Jdsgames
Jdsgames
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@My_Farewell said:
https://forum.deadbydaylight.com/en/discussion/comment/580353#Comment_580353
As far as i know only console killers can keep their stuff by DCing in a certain way which i won't mention.
Feel free to correct me if i'm wrong.
Nope can be done on PC as well @My_Farewell
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@My_Farewell said:
DCing to give someone else the hatch is fine. They are losing every single BP earnt in that match (plus items and offerings assuming they were running them).
Sadly there are several exploits with dcing that keeps items. No loss of pips, and the only thing you lost was BP. @My_Farewell either way it shouldn't be a thing in the game. The entity spike thing should play on the dc'd body. That is about as long as the hook animation. Which would balance out the issue. Mechanics should encourage staying in the game.
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@Chaddad2169 said:
@Jdsgames Sorry lol, I'm so tired I thought your profile pic resulted what killer you played XD. Either way, even if you're Wraith, survivoris screwed when hatch is closed, he kinda moves faster when cloaked so....
It is alright. @Chaddad2169 with map reworks coming I really don't find the perk a need. I just like being cloaked wraith on the hatch. Noed sparks when they run close LOL. I generally use it for huntress because gate patrolling with any sub 115% killer is ggez survivor win.
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@Chaddad2169 said:
@Jdsgames NOED for hatch is overkill, the survivor is ######### already. Why run NOED on Huntress as well when she has a ranged attack?
@Chaddad2169 I think you need to look at which killer again. Also either way it is a perk it is fine to be used.
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@[Deleted User] said:
Please just remove it. It's exciting maybe the first 5 times it happens. After that it becomes a chore, and it's hard on older players. Additionally, I don't want my hardware taking a beating over something that stupid.
@edgarpoop the post above yours is a solution mechanic. Makes it better.
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@DoofyGoofy said:
https://forum.deadbydaylight.com/en/discussion/75666/struggle-phase-change
I don't rlly this idea tbh but mashing buttons still sucks. Also ur explanation for deliverance makes deliverance kinda worse then it already is, it's hard enough for ppl to even get a unhook before there first hook, especially from high rank killers and low rank killers that proximity camp or even worse face camp to prevent safe hook rescues.
It is a buff that allows you to use it with being on second state. This is if you didn't get a chance to use it prior. However, it is at a price. @DoofyGoofy
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@Milo said:
@Chaddad2169 nice comment btw
@Chaddad2169 said:
@Milo 😎
@Chaddad2169 said:
Nice NOED btw
@Milo @Chaddad2169 considering I had iridescent in everything else. Apparently as wraith I applied great pressure <3 Noed, is for hatch <3 However thanks for cluttering the thread <3
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@[Deleted User] said:
Why can't the struggle be automatic? I mean yeah you can see the guy struggling but dont have to press anything. I really dont see any reason why.
@Loit said:
Just holding the button would be great.
@Lametart said:
Noo no skillchecks please! Skillchecks are meant to be an obstacle to progression in a match and if missed, give a notification to the killer to make it easier to find survivors. If the killer already knows youre on hook, and your not affecting the progress of the game by being on one, there shouldn't be skillchecks! Technically speaking survs on hooks are already a "burden" to the other survivors, dont make it easier for them to die! Besides, the ideal hooking goal should be hooking everyone 3 times, not 2!
@ElusivePukka said:
Button mashes in general are inherently bad mechanics. Struggling on the shoulder or on the hook suck. However, although it adds no horror it does add urgency, so having something like a series of progressively harder skillchecks would be nice - even though I usually dislike QTEs, DbD does them well enough to tolerate.
First three, normal difficulty, next two considerable difficulty, and then you stay alive as long as you keep hitting tremendously difficult ones, perhaps with lullaby/madness starting to kick in. Have a skill check every, I dunno, 5-7 seconds?
@Netharon said:
https://forum.deadbydaylight.com/en/discussion/comment/579371#Comment_579371
Well, I would rather die by missing a skillcheck, then by miss-stroking my space key.
@JawsIsTheNextKiller said:
You shouldn't have to die just because you missed a skillcheck. The reason I'm on the hook is usually because I can't hit skill checks. I shouldn't be punished twice for it.
Just let me hold a button down or reduce the speed I have to press it.
Or to be honest, take it out completely. It adds nothing to the game.
@Heru_Ra_Ha @Loit @Lametart @ElusivePukka @Netharon @JawsIsTheNextKiller
https://forum.deadbydaylight.com/en/discussion/75666/struggle-phase-change#latest
I made that to further explain what I meant by skill checks interested in your guys opinion.
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I played today for 4 hours DBD only Killer today, and I play a very fair killer.
@Pirate here is a suggestion: Ignore them. However, every time they tell you to ######### or other general salt. Simply lol it. Then say: I hope you have a good rest of your day... Have fun in the fog. Kill them with kindness. They are simply trying to get under your skin. It will irritate them that they failed to get under your skin. Then simply report them. They want to see a reaction. Don't give them the satisfaction.
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I am starting to think the black tposes we see around the maps on occasion are the alpha forms of these 'husks'
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@se05239 said:
Anything is better than mashing buttons to stay alive.
I'd probably say that missing skill-checks wouldn't instantly sacrifice you but rather progressively eat a bigger percentage of your remaining health so that missing skill-checks are definitely to be avoided.
@se05239 I am down for either way the implement them. If they choose to make skill checks a larger chunk that is fine. I was just trying to find balance. However, as you said anything is better than mashing of your keys.
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Killer Perks that annoy me:
Make your choice
Unnerving Presence
Survivor Perks that annoy me:
Sprint Burst - Exploit
Object of Obsession
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Thoughts and suggestions?
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Lithe is fine. The only thing I would fix is that it doesn't effect vaults that are up high. That or it waits till you hit the ground. Since your 3 seconds is over due to a mid-air fall LOL
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@darktrix said:
https://forum.deadbydaylight.com/en/discussion/comment/579216#Comment_579216
You really should play vs. some of the best huntresses in the game.
I am down any time @darktrix I play huntress myself extremely well. I can loop and deal with a huntress as well. The grunts are signs to take cover. If you think you are safe running around like deer. Then you simply underestimated the killer.
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@darktrix said:
https://forum.deadbydaylight.com/en/discussion/comment/577363#Comment_577363
Last I knew they could not snipe you from across the map.
True true, However, is that not a survivor issue not a killer matter. You do get the grunts when she draws and throws a hatchet. @darktrix in my honest opinion that is on you for getting hit.
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@Captain_Doomsday what are your thoughts on this suggestion. It is the extended form of my shorter post on the other thread.
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@Netharon said:
They can’t just cater to one crowd though. What would be the equivalent survivor animation purchases? I doubt the middle finger or official tbag would make it into the game.
@Netharon everyone has killers. What about when survivors get cosmetics. Maybe killers don't. Although, this would be a mix up of the standard moris. Make them interesting.
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@Netharon said:
I’m not against this, but if it were in the game, I would like to see a perk or addons introduced that make these skill check zones larger. I would rather have this version of struggle than destroying by space bar. Maybe BHVR is in league with keyboard manufacturers o.O
The general skill checks would be the size of gen ones. So if you can't at least hit goods I would be concerned. @Netharon the harder skill checks are for deliverance only.
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@Captain_Doomsday said:
https://forum.deadbydaylight.com/en/discussion/comment/578704#Comment_578704
Give struggle BP for the checks and it's a deal. But you must miss 2 consecutive checks to die.
Deal that sounds fair.
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Actually above make it skill checks and have huntress lullaby apply to all skill checks.
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Make it skillchecks. Like every 5 seconds but kinda like autodidact there is only the good skill check section. Nothing hard just less keystroke.
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@yobuddd said:
https://forum.deadbydaylight.com/en/discussion/comment/564686#Comment_564686
Hey thank you! I really hope this idea takes off and gets the attention of the devs. I would love to see something like this implemented in the game!
There are some great community suggestions this is one of them. Any perks/mechanics that affect gameplay in a mind-game type way should always be thought about. The more strategic you have to be the better.
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@[Deleted User] said:
As a Camper and Tunneler, these ideas would not be anti-tunnel or Camping.
But they are good nonetheless, you get Camper Thumbs up!
@Emeal please explain to me how you are going to get multiple hooks in the basement camping? Because you would be hitting brown addon rewards quite frankly at most. Tunneling if you got BT you will most likely get out and away from basement. So this will require strategic plays by the killer. The mechanic promotes multiple hooks for the most part.
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@razaluna said:
I've had the passing thought, that there should be an offering, that let killers get more items from the next blood web depending on how they do in the game.
each sacrifice giving an additional item .
so say you get a 3k, you spawn a new web, then you grab one thing from the web, instead of getting one of that item you get 4, 1 item at base then the bonus 3 , this goes for every item on that one web.
the offering could probably be only spawnable once every 5-10 webs, to make it less abuseable , but for gathering items for killers it could help a lot.
I don't think offerings are able to persist after the game. Like what if I don't do a bloodweb as huntress for a week. @razaluna making it a mechanic or a boost to Monstrous shrine like @Tsulan suggested would be beneficial all the way around.
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@Lametart said:
But ive accidentally disconnected from a game as killer. So maybe if the killer disconnects, generators get trapped by the entity to give the killer a chance to reconnect. After the cooldown (maybe 45 seconds like @Jdsgames suggests) is done and the killer hasnt reconnected, the match is canceled.
Once dedicated servers are live this would work. Current implementation would be impossible.
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Or we just change the animation to look down and back up towards the end?
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@AetherBytes said:
I'd love for black chests to b e there for killers, 1 per game, though this would just slow the killer down
This is kinda where the whole basement hooks part takes place. If it is in the basement it is only gonna slow you down for a few seconds. Then you get something out of the match. It NEEDS multiple hooks which doesn't reward camping. It is a mechanic not a perk so this can be used as base for any killers to get addons. You are not guaranteed the addons you have to remember to interact with the chest. I find it a very balanced way to improve the game. The addons you get are essentially RNG on a drop. Their max tier is based on your performance. Camp all game you might get an addon that is brown. Slaughter 12 hook basements you can get a variety of rewards. Some maps the basement spawn is bad so the play won't be done every game. @AetherBytes
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Poorly I would imagine. To me it would suck tokens down like ggez.
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@fluffymareep said:
https://forum.deadbydaylight.com/en/discussion/comment/569185#Comment_569185
But survivors can get OP stuff with just a perk, right? If I'm correct, their normal draw is from luck, too. You're still doing an awful lot to get all those hooks, I think. So, I think it should still count.
I would be alright with it by any means. @fluffymareep , however, I wouldn't want it to be a perk. I prefer things to function as mechanics rather than playing with perks to accomplish things.
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@SunderMun said:
https://forum.deadbydaylight.com/en/discussion/comment/577790#Comment_577790
You couldn't play the game if hit by the blade, and back then it was also impossible to avoid taking a hit from FF.
Wake Up! was not simply a win by its use, but was a major advantage. As with a number of other bugs that popped up over time after blade bug 1.0, such as the legion blade bug 2.0 in which the blades had the same issue as Wake Up! in which they caused all actions to be slowed for the entire game once hit once, or the pinky finger bug that meant the clown didn't need to skillshot to get the exposed effect off.
You can arguably say you couldn't play the game as killer if the entire team was using it. One severely made the game too fast. One made it entirely too slow. Both are broken in their own right. Legion bug was based on two addons the perk was used game after game.
You could avoid a hit from FF not group up. They were the same type of bug just opposite effects.
Although, the clown bug I didn't know about. However, I find it funny that when people complained wake up wasn't a problem I said what if devour hope or noed or similar ran the entire game. XD I got my wish I guess >.>
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Can someone explain to me how wake up was not game breaking but the legion bug was?
Legion Bug: Made it impossible for survivors to mend likely resulting in death.
Alert along with other perks due to bug made the game speed up to practically be gg instant win. So the killer always lost.
So Legion Blades: Survivor practically ggez you lost. (Addons consumed)
Wake Up Perk: Killer practically ggez you lost. (Perk not consumed)
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@LordGlint said:
@Jdsgames It would open up the possibility of sneaking up on survivors for things like gen grabs on killers who dont have reducing TR built in. Combine it with something like surveillance to keep track of which gen you need to sneak up with next.
3 seconds is simply not long enough. If you have to stand still as your terror radius goes away. They have already left the gen because of your terror radius. This may work like once per match. Once something wonky goes on the entire team notices quickly. I will stick to gen grabbing spirit myself. Plus a minute cool down is excessive that is 3/4ths a set of gens. I would prefer it to be active all the time that it fades in and out your terror radius. So it screws with your ability to tell distance. However, it never goes completely silent.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/577557#Comment_577557
Nerfing a viable killer means you'll have one less killer in red ranks, which is a lot more boring imo!
She is viable for all the wrong reasons. Look at spirit she has mind-game potential. Nurse does not. "Break LOS" that only works for so long. You can never fully keep a boundary between yous two. Billy, Spirit, Huntress, and on occasion Hag can all be halted by a pallet. Nurse cannot.
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@LordGlint said:
@NuclearBurrito Id definitely be down for an insidious rework. Having to stay still in order to maintain its effect kinda limits it to camping. A possible change while maintaining the perk's identity would be to cause a loss of TR and red stain to occur after standing still for 3 seconds which then lasts 10-15 seconds with a 1 minute cooldown. This would stop the extended use of the perk for face camping while making it actually useful OUTSIDE of face camping.
No it would be complete garbage was of a slot like that. Like it at least can Face-camp properly in its current state.
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@NuclearBurrito said:
So long as they aren't ruining anyone elses gameplay experience there's no reason to be worried about it. Sometimes botting does ruin someone's experience, especially when it's a survivor bot. Which is why the rules are against it. But if a really good programmer were to make a sufficiently competent bot then I doubt anyone would report for it.
Same thing can be said about hacks. If it seems to be legitimate no one will complain so it should be allowed? No, any form of exploitation or gaining an ill-legitimate advantage should be disallowed. It is simply a discipline. Your logic makes grey areas for rule bending. (Please do not reply it has gone off topic long enough)
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I think all killers should have 115% and remove bloodlust from the map. Keep things consistent. Although, I generally agree if map rng wasn't trash and make things like triple jungle gyms next to each-other I would go for no Blood Lust. That or a decent nerf to it.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/577563#Comment_577563
Smart survivors don't run in a straight line.
Don't worry the second blink got you there! :)
No, in reality I meant aiming her specifically. You do not master a straight line. Now huntress hatchets those throw in a straight line at a moving target. With no rebound at any point.
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@xXNurseXx said:
just because it takes a longer time to master a killer it doesnt justify that you dominate every game
but ppl dont get this
You cannot master a straight line.
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@NuclearBurrito said:
Why should we care if someone want's to use a crosshair? It's purely a QoL thing, so it doesn't provide an actual advantage.
Why should we care if someone want's to use a bot to farm blood points? It's a purely QOL thing, You and the other survivors get blood points it doesn't provide an actual advantage in game. Simply a disciplinary stance. You shouldn't need external tools to play the game.
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@miaasma said:
https://forum.deadbydaylight.com/en/discussion/comment/577170#Comment_577170
how do you prove someone put a piece of tape in the middle of their screen
like, think before you type this stuff
Do you know how many people put up pictures of them doing illegal ######### and even murder? I mean there are streamers that actively promote dcing and deranking to bully newer killers. Simply put human stupidity. If you can prove someone admits to doing this or actually does this: Instagram etc. It should be bannable. Think about your fellow 'humans' before thinking about how my post doesn't make sense.
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@xEa said:
The nurse is so hated because its the only killer where survivor dont have their faith in their hands, but only the killer itself. You can loop a normal killer, and if you play perfect (and the killer does too) you will gain time, until you will run out of good loops / pallets.
This is not the case with the nurse. A perfect nurse (playing vs a perfect surivor) will just get the survivor within seconds, no matter what he is doing. Breaking line of sight or hiding is only in theory "counterplay". It all rely on how good the nurse is, and nowadays, nurse players are getting better.
@xEa please explain to me. How you get better at a straight line? There is no 'good' nurse players. There are good killers. If you are a good killer you are a good nurse. Nurse simply has easy mechanics it is just muscle to distance memory. That isn't skill by any means.
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@FishFry247 said:
Defiantly not needed, I got to rank 1 last season without much trouble as huntress, Not to mention her broken add on's
So rank matters in discussions when buffs/nerfs are in play. However, any other time people claim ranks are meaningless? What add-ons are broken? Instant Down hatchets? You have instant tier ghostface what is the difference? Plague all game sick instant downs. Myers tier 3, nurse.
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@miaasma said:
https://forum.deadbydaylight.com/en/discussion/comment/577340#Comment_577340
you're right, nurse doesn't put up with any of the mechanics of the game because she breaks it
You pallet stunned me? You mean I can still blink and attack right? Screw your stun logic.
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@miaasma said:
https://forum.deadbydaylight.com/en/discussion/comment/576865#Comment_576865
being a bad player and being a good nurse aren't mutually exclusive because nurse doesn't play dead by daylight
Nurse doesn't put up with your ######### XD! Avoids walls, loops, general movement. Distance of floors.
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/577314#Comment_577314
.. What i wrote wasn't actually a revert.
https://forum.deadbydaylight.com/en/discussion/comment/577321#Comment_577321
Half of new perks say hello!
It is a slight revert the fix cannot be a number change. If you make gen times too long survivor side is boring. If you make it too easy the game is boring. Think of the generator mechanic. Kicking a gen does practically nothing most of the time and can be easily tapped away. That isn't a good mechanic. Oh but here is a perk that bandaids that bad mechanic. This is not a solution that should have been in place to begin with.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/577321#Comment_577321
Then you might as well rework Thanatophobia into something different and put the numbers in as a base mechanic.
I see your point mind rereading what I added above?
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/577308#Comment_577308
That's going to be a problem no matter what you do. Either the numbers are too low, as is the case with your concept, in which case the only benefit comes from combining this with Thanatophobia, or the numbers are too high and, combined with Thanatophobia, would render the game unplayable for survivors.
What if thanataphobia had gotten a nerf and this got a buff? Almost a base kit mechanic. Perks should not be balancing the game. Mechanics are made or implemented to balance perks should have only been for slight buffs. Otherwise we will be in the endless loop of a perk that counters a perk which counters the counter of a perk that is a buff to the perk that is countered by the perk that counters a perk.
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/576300#Comment_576300
If healing was decreased to 14 seconds (was 12 pre-nerf increased to 16, that is normal healing) people MIGHT heal more. This isn't a guarantee.
Also people started healing less because of the healing speed increase AND sloppy getting Mangled effect pernamently until you heal.
The nerf to healing only showed us how broken gen times actually are. Reverting this change will not fix the actual problem of gen times. I am simply looking to add mechanics to gameplay that is an incentive of healing over staying injured. You can revert healing and they can still stay injured and rush it doesn't fix the problem.