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Jdsgames

Jdsgames

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  • I think wake up is fun to use, especially with the new end game collapse, or players who struggle to find exit gates, why should we be punished because the devs messed up?

    I like your point. However, if Noed/Devour Hope/Haunted Grounds was bugged allowing instant-downs and moris. Would you feel the same way? I mean it is only fair right?

  • The angle at which you have to aim doesn't make sense You almost have to make your characters head block ghostface's face.

  • @JLew said:

    https://forum.deadbydaylight.com/en/discussion/comment/541274#Comment_541274

    Ok i have seen that but the red around me didnt go away...do you have to do that for a period of time?

    The red around you Is you being marked. I do not think that decreases by revealing him. If you are fully exposed/marked you just have to wait it out. If it is partial I know being manually hit removes it.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/539128#Comment_539128

    We do know about it and we are working on a fix. We still need to discuss how we'll handle this, but even if we do decide to ban people who are abusing it (like the Legion blades exploit), there is no need to report it. We can see everyone who's abusing it.

    It would be nice to get official notice of which perks are screwed up right now. Some people say Thanataphobia is making skill checks disappear. Wake Up is obviously bugged. You really shouldn't ban by it being in the loadout. I have seen it used in real games. Although, people swapping normal builds for it would be sign of knowing exploitation.

  • @brokedownpalace said:

    https://forum.deadbydaylight.com/en/discussion/comment/541370#Comment_541370

    Maybe that's not something they can easily do. They'd have to push it in a hotfix so I imagine they'd rather just fix it than take the time to disable it. But I agree with you that they should be addressing these issues more publicly and give us status updates. "We know it exists and are looking into it" really doesn't tell us anything. Will this take days? Weeks? Who knows.

    I mean even if they didn't work on blocking out the perk properly. They could send a hotfix where the code that gives the buff to WU itself is commented out. This would make the perk useless but not the whole add a feature to block it for now. Therefore they really have no reason not to.

  • @weirdkid5 said:

    https://forum.deadbydaylight.com/en/discussion/comment/538974#Comment_538974

    I never said you weren't affected.

    All I asked was to not throw vitriol to keep the thread open. We both know threads have been closed for less.

    Trust me, I'm in the same boat you are bro. They should 100% do something about it and continuing to simply ignore the issue for years to come is going to continue to put a sour taste in veteran player's mouths.

    Also in conclusion to what we talked about earlier. To reward those who legitimately earned their entire loadouts of legacy. (All Characters) If you were to implement my method on the other page. You could give them a secondary Legacy Set (Maybe Blue instead of Orange)

  • It makes skill checks take skill to hit them LOL.

    (Nah man that is quite screwed up)

  • @JLew said:

    So staring at him breaks him out? How long do you have to stare i had several occasions where full pallet animations and maybe a second before that wasnt enough time...definately not whining just curious so i can learn to play against him

    From what I have noticed you have to make sure it is angled right in the center where your head almost blocks the view. You will then hear an odd hiss-type noise and he will glow a bit. That is your signal that you are revealing him.

  • It might be similar to how legion use to spam attack to travel distance. He might be spamming crouch to get farther faster.

  • To me it seems that certain addons that are affecting crouch speed are affecting base speed. I have played a match where he is incredibly faster than normal. I couldn't make it twice around a pallet let alone 3 times on average base 115% speed killers. I also think Agitation might be doing what Wake Up is doing currently.

  • Other than the RNG being a bit broken on this map. It is readily at times both killer and survivor sided. I play huntress frequently and can easily crush and if needed 3-gen a team down. As a survivor you learn how to play Haddonfield to your advantage against certain killers. The hardest to beat is probably trapper at this map.

  • @AStupidMonkeyy said:

    https://forum.deadbydaylight.com/en/discussion/comment/539026#Comment_539026

    @Lord_Rafi I still don't get what you're talking about? You mean the glow effect? That's an add-on.

    Yes, they have the purple add-on which gives aura for 5 seconds.


    Edit: I see what you mean the little flicker up and down. I have played several games and haven't noticed this.

  • @miaasma said:

    https://forum.deadbydaylight.com/en/discussion/comment/536891#Comment_536891

    you're supposed to be able to hear survivors' breathing even when they aren't moving

    Please tell me how often you hear yourself breathing while doing nothing. Especially while doing nothing how often are you gasping for air?

  • So my first comment on how to fix this would have fixed your issue good to know.

  • @Zarathos said:

    https://forum.deadbydaylight.com/en/discussion/comment/536186#Comment_536186

    @Jdsgames

    So your saying they should forcefully limit his power so he cant expose you unless he plays stealthy in a game where there are a dozen anti stealth perks, maps like blood lodge nulify any potential stealthy approach and even after he exposes you tye survivour still gets an indicator there exposed if they somehow fail to spot his footsteps or leather noises with your giant survivour field of view camera. Maybe just maybe you might leave his power as is instead of forcing a playstyle that dosent fundamentally work

    As I stated earlier "I do agree OBO, Premonition etc. should not proc with any stealth killer." However, the fact is we shouldn't be 'leaving' the power alone when the core issue is how LOS, and stealth works in a horror game. Again just because a core-mechanic is broken doesn't mean the power is any less broken. As I said I don't want nerfs/adjustments I want it fixed. So it handles detection on both sides properly. The simple point is that the mechanic does not work as intended or all the time like it is suppose to.

  • @Slayer said:

    When survivor saves other survivor when im close i already know that i have 99% of chances of winning .

    By the looks of it you are a Billy Main I wouldn't guess why you have a 99% chance of insta-down winning.

  • very nice concept. I also liked the other thread about teleporting to lockers. However, I think that would be wonky since there are several tiles with dozens of lockers in them.

  • It is possible he was reset once he got his dwight.

    Bloodpoints given back and got his nurse up.

  • @AetherBytes said:

    https://forum.deadbydaylight.com/en/discussion/comment/536831#Comment_536831

    Fun fact, survivors will breath heavily after running. Make sure he's been still and standing for a minute.

    Read the entire post I wasn't moving. I was simply referencing how loud survivors are even when crouched not moving. @AetherBytes

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/70350/shadow-nerf-to-all-survivor-sounds

    No, this is how they were supposed to be.

    Sound occlusion was fixed. Now everything is at the volume it was supposed to be at.

    Before when I would play survivor, I couldn't even hear my own breathing, footsteps sometimes wouldn't make sounds, and if my camera went through a doorway while I was repairing a generator I couldn't even hear myself work on it.

    Now you must be more self aware of what you are doing and the sounds you are making. Stealth isn't just hiding out of line of sight -- it requires you to be quiet, too.

    I can understand footsteps and all but the breathing. It sounds like Dwight Ran a marathon while crouched sitting. Let alone when he moves.

  • @miaasma said:

    a legacy player thinks shack is an infinite? goodness

    Um correct me if I am wrong. I believe there were older versions of shack that were indeed infinite.

  • @Gorgonia said:

    https://forum.deadbydaylight.com/en/discussion/comment/536692#Comment_536692

    You have to balance things. If you remove DS, what will you have removed from the killer's side? And don't come and say you want some crappy perk removed. Give me something killers actually abuse to their benefit. BBQ? NOED? I don't know, Tanatophobia?

    Survivors already have like 6 more perks than Killers.

  • @Ember_Hunter said:

    Wait, also there was a group of people that wanted to nerf DS further? O.o Thought devs said they saw no more complaints on DS.

    DS was reworked. Noed was dismantled and played with multiple times and is still asked to be nerfed. Maybe both perks are just too strong?

  • By Survivor Logic:

    Tunneling is going after the unhooked person.

    If you down the unhooker and hook them then you did not tunnel therefore DS should be nullified reward fair play.

  • @weirdkid5 said:

    https://forum.deadbydaylight.com/en/discussion/comment/536572#Comment_536572

    There were one or two on the forums. These people clocked well over 1000 hours before Legacy was even announced.

    That surprises me that they had all Survivor and Killer all P3'd

  • @weirdkid5 said:

    https://forum.deadbydaylight.com/en/discussion/comment/536555#Comment_536555

    Oh no doubt, notice I agreed with you when you said that you would like Legacy restored for all characters if you achieved a certain level of Prestige. I think that's a fair trade.

    The only players who lose out are ones who already had Legacy on every character, which is about maybe less than 10 people I would estimate.

    Alright good we are on the same page.

    However, I truly doubt there is anyone with ALL prestige 3 cosmetics across all characters.

  • @Mister_xD said:

    @Jdsgames

    there are the steam achievements that show how many Prestige levels you achieved before the deadline. also, i have a screenshot of mine.

    this should be enough proof, isnt it?

    Does that Tell you What Characters you got to which prestige level before as well?

    Or does that achievement only give us that you did get ONE or more characters there by the deadline.

  • @weirdkid5 said:

    https://forum.deadbydaylight.com/en/discussion/comment/536506#Comment_536506

    Incorrect. You have to Prestige 3 times in order to get full Legacy.

    If I have my P3 achievement before the cutoff date, that means I EARNED my Prestige 3 Legacy, not just measly Tier 1.

    The achievements are a great way to track who actually rightfully earned it. Of course, some people have hacked their cheevos, but I shouldn't be punished because of that. I lost my Legacy due to BHVR fault, not due to someone who hacked their Achievements.

    I will agree with your sentiment that it would be easier just to award ALL Legacy owners the highest tier of Legacy for all their characters.

    Not to be too much of an insult but you really can't read into things.

    If you had P1 Achievement that simply means at that time you got At least ONE Character to a Prestige 1 that doesn't mean it was your meg. That is their current situation. Yes you got it before cut-off date. However, it doesn't mean it was on Meg. Although, I would trust by your screenshots that it indeed was meg. You have to understand the limitations of a Date. If each character had an achievement for prestige tiers this would be different. Then by cut-off date you would have been able to tell what legacy items to give back.

    Ie: Was an Example in my previous post. Those who got Tier 1 Legacy should be rewarded all Tier 1 Items. If you thought about it just a bit you would have understood the logic would have followed Tier 2 to Tier 2 Legacy and Tier 3 to Tier 3 Legacy.

    Also I know at several points the achievements were actually broken for Prestige similar to how Adepts and other achievements break per patch. So this is a rough estimated guess nothing more.

  • @Paladin_Goo said:

    https://forum.deadbydaylight.com/en/discussion/comment/536498#Comment_536498

    Actually you can. By the date of when the achievement was unlocked.

    No that proves they had A legacy item not which one.

  • It simply isn't possible in logic.

    You can't prove they had a specific cosmetic on a specific character unlocked. Without screenshots. However, what they can do is award ALL Legacy Items to Legacy Owners.


    Ie Players that Unlocked Legacy Tier I would get all the Tier I Legacy Items. This way players that earned legacy benefit as well as those who lost. Nobody is gaining legacy items that doesn't deserve it which would be a fair handle. Then I would rightfully unban those accounts that tried getting their own legacy back since they shouldn't have been handled like that in the first place.

  • @Cardgrey said:

    Why remove it when a on off would give people a choice and make everyone happy

    Fair choice. I would disable it personally but it does add depth to the game.

  • @Zarathos said:

    Quick question how many stealth killers at top tier? Myers, pig, freddy? They need to push stealth killers or fundamentally change DBD to make them competitive. Hot take here but maybe ghostface power shouldn't break so easily. Everyone thinks ya a stealth killer should be rewarded for being stealthy but there are too many tools for survivor's to counter stealth game play. OoO,spine chill,listening for footsteps and a giant advantage the fact you have much wider field of view. The only semi stealth killer that works is spirit and that's because you cant see her. Mark my words the minute they make his detection function properly he will be put square in the middle of mid tier killers and were back to the same complaints of red rank survivors going I'm deranking because I hate playing against nurse and billy.

    Ghostface already has a large number of weaknesses. Hes an m1 killer who can at best hide his red glow if his power isn't on cooldown which it will be with your suggested changes. His power is a timesink once as a survivor you cope the fact that he cant stalk past trees corn or any debris that obscures you as a survivor. He has no mobility to get too and from gens which is practically mandatory in high tier play hence why all top tier killers have so form of fast mobility i might add in a game with significantly increased map sizes.

    I feel like none of you grasp what it means to make an actual strong killer and now that we might actually have one you want him nerfed before survivors have even had time to adjust. Remember plague and her corrupt purge how everyone thought shes too strong and then everyone just stopped giving her it and focused on rushing gens maybe just maybe players need time to figure him out before we start dropping the nerf hammer (cough freddy cough). Ghostface might have a chance to reach top tier status but if you keep pulling killers down like this the same red rank problems will exist.

    Although, my post only contains a possible nerf. There is still the fact that the detection is broken. This killer has a bunch of stealth power. I do agree OBO, Premonition etc. should not proc with any stealth killer. It doesn't mean that his current state is even close to fair play. I play killer frequently, however, I had to play survivor a bunch during the ungodly queue times for killer. He simply didn't deserve the exposes he was getting. While others were broken and screwed him over. I am saying they need to fix that. The exposes he should be getting by being stealthy should be what rewards him. Without those alert esk perks this killer was tense to play against. Which was a cool factor. However, with his power randomly saying yes let's give the killer an insta-down rather than break him out like we should was simply unfair.

  • @CoffengMin said:

    they overbuffed him it should have been either having to keep him in the center of the screen or making reveal him take loner, a part of course of the mid-chase stalk issue which is kinda broken if you were healty the whole time

    I don't find it to be overbuffed. I do not mind him being very powerful once you are marked. However, there are times he simply doesn't deserve it. Especially considering some of the 'wall-hack/clip' hacks he is given with the lean-stalking.

  • I don't see how people are saying GF is that weak. I simply don't I have already been in staring contests with my camera and the Ghost for his to turn me exposed before I can detect him. If you are looking at GF you simply should not be stalk-able.

  • @Larcz said:

    https://forum.deadbydaylight.com/en/discussion/comment/529878#Comment_529878

    End game is better then before.Just slug one surv and search last one or take bitter murmur perk.

    No, Hatch spawning once all survivors are dead at any point including no gens being done has caused several matches ending in multiple suicides. It depips killers due to unable to get certain emblems when the survivors felt they lost the match let's simply suicide. DCs are also being abused to get the hatch open instantly instead of after hook death. The gens needing to be done for any hope of escaping was a threshold. If your team dies before a single gen is done you do not deserve a reward.


    Yes, slug and play hide and seek until they bleed out.


    @Tsulan let the down-votes begin.

  • @twistedmonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/529853#Comment_529853

    This^

    Looks like you gave them what they wanted, they could be reading this forum laughing now as it worked.

    In all honesty it was just bad luck for you that the hatch spawned close, would you write the same if it spawned next to yourself? Its rng and actually is more in favour of the killer than it ever used with the closing mechanic.

    No, this mechanic is purely survivor sided. Once you close hatch you trigger end game. Unless the survivor does not have adrenaline in most cases it is rng dependant on gates which even then you have 2 gates and a key possible hatch to watch over. The end game simply is a chance for a free escape nothing more. The mechanic at the core is against a killer not for them.

  • Considering this killer has many stealth-killing audio pieces. (Rawr for Ambush or Knife Release for standing up) Generator Pulls could give the killer early game hooks which does buff her. Considering they ruined her end-game potential.

  • https://forum.deadbydaylight.com/en/discussion/68337/noed-needs-a-nerf/p1

    As I stated there the changes to Noed has been essentially heavy nerfs it is balanced leave it be. If you are too lazy to do totems take the risk don't complain.

  • @purebalance7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/522986#Comment_522986

    Bull. Even the top streamers almost never cleanse a dull totem so you can get out of here with the "smart survivors" bullcrap.

    The nerf should be ALL dull totems become NOED rather than 1. That would be balanced. Hell the killer who was dog crap all game probably will still get a free kill from the perk.

    Yes every dull totem should become noed. Then the perk should only be nullified when all noed totems are cleansed :) Would teach a thing or two about those three tiny skull statues.

  • I mean by the time the tinker timer goes around the gen is already popped so eh.

    It is also useless to a bunch of killers.

  • @Star99er said:

    https://forum.deadbydaylight.com/en/discussion/comment/523299#Comment_523299

    Meanwhile we can’t give any changes to Monstrous Shrine, the most forgettable killer perk in the game since day 1. 😥

    I agree on the idea of a whole perk re-balancing like giving the wake up from freddy to the perk wake up rather than adrenaline. Give Hope a buff and remove the exhaustion side from Adrenaline and the speed boost.

  • Slugging they hate slugging. Note for some people gonna complain that it is mean to do this.

    It is generally a good tactic to get rid of the bully-killer squads. Normal for fun screwing around swf is far different that other squads.

  • @se05239 said:

    There's black ward for that, though.

    Think of how a White-Ward works. You use it for when you die aka Lose get annihilated etc. If a killer wins/loses they lose the add-ons regardless, however, a survivor does not. Therefore a black ward is weaker than a white ward in terms of what they do.

    If you bring in say a green toolbox with add-ons you will escape with them. Killer can 4k and kill everyone even with low-tier add-ons and still lose them. Therefore it isn't a fair mechanic. Between 4 survivors there are over 80k points in a pool per map. A killer is capped at 31,400 bps I believe per match. To get bps as a survivor you have to complete the gens and such as quickly as possible and escape. While a killer to get max bps has to stall the game.


    Idea

    When a killer 4ks they have a 100% chance of keeping at least one of the add-ons used. 50% Chance at keeping the second. (RNG) which addon.

    When a killer 3ks they have a 50% chance of keeping at least one of the add-ons used. (Lower Rarity Preferred) 25% Chance at keeping the second.

    Disconnects should reward both add-ons back would prevent impossible myers achieve at this point.

  • @[Deleted User] said:

    I think NOED is out of meta right now. Killers are not gonna get pip after 5 gens done cause of gate keeper emblem. Better kill asap with 1 more perk such as Spirit fury if u r running Enduring.

    Currently I run it to balance EGC guarding doors. Since I normally end games with 3 gens left and hatch. All I have to do is stall with hatchets and then one-tap the person down.

  • Or just move the cap to 10million or remove it all together like they did with shards.

  • @Boss said:

    https://forum.deadbydaylight.com/en/discussion/comment/523299#Comment_523299

    I might misremember, but i don't think NOED ever worked like version 1 says it did.

    It says it will trigger after an Exit Gate is open, but what it actually did was trigger after the last Generator, like it always has.

    Again, i might misremember, but i did run this Perk a lot in the early days.

    Therefore it is an even worse case the perk has received practically strictly nerfs at high tier which proves the point even more.

  • To end this discussion let us look over the changes to NOED already...

    Version 1.0.0
    image.png

    There was no counter to the perk similar to adrenaline other than survivors leaving. Similar to adrenaline there is no counter unless the survivor dies.

    Noed also had tiered Movement speed and Attack Slowdown buffs. So the killer was not only faster at moving but attacking as well.

    Also was not a hex perk.

    Version 1.0.5
    image.png

    Nerfed to be on a timer.

    Buff to start before the gate was opened to being just powered.

    Version 1.5.0
    image.png

    Buffed to no longer be on a timer.

    Nerf it is now a hex perk. With a complete counter of dull totems.

    Nerf Reduction in Movement Speed.

    Version 2.3.0
    image.png

    Buffed to lower tiers giving exposed.

    Nerf Reduction in Movement Speed to lower tiers.

    Nerf No Attack Cooldown Reduction now.


    In general Noed was 'buffed' at its highest tier once.

    Buffed in the lowest tiers once.

    Nerfed several times across tiers and given a counter to the perk in general.


    It is balanced leave it alone.


    Not to mention @Almo above they gave you emblem points for doing totems now which encourages totem breaking. This is a low-key nerf on noed as well. As well as for the person being chased.

  • @Orion said:

    @Pike_Trickfoot @FireHazard That's a player problem that no system can solve. For people like that, rank rewards won't do anything to curb their behavior.

    I mean we do have steam achievements for rank. You could simply force matchmaking around that. So a Red rank won't ever go against someone lower than blue etc. Being rusty at a game doesn't mean you are incompetent to come back. Although this is broken by SWF, however, it should base off the highest of the group not average.

  • Myers use to be scare with EW1 Bloodlust Myers now he is a joke. I find Spirit to be the most stressful to deal with. However, the biggest joke is the pig I actively try to get in chases with them because why not.

  • @Peanits said:

    In terms of pipping thresholds, the goal there was to separate players based on skill levels and make it more difficult to reach the higher ranks. This way people would still in a rank range they are more comfortable in rather than ranking up too far and having a rough time. Previously anyone- even a survivor as boosted as myself- could hit rank 1 if they played enough in a month.

    In terms of actual emblems, we're in the process of ironing out edge cases and re-balancing things that need re-balancing. We just did a pass on some of the survivor emblems in the PTB to help with instances where one player was chased for the whole game, for example. We'll be keeping an eye on the other emblems and try to make changes when we can.

    I do indeed like the change of making rank harder to get, however, as killer specifically you have to extend matches to the point as we discussed 'hostage taking' in some cases to get some of these emblems. However, by doing so you allow survivors to heal which harms your emblems so it feels almost rng-esk whether or not you will pip at higher rank. If you annihilate the survivor team you de-pip currently. Not even counting a or multiple dcs/suicides auto-forcing a depip or black pip at most.

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