JdoHybrid428
JdoHybrid428
About
- Username
- JdoHybrid428
- Joined
- Visits
- 87
- Last Active
Comments
-
It'd be cool. But the "merging" aspect would be a bad business move in terms of loosing money. I hope it happens at some point though. More likely you'll have to set up a "behavior" account and connect one account to it. And any future platforms you want to connect to it you would basically have to reset and sync with the first platform.
-
@DaddyMyers_Mori said:
They are kinda weak on most killers. It's too random. I never understood how can devs be so bad at hiding totems.
"Hey look, tree in empty space, let's put key objective next to it"
I like hexes basically on Demo, Skull merchant and Singularity.
I sometimes use them on Wraith, but that's just for fun.
Totem spawns did get reworked a year or two ago and are drastically better. But every map released since hasn't had the same treatment for some reason.
-
There's hex thrill of the hunt(if it works the same as it used to) which alerts you any time someone starts cleansing a totem. Haunted grounds and pentimento which punishes survivors for cleansing totems.
-
Sadly the matchmaking system has never worked properly. They've continuously work to improve it but in reality it doesn't seem any better. The game is supposed to keep the same map from. Happening twice in a row, so I'm not sure why it's not working like that for you. There's a offering called sacrificial ward which prevents map offerings from working unless four of the same map offering is brought. It's a green offering (rare) which is some kind of hand/arm. Don't put too much weight on what people's character levels are. They don't directly mean anything about the person's skill level. It means they'll have plenty of items/offering/add-ons/perks which you can also have in just a few prestiges. If you don't have sacrificial wards you can just use a map offering you wnat to go to. And as for flash lights there's a killer perk that prevents you from being blind which is called lightborn I think (maybe shadowborn, I get the two perk names confused).
-
I'll start by saying that most people on this forum seem to only been playing Dead by daylight for a short period of time. Not too long ago tool boxes could get up to 200+ charges and years ago brand new parts could finish a generator in 20 or 30 seconds, I think, but people still want things nerfed. I'm more of a killer main(still play survivor plenty) but I think it's a terrible idea. Toolboxes are in an ok place rn. The bigger issues with games is the matching not working properly and people being able to use voice communication(either through discord, Playstation/Xbox chat parties, etc). Another note is people saying maps and keys are useless when they're far from useless but you can't convince them otherwise. I would like to see new very different items add. I discussed it some on another post.
-
@oreoslurpee said:
Hello! i posted this in a discussion about "what should be changed to make solo queue experiuence better?" and so i just thought id put it here too of the possibility of having it be noticed!!
as a Solo Queue survivor player since my friends dont play dbd, it def needs improvements, and such improvements would be suggested as;
- 1. Better Match Making
This is one of the standpoints on why Solo Queue feels so bad right now. currently, the MMR system chooses quantity over quality. this means it prefers fast queue times over quality matches. the much preferred style for games is having quality matches as the system better pinpoints the skill-level division of killers and survivors, however it would cause higher queue times. people need to realize that you quite literally cant have both great quality matches and fast queues, its impossible. absolutely no game has it because its quite literally impossible to achieve. so thats why many players prefer quality, and quality matches help solo queue as a whole
- 2. Base-Kit Kindred
Another amazing addition to the game that would help Solo Queue in a LARGEEEE mile. base kit kindred frees up a perk slot and lets players and the team as a whole know whether the killer is camping, going to a specific area in the map, and it lets the players all see each others auras (only if the kindred user is hooked). having it be basekit would help so much as it would let players know who/who cant get the unhooked player. as it also frees up a perk slot, so as a personal use, since i use kindred 24/7 all the time in all my matches, i could finally run a different perk that could help my gameplay.
- 3. Better Hook Suicide Prevention
The match making without a doubt struggles due to the fact that players constantly kill themselves on hook the moment something bad happens, whether they go down first or they just dont like the killer their going up against. theres not really a way of removing the suicidal hook style, but the main 2 ways you COULD help prevent it/remove it are either making the 2nd skill check in phase 2 not automatically kill you after missing the skill check both times/have the skill check loop continuously, or, just outright remove the skill checks as a whole from phase 2. sure AFKing would still be a thing, but thats why theres a Report feature. report the player for griefing and they'll get banned.
- 4. Remove Killers Being Able To See Survivor Prestige Levels
This definitely needs to be removed, because it very much possibly affects matchmaking. Some killer players get into a lobby and see that a survivor or 2 has their character prestige around 25-50+ and then they instantly boot out the moment they see it. survivors cant see the killers, obviously because they would boot out if they saw it was a P100 twins player, so why should killers be able to do the same? it just promotes lobby dodging. at least with survivor items you could bring franklins demise or lightborn per say.
- 5. Let Survivors See Eachothers Perks In Lobbies
This without a doubt needs to happen. if survivors could see eachothers perks in lobbies, we could play around or with the perks and we'd know what they have and make assumptions from the lobby and into the match. lets say, you boot in and you wonder "okay i wonder if someone has the fist clenching perk, lets see" and then you see 1 survivor has it, then you say "okay im guessing they wont want to be healed." and bam, you play around it. this game is severely perk dependent, and the way perks playout with survivors is whether or not you can capitalize your perks and your teams perks and work together to survive. it would be such a great way to see what perks my teammates are using so I can better capitalize on what could happen. I used photoshop to use an example, sorry if its bad.
https://us.v-cdn.net/6030815/uploads/5DU6HJIS1S9Q/image.png
- 6. Anti-Camp System
There is currently an anti camp system in progress ready for a future patch, but quite frankly i dont think it'll have any effect on the game. but no one knows if it was further changed, only time can tell.
- 7. More Communication Options
Personally i dont know how much this would be in affect, to me it just adds more clutter and annoyance, especially if theres a communication wheel. this is just personal preference and opinions though. I see a lot of players requesting this change so it could be a nice addition.
but yeah thats my suggestions as all 6 changes should be implemented to help improve Solo Queue as a whole. quite frankly, these changes dont do anything for SWFs which is the good thing about this. ๐๐
The matchmaking hasn't worked properly ever, as far as I am aware. Even though they keep saying they fixed/improved it. But it definitely need to get better. Base kit kindred is kinda broken as heck but then again they made base kit borrowed time so it might happen. But base kit kindred is the main one people have always wanted so idk. Wait and see I guess. No.3 I discussed in another post if you want to look at it. I don't like how so many people put so much weight on character prestige levels when it doesn't directly mean anything other than they have a stacked inventory which people can have just by being a few prestiges in. It's been bandwagon so much and has created nonsense drama and chaos. Letting survivors sew each other's perks would most certainly help but it would go against the core game structure being 4 random survivors who can't talk to each other. I could say a lot more on that subject but it wouldn't change behaviors twisted views. Camping is definitely a big issue but at the same time it's part of the game whether people like it or not. Plus if survivors are playing well then they can easily get 3 gens done while the person is on hook if not all 5, depending on perks and Gen locations. A core part of the game is that there no communication between survivors but that circles into the other topic and how behavior dbd team is hypocritical. Saying they don't want in game coms(which I dont) but then partnering with people who voice com with swf and having swf voice channels on their discord. It's annoying. Like your thoughts tho ๐
-
It's impossible to tell from these images. In general if something is in your "line of sight" you won't see the aura for it, including hooks. That being said, there's always a chance something messed up in your game,etc.
-
I could see it either way. I'd be ok with it either way.
-
@kit_mason said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481484#Comment_3481484
they're providing the illusion of four survivors being in the match, or they spend some of the killer's time going to get and re-hook them.
I'm aware they're not going to play along with the game. But they'll at least spend more of the killer's time providing an illusion of a 4th man.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481481#Comment_3481481
I feel like you could make it so if:
- you have deliverance, and it is active
- you have slippery meat, or a luck buff is in play
- one survivor is not on hook
You can either make unhook attempts, for the first two, or intentionally remove yourself from the match, in the last one. The amount of times that comes up is relatively few.
That might actually work well enough ๐. Definitely be an adjustment period if they made those changes.
-
@Crypticghoul said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481481#Comment_3481481
This is a double edged sword though that causes killers to not bother hooking if they want the 4k. If hook unaliving wasn't a thing we probably wouldn't see nearly as much 4k slugging I would think.
I would personally really appreciate the removal of hook unaliving for the reasons the OP listed as well but I doubt Behaviour will ever change it. I think the DC bots will be mostly useless because this is the way that most people get out of games they don't want to be in and it avoids any kind of penalty too :/
Yeah. You should always get a penalty dc-ing but they should put in the capability to reconnect. It's been a thing on mobile as long as I can remember but behavior hasn't done it with the main game ๐
-
@Steakdabait said:
im pretty sure if you loop tight enough t1 mike literally can't catch you even without haste
I've played plenty of tier 1 Myers, you can definitely catch people on loops. Even perfectly tight loops.
-
@Seraphor said:
This is why I'd prefer more haste perks for killers.
STBFL and PWYF alone are already not enough to make Mirror Myers effective, let alone with MfT.
My favourite idea for a killer perk is as follows:
When you hook a unique survivor, this perk gains a token, to a maximum of 2/3/4. When you sacrifice or kill a survivor, this perk loses a token. For each token this perk has, you gain 2% stackable Haste.
It's an effective speed boost for killer, that rewards spreading hooks, and diminishes as survivors are eliminated just like Thanataphobia or Ruin.
I think that's a solid idea on paper ๐
-
@Zokenay said:
Ill be honest with you, that build is a meme, thats only ever decent on indoor maps, and only some of them.
Scratched Mirror gives a huge info power, but it completely guts your chase potential, essentially nonexistent.
That being said, MFT and Hope are stupid.
It's a legitimate build and I and many others 4k with it on indoor and outdoor maps.
-
@JonOzzie16 said:
They should remove the skill checks so at least if they do try to 4%, they may actually get off. And if they don't,then they will have to wait out the timer, and may be saved before they actually die.
The skill checks serve no purpose except giving the player an option to go next. I mean, how often do you actually miss those. Almost never.
Problem with removing skill checks is afk players. If you don't try 2 skill checks in a row the game auto kills you to deal with afk people. Bigger issue with it is if one other survivor is alive off hook. They'll have to wait and have less chance of getting the hatch escape.
-
There's situations where you want to ######### on hook to give your remaining teammate hatch. That alone makes it to where they couldn't program it in a good way. They probably wouldn't disable self unhooks due to the few perks revolving around unhooking yourself and luck perks/offerings.
-
@Wampirita said:
Killer Main here and my opinion with MFT is mixed.
I wouldn't necessarily say that this perk needs to be killed, but all I would do is to change it's activation requirements.
It's fine with the boost as is, but should either be time limited or/and require a more specific activation.
Either limit it like Lucky Break, where you get X amount of running time, but you can restore the time by doing some actions.
Or I'd propose for MFT to be active when on death hook (or after every hook, but for a limited time). It would make it still playable, but not as frustrating
I think that would be a cool change to it. Giving it a way of charging up. What popped in my head was healing downed survivors bc it would synergize with the perk.
-
Could be either really. If you run into the same killer again and it happens again report them.
-
With crossplay being a thing in dbd already I'm surprised they haven't done that yet. I imagine they have it in the works. A lot of pc players do argue 360ยฐ as a survivor to dodge basic attacks is easier with an analog stick than with 4 keyboard keys.
-
The current pip system is literally just for some blood points once a month. It doesn't effect anything else(atleast it's not supposed to). I wouldn't care too much about the grades and pips. If you do want to pip, you have to do a lot of a lot of different things. You can look at the emblems at the end of the game and they show most, if not all of the things that affect them.
-
I could see them doing some similar to that. Not sure what tho. There would probably have to be some counter part to it for survivors tho, in the sense of if they're just not able to find a generator. So the survivor would get a notification of the closest generator location maybe a minute before the killer 'whisper-like' affect happen. But I get what your saying. Maybe a blood point penalty after x amount of time doing nothing progressive for the game(repairing, healing, sabotaging, etc) you start to loose x amount of blood points every second. And maybe it ramps up every minute. It wouldn't be a complete fix but it would help some.
-
Those are pretty good, especially the saboteur one. Should have been implemented years ago. Not to familiar with all the killer perks so I can't speak on them much.
-
They have a built in algorithm of sorts with rules for pallet spawns which for the most part works properly. A couple of the newer maps(past couple years releases) don't always get affected by it though.
-
Like some others have said it's very situational. But if there was for whatever reason 100% of said survivor unhooking someone and both of them getting back to the exit safely, then anyone who understands anything would go for the "free save". In simplest words there's way too many variables to definitively answer your question.
-
That's actually a solid perk idea. Weak by itself but I could see them tacking it onto either head on or inner healing. Surprise they haven't done it already.
-
Well, if you're referring to the individual character level, which is what you see above players names in the pre game lobby, then you seem to misunderstand what it means. Individual character level isn't a direct indicator of player skill. It just shows they put "x" amount of blood points into that specific character. I have to say on the conversation about matchmaking and/or skill based matchmaking, most game companies/devs, no matter big or small, struggle to make matchmaking work properly. From my experience dbd matchmaking has never worked properly(at least since I started playing in year 3). You shouldn't care/focus so much on players individual character levels. Generally speaking, if skill based matchmaking is working then after your first few games you should always be up against "good" players. I hope your experience gets better tho.