Jdsgames
Jdsgames
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I see
New Survivor: Nancy Wheeler
New Survivor: Steve Harrington
I assume it is two survivors. Fits the theme of Stranger Things. However, this opens up the question... Is it possible we will see a chapter with 2 actually different killers? Plus you physically see both in the trailer. Unlike legion they were only in a reflection esk showing.
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@AlexisFox said:
Have you even played this game?
I don't know: Rank 1 Killer and Survivor 2500 Hours + an alt with 500 Hours on it. The question is... Have you even played this game at Red Ranks?
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@AlexisFox said:
Your math is flawed on account of the fact that you are completely missing the fact that the killer can move freely around the map while the survivor can't. If the survivor runs they leave scratch marks that can be seen long before the surivor can be which leads the killer right to them. If they don't run they move super slow. The survivor has to be aware of where they have cover to keep out of sight which means that they will need to spend most of their search avoiding open space while the killer can go through open space at full speed with no drawbacks. The odds of a survivor getting hatch in the current state of the game are similar to the odds of the killer catching the survivor back before EGC. The pendulum started off too far in favor of the survivor and now it has swung too far in favor of the killer. All I am proposing is that it be brought back a little to even up the odds a touch. The changes I suggested will STILL leave things in favor of the killer but the experience will feel more fair for everyone.
I mean it is a race. If you run into the open and the killer is chasing you if they hit you. You sonic speed into the hatch. So what is your point? The only bad outcome is if hatch isn't there. Which your 180 degree camera with adjustable tilt should be able to work with.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/635942#Comment_635942
Think this mightve been an oversight since its litterally the only exception in the game where skillchecks dont autofail?
WouldShould have been fixed by now if that was the case. -
@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/635928#Comment_635928
Thats assuming the survivors who work on the gen are bad at skillchecks though, and not that this has something to do with tapping. I could understand if Overcharge skillchecks autofailed like EVERY other skillcheck in the game if you stop working when the skillcheck pops up...but it doesnt. So why does it keep getting brought up as a counter against tapping?
Hey, I am not saying it is a valid reason for to call it a 100% counter. I am just saying the logic behind their reasoning :)
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@AlexisFox said:
Survivor does NOT have a 50% chance of escaping when they are 1v1 against the killer. The Killer is able to freely move about the map at a faster rate than the survivor could possibly move and the survivor has to avoid the killer meaning they can't freely search for the hatch like the killer can. The killer has a HUGE advantage in finding the hatch. This suggestion is an equalizer not a 'here's your escape.' As for the 'gold in unbroken' don't you only get that as a minimum if you were never downed? A survivor could have been downed any number of times during a match making it so that 'gold in unbroken' is the maximum they can get. Also, it's an emblem, who cares? On the subject of the 5k, the killer still gets to close the hatch preventing the survivor from getting the hatch escape bonus and makes getting the 5k escape bonus harder. What you get in BP for opening a door is less than what you get for getting a hatch escape and will be riskier since the killer could choose to check the door you went to instead of the other door.
Alright I get you killer is faster.
Let's do the math of the two most common speeds: 115% and 110%.
Considering that the survivor is the baseline and moves 100% we can do the following math. 100% is 100/115 which comes to ~86.9565% of the killer's speed. Whilst if we are considering the 110% speed killers the survivor is roughly ~90.9090% the speed of the killer. So in reality the survivor would have:
115% Speed: ~43.4783% chance to the killer's ~56.5217% chance.
110% Speed: ~45.4545% chance to the killer's ~54.5454% chance.
So in reality the survivor will roughly have a 40/60 ratio at winning which is not bad at all considering the race. By stand alone for every 4 matches you find the hatch first as a survivor the killer will find the hatch 6 times first. Assuming base speed disregarding location.
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@LordGlint said:
How does Overcharge counter this AT ALL? The skillcheck still pops up and lets them hit it as they're running away.
https://forum.deadbydaylight.com/en/discussion/comment/635802#Comment_635802
I mean theoretically if that survivor is ######### at small skill checks running and hitting one is difficult. However, I do it just fine against 3-Gen Unnerving Doctor all the time.
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@Galklife said:
@Jdsgames i can fully agree with that, tbh only time when you could kick gen (without pop) is when you have whispers off, but if you have whispers off youre in such bad place you will waste huge amout of time or after hooking surv and on bbq you see 3 survs (which is rare these days)
so most of the time kicking gen is waste of the time, especially when i see killers that are kicking like 5% gen (and thats not rare even on red rank which call themself high ranks)
Nope because you always have to consider the work of the other survivors. Even if two people are running away from that one gen. The time it took you kick it and the time it takes to regress any reasonable amount. The progression of the survivors heavily outweighs it to the point the kick never gains anything for the killer. Which means the survivors have to be circle jerking around the map doing absolutely nothing for the regression to ever favor the killer. However, if the survivors are not doing anything. Then the generator kick is still a net loss since they aren't doing their objective to begin with. (There is a reason you can't kick a gen with no progression)
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Alright so instant win for the survivor on any larger map. I find this balanced what about you guys?
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I tried quoting myself from another thread:
https://forum.deadbydaylight.com/en/discussion/comment/626437#Comment_626437
Just a quick note the only real time generator kicking is valuable is when none of the other survivors are on gens. Otherwise you will always be at a net loss of the progression gained during regression time of the generator including the time it takes to kick the generator. Even when you are doing a 3-gen strategy. If the survivors are working on gens like they should be you will still be at a net loss. It simply takes longer since they can't hang around closer gens as long. Your punishment is the distance and time to kick the gen between generators.
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So Sonar Blips and Circles. I think my sarcasm went WAY over your head the last post.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/633888#Comment_633888
I'm not ignoring you but I have work and I'm getting ready for it so I'll rad it later.
Gotcha
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/633869#Comment_633869
As far as NOED goes I don't particularly have an issue but it does reward campers very nicely, which we all are aware devs have tried to discourage.
If a killer camps, all the killers say "just do gens then", so survivors just get the gens done, survivor dies on hook, killer gets himself a free down at the end, that's my issue with noed.
Thoughts on this?
@Jdsgames said:
General Mechanic
Many people have taken to asking for this to be an automatic phase. This kinda takes the 'struggle' out of struggle. I suggest a new idea I had posted in a previous thread. Essentially it will be tied down to skill checks. One every 5 seconds.
Hitting the skill check keeps you alive. Missing two skill checks in a row will lead to instant sacrifice. Missing a skill check will reduce your bar by 5 seconds. You are losing the struggle between you and the entity. Slipping up is essentially losing to the entity while the key-bind suggestion below is your suicide option.
Great skill checks add
21.25 seconds to your bar. If you are great at hitting great skill checks this will increase your timer by a few seconds. This can be a clutch aid in which killers are camping or your team is just needing a bit more time to get to you.Blood Point: Struggling on the hook generates Struggle BP. Hitting great skill checks award bonus struggle points for the survivor. Failing to hit a skill check will punish your unbroken emblem.
As @Atrushan88 and @Peanits suggested there should still be a way to suicide on the hook. I suggest an activator button like dead-hard. This gives you the option to just let go and accept your fate. While missing two skill checks is more like losing the battle to the entity. Again pleases both natures of the game.
Skill Check and Perk Effect Changers:
Huntress Lullaby: Yes should affect these skill checks. Makes nabbing that totem slightly more important. It would also keep you on your toes if you were hooked and it has five stacks.
Unnerving Presence: Would severely be abused by campers if this was implemented. I can understand maybe a bonus slight reduction to these types of skill checks. Otherwise this should not affect these skill checks.
Deliverance: If you were not able to use it on your first hook state: You can hit a designated button like dead hard. This will cause you to have to succeed 3 difficult skill checks (BNP/DS skill checks) in rapid succession. These skill checks pause your struggle timer and do not count towards losing the battle to the entity. If you hit all three skill checks you are able to get off the hook.This gives you a second chance of being able to use Deliverance... However, you have to work for it. These skill checks will not cause an instant death for missing them.
Spine Chill: Can reduce the frequency of skill checks down to 4.75/4.5/4.25. This would allow you to have more chances to extend your struggle phase. Anything other than the slightest of reduction of these skill checks would be too powerful.
This is Not Happening: Yes it would make the skill check areas bigger. The perk is weak as is so it doesn't make this a terrible change.
Stakeout: Punishes camping and that is alright. The perk is weak as is so it doesn't make this a terrible change.
Doctor Madness: I would have to test to see if this is a fair mechanic. This mechanic is to be a detriment to campers not hinder survivors. However, at the same time counter-weighted by bad-skill-check plays.
Animation Changes:
Suggestion from @Boss and expanded on.
Great Skill Check:
- This will have the entity attempt to stab the survivor and by swift luck they are able to dodge it. Letting them live just a little while longer.
Good Skill Check:
- Can stay the same as is. The concept is the survivor is just barely scraping by fending the entity off. Slowly they are weakening and the entity is just waiting for it.
Missing a Skillcheck:
- The entity goes for a quick jab inward letting the survivor know their death is getting closer another slip up and it is over. Practically just a fraction away from piercing them and completing the sacrifice. This animation will revert if the survivor succeeds the next skill check. (Shows the struggle in an animated way)
If the Deliverance Perk bonus I suggested above is implemented:
- The survivor will unhook themselves. However, during this the entity attempts to take a quick jab inward to complete the sacrifice and the survivor knocks it away just barely.
Unhooking by the Survivor:
- As the unhooked survivor starts to drop to the ground the entity stabs the hook right above there head as they land. Showing the next hook will be their last.
Point Scoring:
Skill checks reward objective points for hitting. It is your objective to stay alive, do gens, and get out. However, the longer you struggle for the more struggle points you gain. If you extend your life by hitting these great skill checks you naturally gain more struggle and objective points.
Benefits
- This mechanic saves your keys lifetime. No more button mashing/macro spam space.
- This mechanic does not really impede either side's game-play. It is mainly a QOL change.
- This mechanic is no longer 'rapidly tap space' a meaningless duty.
- You wouldn't die from lag spikes unless they were so severe that lasted 10 seconds in a clip.
- Adds depth to the game during the struggle phase.
- Punishes camping killers
- Natural buffs to other perks that are not in meta.
It rewards staying on the hook. Although, yes I have had a few of those games and I understand what you mean. However, we are in a state of balance that making games longer benefits tunneling and camping more. However, the games current balance makes playing fair ######### as well.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/633411#Comment_633411
I never said anything about ANY of that, just that I think its funny when ppl make plays around the idea that theres a mori that doesnt exist.
Yeah: I run the shroud a bunch myself :)
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/633857#Comment_633857
Go ahead and make NOED baseline, at this point the forum killers need as much help as they can get.
@SenzuDuck although, I am not one of those it was just a bit of sarcasm. However, I do think both sides have arguable balance issues that really should be resolved. Game times not gen times for killers and Survivors not having anything else but M1 and Loopdy Loop pallets. While also not being able to really get much out of stealth/being tunneled.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/633835#Comment_633835
Having a secondary objective a 50/50 sounds ridiculous, it's punishing survivors for doing their only objective.
You know what I do agree that you shouldn't have to cleanse totems for the 50/50 chance. We should make NOED baseline for not doing totems and rework noed! As we seen above Noed has been around for awhile and player counts have risen since.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/633793#Comment_633793
Neat, I just learned that I apparently posted in this thread.
It is probably since you made a post elsewhere and Patricia has the Same Behaviour Logo. Y'all need original avatars :)
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@phantasmal said:
Yeah, gen repair time itself definitely shouldn't be touched and there should be no arbitrary punishment for efficency/reward for no pressure.
The only thing that might be acceptable is adding 1 or 2 extra steps to gen repairs, like having to scavenge for a specific item beforehand.
Or maybe something like this: once a generator has been repaired a randomly selected (preferably always in the furthest possible location) lever has to be flipped to redirect the power. And until it remains unflipped all generator receive a stackable repair malus or something, like skillchecks become tremendously harder cause the system is overloaded. The repaired gen could have a sparkling wire coming out of it that would guide you to the lever and then there could be perks/maps helping you find it and maybe the killer would see the aura. The lever flipping itself should only take a second or two as it's only meant to give a reason to travel across the map. And flipping the lever should give like a good chunk of points of course.
Or something else completely unrelated to gens but following the same line of thought: give an incentive for survivors to run around the map for something important.
I like those kinda suggestions. Maybe in exchange of having the survivors need to go around collecting items. We can make the gens actually less time. However, still having the game last a decent amount of time.
@Jdsgames said:
I have always looked at mechanics that require a perk to utilize them a waste of potential. Dull Totems, Gen kicking, healing for survivors etc.
For this thread I want to suggest a change and get feedback on whether this would be a decent change. This turns dull totems into the secondary objective it should have been upon release.
Each dull totem on the map passively assists a killer in their ability. It increases their movement speed by 1% per dull totem remaining on the map. In addition to that there will be some form of boost to their power or another debuff. (I will not include nurse for this as that is just mean)
Method 1: Killer Power Boosts
Note: Numbers are examples general idea is mechanic.
Trapper: Placing and Setting traps get a small 1/2/3% cool-down reduction per dull totem remaining on the map.
Wraith: Cloaking and Uncloaking speed receives a small 1/2/3% cool-down reduction per dull totem remaining on the map.
Hillbilly: One of the two: Chainsaw Charge or Chainsaw Cooldown receives a small 1/2/3% cool-down reduction per dull totem remaining.
Myers: Stalking amount is increased by 1/2/4% which makes tiering up faster per totem remaining.
Hag: Placing and Setting traps is 1/2/4% faster per totem.
Doctor: One of the Four: The rate the survivor goes mad is increased by 2/3/4%; the charge time to shock a survivor is reduced by 2/3/4% or the cool-down between switching from punishment and madness is reduced by 2/3/4% or The range of the doctor's shock is increased by 3/4/5% per totem remaining on the map.
Huntress: One of the Two: The cooldown between throwing hatchets is reduced by 1/2/3% or The speed reduction for winding up hatchets is reduced by 1/2/3% per totem remaining on the map.
Cannibal: The cooldown for missed chainsaw attacks and tantrums are reduced by 1/2/3% per dull totem remaining on the map.
Nightmare: One of the Two: The survivors passively fall asleep 2/3/4% faster per totem remaining on the map or The duration and effects of snares is increased by 1/2/3% per totem remaining on the map. Pallets I cannot really assist here.
Pig: One of the Two: The time of the RBT trap is reduced by 1/2/3% per remaining totem on the map or The time it takes to search a jigsaw box is 1/2/3% slower per remaining totem on the map.
Clown: Refilling bottles is 1/2/3% faster per remaining totem.
Spirit: The cool-down between phasing is reduced by 1/2/3% per remaining totem.
Legion: The cool-down after leaving frenzy is reduced by 1/2/3% per remaining totem.
Plague: One of the Two: Survivors infected by the plague repair generators 1/2/3% per remaining totem or the time it takes for them to become broken is reduced by 1/2/3% per remaining totem.
GhostFace: One of the Two: The cooldown of being able to stealth is reduced by 2/3/4% per remaining totem or The audio scruffling of the outfit is reduced by 1/2/3% per remaining totem.
Method 2: Debuff Speeds
Instead of buffing a killer you can always debuff the survivor. For every dull totem remaining on the map all survivors are slower by 1/2/3% for repairing/healing/sabotaging/exit gate opening/mending/leaving madness etc.
I also suggested adding a slight buff to dull totems that benefit the killer. This makes totems more essential. However, not the biggest threat. Numbers can always be tweaked.
@Jdsgames said:
General Mechanic
Many people have taken to asking for this to be an automatic phase. This kinda takes the 'struggle' out of struggle. I suggest a new idea I had posted in a previous thread. Essentially it will be tied down to skill checks. One every 5 seconds.
Hitting the skill check keeps you alive. Missing two skill checks in a row will lead to instant sacrifice. Missing a skill check will reduce your bar by 5 seconds. You are losing the struggle between you and the entity. Slipping up is essentially losing to the entity while the key-bind suggestion below is your suicide option.
Great skill checks add
21.25 seconds to your bar. If you are great at hitting great skill checks this will increase your timer by a few seconds. This can be a clutch aid in which killers are camping or your team is just needing a bit more time to get to you.Blood Point: Struggling on the hook generates Struggle BP. Hitting great skill checks award bonus struggle points for the survivor. Failing to hit a skill check will punish your unbroken emblem.
As @Atrushan88 and @Peanits suggested there should still be a way to suicide on the hook. I suggest an activator button like dead-hard. This gives you the option to just let go and accept your fate. While missing two skill checks is more like losing the battle to the entity. Again pleases both natures of the game.
Skill Check and Perk Effect Changers:
Huntress Lullaby: Yes should affect these skill checks. Makes nabbing that totem slightly more important. It would also keep you on your toes if you were hooked and it has five stacks.
Unnerving Presence: Would severely be abused by campers if this was implemented. I can understand maybe a bonus slight reduction to these types of skill checks. Otherwise this should not affect these skill checks.
Deliverance: If you were not able to use it on your first hook state: You can hit a designated button like dead hard. This will cause you to have to succeed 3 difficult skill checks (BNP/DS skill checks) in rapid succession. These skill checks pause your struggle timer and do not count towards losing the battle to the entity. If you hit all three skill checks you are able to get off the hook.This gives you a second chance of being able to use Deliverance... However, you have to work for it. These skill checks will not cause an instant death for missing them.
Spine Chill: Can reduce the frequency of skill checks down to 4.75/4.5/4.25. This would allow you to have more chances to extend your struggle phase. Anything other than the slightest of reduction of these skill checks would be too powerful.
This is Not Happening: Yes it would make the skill check areas bigger. The perk is weak as is so it doesn't make this a terrible change.
Stakeout: Punishes camping and that is alright. The perk is weak as is so it doesn't make this a terrible change.
Doctor Madness: I would have to test to see if this is a fair mechanic. This mechanic is to be a detriment to campers not hinder survivors. However, at the same time counter-weighted by bad-skill-check plays.
Animation Changes:
Suggestion from @Boss and expanded on.
Great Skill Check:
- This will have the entity attempt to stab the survivor and by swift luck they are able to dodge it. Letting them live just a little while longer.
Good Skill Check:
- Can stay the same as is. The concept is the survivor is just barely scraping by fending the entity off. Slowly they are weakening and the entity is just waiting for it.
Missing a Skillcheck:
- The entity goes for a quick jab inward letting the survivor know their death is getting closer another slip up and it is over. Practically just a fraction away from piercing them and completing the sacrifice. This animation will revert if the survivor succeeds the next skill check. (Shows the struggle in an animated way)
If the Deliverance Perk bonus I suggested above is implemented:
- The survivor will unhook themselves. However, during this the entity attempts to take a quick jab inward to complete the sacrifice and the survivor knocks it away just barely.
Unhooking by the Survivor:
- As the unhooked survivor starts to drop to the ground the entity stabs the hook right above there head as they land. Showing the next hook will be their last.
Point Scoring:
Skill checks reward objective points for hitting. It is your objective to stay alive, do gens, and get out. However, the longer you struggle for the more struggle points you gain. If you extend your life by hitting these great skill checks you naturally gain more struggle and objective points.
Benefits
- This mechanic saves your keys lifetime. No more button mashing/macro spam space.
- This mechanic does not really impede either side's game-play. It is mainly a QOL change.
- This mechanic is no longer 'rapidly tap space' a meaningless duty.
- You wouldn't die from lag spikes unless they were so severe that lasted 10 seconds in a clip.
- Adds depth to the game during the struggle phase.
- Punishes camping killers
- Natural buffs to other perks that are not in meta.
This could make the struggle phase less hassle and give the survivors more of a life-time in game. Also makes camping possibly less effective while buffing weaker perks.
You could also make it so the killer can go around hitting levers preventing progress on a gen until it is switched again. Whilst kicking the gen causes regression.
Then I think you could massively buff survivors and still have a fair game whilst adding new mechanics.
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@LawrenceGordon Remove the quote! I edited my message
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@DaS_only said:
https://forum.deadbydaylight.com/en/discussion/comment/633694#Comment_633694
We shouldn't be afraid about every single thing. If the devs code carefully there will be no exploit.
Wake Up, Infinite Mending Legion, Sprint Burst Exploit, Tinker Exploit........ I do have to say they can code carefully and still make mistakes.
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@DaS_only said:
Yeah, with "cheats" like infinite hits so you don't have to heal up every time which allows quicker testing of stuff
I suggest against this. You never know if there is some form of exploit that would bring these into the main game. Maybe a slider or some form to affect an action like healing time to make it instant. However, pre-programmed cheats are sometimes not good.
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@PatBrutal said:
This is something we can bring up to the team. Would be good to introduce the game to new players and also just for others to practice their skills etc.
This could be achieved easily if you remove the "Must have Killer" or "Must have Survivor" in the KYF game area. That way you can solo practice any way you want. If you guys wanted to be supreme lords. You could also theoretically remove the maximum caps and have built in KYF 2v8 or whatever :)
See @Patricia simple solutions solves multiple problems :)
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@PatBrutal said:
@Boosted ok that tone...
I'm just saying this so that people doesn't get their hope to high for the meet up.
We are doing this because we do not have a booth at Gamescom so this is why we have decided to have a least a get together at a bar so you can have a chance to talk with some members of the DBD team (that is mentioned in the event reservation) it is limited so you need to reserve.
Sounds like a wonderful get together with the team.
Totally not a chance to get them wasted to spill their beans. Remember you can't be held liable for a legal agreement if you were wasted when you signed it! -
@Renka said:
They simply directed me to EAC support and say they can’t do anything, sigh
Sucks. However, it is possible they literally can't do anything in the situation? Either way hope you get un-banned if it doesn't screw with DBD. However, if it gave you any advantage you kinda deserved it. Although, I would blame the program over EAC. Since the program had no reason to scan the DBD directory / process.
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Have you tried: https://support.deadbydaylight.com/hc/en-us
Making a ticket there? They will lock the thread as they don't discuss bans on the forums.
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@Nick said:
https://forum.deadbydaylight.com/en/discussion/comment/629650#Comment_629650
How do you counter 4 minute games and SWF ?
Oh boy let me tell you. Nurse: Addons of Choice Noed/Whispers/Overcharge and PGTW. (Perks and a Particular killer should never equate to a counter)
In reality you don't counter these. We should be focusing on balancing out the game where 4 solos have the same power as 4 swfs. Then buff killers to be fairly stronger. OR Extend game time so rushing gens isn't as feasible. As people suggest a secondary mandatory objective.
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@Liruliniel said:
https://forum.deadbydaylight.com/en/discussion/comment/629650#Comment_629650
I think the biggest issue with top tier killers is the frequency of which they appear. I've had matches where I play against Billy almost non stop for a hr. He's the most used top tier killer due to his easy to learn skill set and low skill cealing. Spirit, Nurse, Hag, Huntress all are harder to learn and have vastly higher skill cealings. This dont make Billy bad at the slightest it just makes him the easiest of the bunch.
I think the biggest issue with top tier killers is the frequency of which they appear. I've had matches where I play against Billy almost non stop for a hr. He's the most used top tier killer due to his easy to learn skill set and low skill cealing. Spirit, Nurse, Hag, Huntress all are harder to learn and have vastly higher skill cealings. This dont make Billy bad at the slightest it just makes him the easiest of the bunch.
Well, let's put it in a logic perspective. When the killer wants to go out of their comfort zone and play say idk Wraith or Trapper. They get beaten so bad due to how weak they are but those high tier survivors do not care. T-bags at exit gates then GGEZ. The killer realizes this isn't gonna be fun and goes back to Nurse/Spirit/Huntress/Billy/Hag. "Why do we see them at high ranks all the time :'(' this is a matter that is kind of self-imposed. This is the problem with the current no-heal do gens meta. The lower tier killers unless by several survivor or RNG screw ups. Have little to no chance.
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@Chaddad2169 said:
https://forum.deadbydaylight.com/en/discussion/comment/633498#Comment_633498
Would spinning in circles be referring to pallet looping or 360's?
Only one of those two methods works at high tier. I think you can determine which one I am referring to. I am not saying it Shouldn't be in the game. However, I am saying there could be healthier alternatives. That or more mechanics. I hate to advertise games so I will just say that a few other games. Although, they are practically dead now. Had better mechanics where it wasn't just sit and hold m1. There was strategy and multiple mechanics for both sides.
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@Chaddad2169 said:
https://forum.deadbydaylight.com/en/discussion/comment/633485#Comment_633485
But theoretically, survivors are smaller than killers and should have a smaller hitbox when it comes to cutting around obstacles, killers are already faster than survivors so why should they have another advantage?
These people are suggesting that removing loops because it's a "exploit" will be healthy for the game, it won't. Removing the only defense that survivors have will completely kill the survivor side of the game.
But it doesn't matter because it's fun for them.
Don't know what I'm worrying about because I know the devs won't be stupid enough to listen to these types of people and remove the only defense survivors have.
I would prefer more elaborate type maps where losing a killer was actually feasible. Spinning in circles isn't particularly fun and neither is hold m1 for success.
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@Chaddad2169 said:
https://forum.deadbydaylight.com/en/discussion/comment/633410#Comment_633410
Sounds like you know how to counter loops!!! Whilst these people don't!!
At least you aren't saying looping is an exploit, don't know where they got that from.
They are referring that it is an exploit due to the size of the hitbox. Although, I don't find it an exploit it just semi-abuses that a survivor has a smaller collision box than the killer. So when it comes to loops you shave extra distance as a survivor. Although, the killer is faster than you and will catch up. They take wider turns which makes the rate at which they catch up to you longer than it would if you were running in a straight line.
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@Spaceman94 said:
You're talking out your ass
Hey, I enjoy debate. Instead of insulting random people. Read This! Prove our Logic Wrong!
https://thebestschools.org/magazine/15-logical-fallacies-know/
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/630795#Comment_630795
The idea of leaving someone on a hook for ALMOST 2 minutes to combat a mori, while the killer used a shroud offering...is funny.
Ok: So tell me the difference for this:
Killer is camping the survivor: What do you do? Unless you can do a combat BT save. You do gens while the survivor is on the hook. Since they will just die and be tunneled to the ground anyway.
Killer has a mori: The killer is sitting awfully close to make sure he can tunnel the survivor to the ground and swiftly tunnel them out of the match. Let's save him!
Do you not see that this is the same tactic just in a different way? Nah man suicide on hook like most people do when they are camped. There is a reason that there is a 2 minute lifespan timer. Then if you happen to get off the hook. Realize you are dead next down and play stealthy. They have counter play.
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This is what you would see assuming only one survivor and the killer. We would see a bunch of circles going around and around and around. Although, it would be more animated and up to date. However, you might as well watch NASCAR since generally you just go in circles.
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Not sure if that is up to date. However, this would mean you can't get Merciless unless you kill all 4 at Green Ranks.
@Peanits said:
Merciless Killer means you would need to double pip. In the green rank range, that would be either 15 or 16 emblem points. Points basically goes as follows:
No emblem = 0
Bronze = 1
Silver = 2
Gold = 3
Iridescent = 4
So in total, you would need three iridescent emblems and one gold emblem in order to get a merciless killer game.
In order to get an iridescent devout emblem, you need to sacrifice all four survivors. A DC counts as a sacrifice for this. If you don't sacrifice at least 3, you will not get a merciless killer game (you need at least a gold emblem).
There's a bunch of intricacies, I would suggest looking here: https://deadbydaylight.gamepedia.com/Emblems#Killer_Emblems
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Actually if you compare the two:
Noed: Activates Once Generators are Done/Activation of End Game only if dull totems remain on the field.
- Rewarded for when Survivors do not do totems.
- This Gives Exposed.
- This Gives a Movement Speed Increase.
- This is tied to a hex totem that spawns.
- This does not reward a killer for playing poorly: If the killer kills you before end game it never procs. Therefore there are only fractional times this works out: End game hits with dull totem remaining.
Adrenaline: Activates Once Generators are Done/Activation of End Game on any survivors that are alive at this point.
- No real counter other than killing them. If you kill them all noed doesn't proc so you didn't gain anything from the perk anyway.
- Rewarded for when Survivors do generators or End Game Starts 'Early'
- This gives an instant heal.
- This Ignores Exhaustion.
- This gives a sprint burst effect.
- This perk wakes you up when you are asleep.
- This perk waits for any time you are available to use it.
- No in game actual counter like totems this will always proc unless YOU die.
- Rewarded for when Survivors do not do totems.
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@Cardgrey said:
In before anyone crys. you get gens. Hatch and again doors. Why should only survivors have hope. Also
You also forgot to mention if there is a key used and you close hatch it will proc adrenaline and can give you another free hatch/doors
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The only thing that wouldn't work here is the flashlight. It is heavily dependent on timing and latency offsets it. Fractional too late or too early and you don't get it.
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/630975#Comment_630975
I have, you just haven’t been listening. Let me explain it again, if you drop chase for a survivor who had a gen at 50% and the other survivor hops onto a gen at lower percentage then I have effectively applied gen pressure and due to my setup I will likely down them faster.
I mean we are just referring to hag then maybe. However since you had to commit to multiple say 20 second chases I find no difference than the commit. You would have 2 Generators up to 60 charges or more. One generator at say 30 charges and the original chased survivor is on a gen for another 30 by the time you hook and move around it would still leave you with at least 2 generators done and more likely to pop soon.
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Gen Rush: Better Base Regression or a Kick bonus should be added. I have proven mathematically it is almost never a good idea to kick a gen.
Spirit this is not a counter you are hoping the spirits hit box misses. Not even actually losing them. This is also luck not reliant on skill. She still should have a vault animation.
Mori depends how the killer plays. It is genuinely better to try and wait until the killer goes past your generator before working on it.
Then you want to leave people hang on hook until their stages are about up. This gives more time on generators. Instant saving leads to instant tunnel and mori out. One less survivor on your team. If the survivor is being tunneled out stay on generators the almost 2 minute hook phases timer should make it more feasible to do generators. As the killer will want to proxy camp their mori.
Billy Is decently countable and shouldn't be complained about.
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I generally get Lery's or Rotten fields as Nurse:
Yamaoka Estate or one of the long/big maps like Azarovs if I play Myers or Huntress
Blood Lodge as Wraith.
However, it won't be like once or twice a night. If I play 10 nurse games 6-8 of them will be on either Lery's or Rotten Fields.
I also notice whenever I decide to play a weaker killer like Trapper or Wraith the game will magically spawn me two jungle gyms or 2 L wall T walls right next to each other to give me in-depth layers of hell.
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@SpaceCoconut said:
If something jumps up out of the ground and screams at you... would you turn to see ######### just happened?
I think @ImDevon had a great post above. They would get over it after the first time. However, if something that looked like a decrepit crackling skeleton body. I wouldn't want to keep looking at it. My legs would hit light speed going in the EXACT opposite direction from it.
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Just curious is this a Platform specific bug for Hillbilly or is it across all platform? Can you give me a bit more detail of the bug, the steps to replicate it if possible, and how often this occurs?
Generally speaking I think it comes down to inexperience. I personally don't have a problem with Billy. Spirit on the other hand... That cut up dismembered haunting witch is far from fair at base, However, just tolerable enough to not be considered Nurse level. (PERKS ARE NOT A COUNTER)
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@NoShinyPony said:
https://forum.deadbydaylight.com/en/discussion/comment/629596#Comment_629596
Just making all offerings a secret would be even better.
I'm currently not using a lot of moris myself, but when I watch streamers it's ridiculous how many matches with moris get cancelled because the survivors dc in the loading screen.
I also hate these dc's in the first couple seconds when the survivors realize they are facing a killer they don't like.
Steam recent players <3 or MLGA blocking 'Pings we don't like (Players)' God can't wait till some of this stuff gets canned from dedicated servers.
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I don't see whispers needing a counter. It is situational at best: Practically says someone is around here somewhere. However, good stealthy players like myself can keep this perk busy for a long time.
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@NoShinyPony said:
I hope the upcoming dc penalty also includes players who dc during the loading screen (to avoid having to play matches with moris).
Just make all killer offerings a secret :)
I generally would also like to see these players punished. I loaded into a nurse game earlier and by the time my first blink finished 3 people dc'd and a few seconds later the survivor got hatch. Then tried playing it off like we had a whole match when the person that escaped had like 7.2k bps.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/628343#Comment_628343
I have said nothing about the rumours, I've only mentioned the quote from the OP.
We know most of us are just busting on you :)
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@Cornpopers_Evan said:
Okay, here's the direct quote from Peanits, "This is even keeping in mind that we are between releases at the moment, it'll shoot way back up when the next chapter launches." so I can't lie, I did unintentionally shorting the statement way down but still it boils down to "we really expect players to flock to this chapter".
I think it was a generalized statement. Most streamers go back to DBD for the week. Although, maybe his nervousness to reply and to deny it secretly shows the trueness in the overstatement.
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@Madjura said:
https://forum.deadbydaylight.com/en/discussion/comment/628117#Comment_628117
You forgot the most important thing, the thing the devs really care about: the battle pass
Maybe by christmas we can have lootboxes as well
I will personally end up dropping the game if I feel the Battle Pass is needed to unlock certain things. I bought enough DLC and Cosmetics that it would just be pissing in my cheerios if I am not only blocked by a Paywall I am then locked behind the Battle Pass after paying the Paywall.
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I generally don't use spine chill. I kept using only Premonition when getting started. If you spin your camera you will hear the ding on their direction. It also gets you used to looking around on your own which is a better indicator for stealth killers like Myers. When you do not have the perk.
Generally speaking there are plenty of better perks than those two in the game.
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I think the big boost in players is gonna come from the possible licensed killer as well. However, if you really think about it stars would be aligning here.
Dedicated Servers, Better Optimization, New Content and Map, Possible Popular Licensed Killer, General Balance Fixes all in one.


