process.

    I hate the whole mashing spacebar to live thing. It hurts my wrist so much.

    We need that, more skill, less button smashing and a huge quality of life(real life) change.

  • Do bones lol, isn't the point of the game getting points? You get a lot of boldness points which makes you get a better medal, just like the killer who also needs to stop camping early to mid game so he can get points as well, this is the same but on the other side of the coin.

    Also, the task of the killer is not preventing generators, is preventing survivors from escaping the trial. Camping after gates get energized is the only play that ensures killer may get sacrifice points.

    If you aren't the type of person who plays 4-man SWF that keeps farming boldness points using 3 second chancet, you really should not care about NOED being in the game, just do totems and get the instant 1000 points from it.

    By the way, losing the game is subjetive, if you did well, is enough, why would you even care about random players in the post game chat?

  • Oh god, yes please, I liked every idea in this thread, and the best one definitely is reducing fatigue time, it really punishes The Legion way too much.

  • Go up in ranks and you will probably stop seeing people trying to secure kills by camping, cuz they will need more survivors hooks to get medals and go up in ranks. If not, you gotta accept it, camping is a way of securing kills and a way of applying pressure on other 3 survivors. Killers can to do that to win the game, extend map dominance or just rush their quests, but they are penalized by it by being unable to get enough points for the medals already, no need to add anti hook mechanic.

  • @BadBilly said:

    Why not just increase bloodpoints gained. I feel like this would be better and easier than recoding all the perks. Increasing the amount of bloodpoints would help new players get their 4 perk slots faster as well as be able to play multiple characters without feeling like they wasted bloodpoints by spreading them out. Plus with all the new characters and killers the grind for BPs is so unbearably long, it feels like the current system forces you to only main one character until its lvl 40 which for casual/new players would take ages and is incredibly boring.

    They would need to give 5x BP to make it equivalent to removing perk tiers, since you're not going to be lucky enough to appear the same perk 3 times in a row to get it to max tier.

  • I really liked it. Balanced and fun, would be really cool to play with him.

  • I can't agree more than I already do.

    My friends and I only play like 2-4 hours a day, we don't have much time and this would really help us out.

  • Legion really depends on the way you play, you can play by delaying generators or forcing heals. I like to play by delaying generators and apply pressure throughout the map having wounded survivors.

    Legion is definitely not a bad killer, he got good mobility and is able to take 1 health state of each survivor without issues. The rest is about being a good killer(outplay survivors in loops, mind game them, have really good game sense.) and knowing how to use the Feral Frenzy in the right moments.

  • It would be bad, it enables some broken builds.

  • I don't like tunneling, but I don't think they should add something to prevent it.

    There really are points in the game the killer has to tunnel so they can get pressure on the survivors.

  • They really did pretty nice, I loved the new cool animations for every side of the generator.

  • @RayneEDey said:

    https://forum.deadbydaylight.com/en/discussion/comment/1610483#Comment_1610483

    I play an xbox so idk what M1 is. The killer CAN get there, yes, through a small gap to the side of the metal stairs after a vault point. This makes it a problem when the survivor hold the game hostage by staying there. And i know this person was not AGK due to shifting to stay away if I got too close.

    M1 is the basic attack, if you hold it, you can go foward while attack.

    here, this video shows and teach both ways of playing against it, as killer and as survivor

    https://www.youtube.com/watch?v=ZLG13lTa_jM

  • Voice chat I'm completely against, but text chat wouldn't be that bad, maybe a chat wheel like Dota where you can say like only 3 phrases e.g "I'm being chased" "Repairing generator" "I need healing". This 3 would be enough.

  • @ZCerebrate said:

    https://forum.deadbydaylight.com/en/discussion/190315/better-bloodweb-limit-add-ons-appearing-if-limit-reached

    It's a minor thing that doesn't bother me since addons no longer get saved for escaping successfully so if you burn through them - especially on survivors you already got all the perks on (You'll get more items by opening chests during matches - but you have to just go through blood webs at that point).

    I want better bloodwebs like removing the tiers from perks or reducing the cost of each web since this game is insanely grindy for new players coming in... but addons stacking up really never bothered me. Just use them even if they suck

    That would be great too, if they reduced at least 25% of the cost, it would save so much BP in the long run.

  • The killer can get there by holding M1, and the survivor can't do anything for the team if decides to stay there, I don't see how this would make it a problem for anyone...

  • The perk is fine as it is, cleasing totems isn't hard and you also counter NOED by doing it. Also, finding totems is easy as finding generators if you get a map or have a perk for it.

  • @K1LLR0CKNR0LL said:

    https://forum.deadbydaylight.com/en/discussion/comment/1602253#Comment_1602253

    Triggered? XD im not the one that started the thread. But it is tiring seeing both sides whine about the state of the game when they could just be working on getting better. If you know a survivor is trying to DS you and you dont want to eat the stun why are you still picking them up? And the scenario you are describing were both sides are equal in skill is incredibly rare unless your up against rank 1 SWF which is also not very common. Its why the devs don't balance around it.

    So it's more about giving chances for when 4 randoms match up against a good killer and can still play against it?

  • @Avarice10 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1602106#Comment_1602106

    Wraith and Trapper have good map pressure, Trappers typically pick their side of the map and trap it up, they usually go for 3 gen set ups, this gives them strong snowball potential, but they only really shine late game. Wraith has the fastest movement speed and can sneak up on survivors and ambush them, the only survivors that are going to beat a wraith are ones who know how to loop effectively to waste his time.

    The clown may not have map pressure but he shuts down loops easily and can end chases quickly, so as long as he is able to catch survivors he'll be putting the pressure on them.

    I agree with most of you said, just about Wraith I disagree, because of his time getting out of invisibility, and because of it he's still a M1 killer in general.

  • @K1LLR0CKNR0LL said:

    https://forum.deadbydaylight.com/en/discussion/comment/1602157#Comment_1602157

    If you dont care then why are you commenting on everything i say? Seems to me you care very much. If you are having these kinds of problems every game than the survivors are just better than you. Dont let a survivor get 40 seconds into a chase. If you do they are either better than you (take out the weak links first) or you just aren't good at chasing (practice more) but dont blame your losses on a perk and whine about nerfs and reworks because you dont want to try. Learn to mindgame, slug more often, spread the pressure instead of going after one survivor and play a killer that actually scares survivors.

    Because it's interesting seeing you triggered with no reasoning behind it.

    What I'm saying is, even if both the survivors and the killer is at top peak mechanical skill and game knowledge, the one who will be on top will always be the survivors, the survivors will only end in bad situation if they just stop with their consistency.

    Decisive Strike is a inconsistency preventer, it makes a mistake into a play which no skill is needed and still prevent the killer from acting, that's why people with DS will run agressive towards the killer trying to make themself grabbed and stun the killer to buy time, which is already something survivors have.

    It is a good tunneler preventor, but in general is a killer preventor.

  • @K1LLR0CKNR0LL said:

    https://forum.deadbydaylight.com/en/discussion/comment/1602106#Comment_1602106

    Lmfao if you know that those killers have problems pressuring gens and your upset that your losing than the problem is definitely you. And just like any killer you get downs, kick gens, and make hooks. If you cant make a hook because of ds you slug. If they have unbreakable oh well.

    A good survivor will buy 40 seconds to his team alone during the chase, which is 50% of a generator, that with three survivors doing others generators will make 3 gens by 80% by the arrival of the killer and since the killer isn't omnipresent, they will still do 2 gens while one of the survivors which were doing gen will get chased.

    And since the Struggle Phase of the hook still takes 60 seconds to take place, they will have enough time to work at their own pace.

    Again, you added nothing to the discussion except your opinion, the rest is just trying to offend me, which I don't care.

  • @K1LLR0CKNR0LL said:

    https://forum.deadbydaylight.com/en/discussion/comment/1601108#Comment_1601108

    Have you actually played this game or did you just get butthurt because someone ds'd you so you came to the forums to ######### as fast as you could? There are plenty of ways to counter ds. You just obviously dont know how. If they have unbreakable then oh well. Eat the stun or leave them. Its your fault if you lose them, not theirs for running a combo they like. Also if your only getting one kill its not because of ds. Its because you dont know how to pressure survivors and how to chase well, or the survivors were actually just better than you.

    Then just present proof of how to pressure all gens against SWF "meta perks" survivors, while the killer is either Clown, Trapper and Wraith.

    You gotta prove your point.

  • We actually need this #########, playing solo with random unhooks is just painful.

  • This would be great, it would make the moderation team save a lot of time and be more efficient.

    I hope the team have the resources to make it possible if they like that.

  • @K1LLR0CKNR0LL said:

    https://forum.deadbydaylight.com/en/discussion/comment/1601087#Comment_1601087

    No way to play against it except a mori? You do know you can slug right? Or just dont tunnel someone who just got unhooked?

    Did you read the discussion about it being paired with Unbreakable or did you just scroll down to comment as fast as you could? Either way, even if you slug, the survivor will just use Unbreakable during the time, the killer is put in a forced situtation in which the survivor is intouchable, pair it with other players "running the meta" and most of the killers(characters) is in a unwinnable situtation that will get the gens done and the killer will have only one survivor dead at max with no skill dependance on the survivors's side.

  • @Avarice10 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1598967#Comment_1598967

    That's your subjective opinion. To which I disagree. It's the killers job to put survivors on the hook, it's the survivors job to not be put on the hook, flashlight saves, exhaustion perks, all work to keep the survivor off the hook. DS only activates after you've been unhooked, if the Killer tunnels or forgot the person they downed was on the hook recently they made a poor play. Besides, DS won't counter mori's it's not as strong as you think and just like NOED is countered by doing totems, DS is countered by Moris or waiting 60 seconds or even chasing the person who rescued the survivor from the hook.

    @CashelP14 said:

    You've missed one massive problem with your idea. Currently DS is the only countered survivors have against a killer who tunnels with a mori. Being able to jump into a locker to force the grab is extremely good and if they wait it out them that's 1 minute where your team can do gens and escape.

    Mori is a douchebag offering which shouldn't have been created to begin with, no killer who wants to make the game fun uses it, only toxic ones. And probably the dev team won't remove Mori because they "will lose all the cool death animations" and have to rework the compendium quest that needs survivors to be killed by killers own hands. They should remove Mori? Yes. The will? Probably not, just like the bug of getting stuck in a rock.

    I see no problem with the concept of Decisive Strike though, but it needs huge rework because it makes the efforts of the killer's chase go to waste with no way to play against it without having to use Mori.

  • @Avarice10 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1598967#Comment_1598967

    That's your subjective opinion. To which I disagree. It's the killers job to put survivors on the hook, it's the survivors job to not be put on the hook, flashlight saves, exhaustion perks, all work to keep the survivor off the hook. DS only activates after you've been unhooked, if the Killer tunnels or forgot the person they downed was on the hook recently they made a poor play. Besides, DS won't counter mori's it's not as strong as you think and just like NOED is countered by doing totems, DS is countered by Moris or waiting 60 seconds or even chasing the person who rescued the survivor from the hook.

    Mori is a douchebag offering, no one likes to play with it unless the killer is toxic, and no survivor likes to play against it, that shouldn't have been created it to begin with. But now they can't remove it because they will lose the "cool death animations" and would need to rework all the quests on the Compendium that need to be killed by killers own hands. I'm not saying that it shouldn't be done, but by the looks of it, they will not do it, just like fixing the bug of getting stuck on a rock.

    The problem with Decisive Strike is that it is powerful to the point of "meta play which who doens't uses it is a noob", and no skill in the game should be like that.

  • @cyniChris said:

    It just needs decreasing to 30 seconds and pause during a chase. If you're not being chased 30 seconds after being unhooked, you're not being tunnelled. Having it deactivate when a survivor jumps in a locker wouldn't be a bad idea, either. The only problems with current DS are the ways survivors abuse it (jumping in lockers, running directly into the killer with it active, taking Unbreakable alongside it so the killer can't do anything about it) and the fact that a killer can hook several other survivors and still get hit by it.

    Oh and as this topic has turned into "But what about NOED?" - DO BONES. 80 seconds worth of totem cleansing isn't too much to ask.

    30 seconds with pause during a chase is a pretty good idea, it's counterable by the killer but still a good tunneler preventer and most people wouldn't risk it getting close to the killer afraid of getting sluged and losing all the Decisive Strike time.

    About Unbreakable, the survivor will still get up since it takes around 25-27 seconds to recover, so sluging would still not work against it, maybe they would have to also rework Unbreakable, they could make it recover instantly on the first down, but it would need some testing to see if would still be a good skill.

  • @Avarice10 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1598967#Comment_1598967

    That's your subjective opinion. To which I disagree. It's the killers job to put survivors on the hook, it's the survivors job to not be put on the hook, flashlight saves, exhaustion perks, all work to keep the survivor off the hook. DS only activates after you've been unhooked, if the Killer tunnels or forgot the person they downed was on the hook recently they made a poor play. Besides, DS won't counter mori's it's not as strong as you think and just like NOED is countered by doing totems, DS is countered by Moris or waiting 60 seconds or even chasing the person who rescued the survivor from the hook.

    Dude, no one likes to play with Mori or against it, even most killers hate using it since it destroys your scorel.

    When I play using Mori I feel like a douchebag and when I play against it, it feels wrong having it in the game, just like Decisive Strike.

    Even so, Mori is an offering, Decisive Strike is a perk, they are not the same.

  • @Avarice10 said:

    No, decisive strike has been nerfed countless times, it's already a shadow of its former self.

    Your suggestion would make it garbage tier and survivors would get no use out of it in game.

    Surivovrs have to deal with perks like NOED, DS is not that bad.

    Just because you get downed by NOED there shouldn't a skill that prevents being put on the hook in general, cleasing totems is part of the game and a direct counter of NOED, if you do not include that in your gameplay, you should be punished by it.

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