Avatar

Jdsgames

Jdsgames

About

Username
Jdsgames
Joined
Visits
607
Last Active

Comments

  • @darktrix said:

    https://forum.deadbydaylight.com/en/discussion/comment/616511#Comment_616511

    I have a sneaking suspicion the game knows the killer is being a dick at this point and increases the chance of a key, but that is just suspicion.

    You know what? I think you are right 0_0 come to think of it every time I have four people on their first hooks on the hook I always seem to have a Kobe that game.

  • See, with how the old system worked people rarely brought keys. Most have stock piles of keys that they were forced to grab in the blood web. So I would say most of the reason you are seeing key after key is almost like backlogged storage. Now, I still agree with my post above the drop rate in chests for keys even with plunder's is too high. Probably 1 out of every 3/4 games so I get a key out of at least one of the chests.

  • For people who do not code: There are several things you can do to optimize and properly code. There are standards and if you follow them properly you can generally make sense of code. Spaghetti code is essentially saying it makes no sense as others have said. However, when you turn up one audio and another is completely removed or don't even touch anything regarding to a specific perk and it changes shows something 'under the hood' is not written properly. I have already posted in support tickets that all the cosmetic assets have missing bone mesh parts throwing errors constantly in your game. However, I haven't seen that be fixed yet. Again the cosmetic system is nice, however, as far as in-game goes is not prepared to handle it. Essentially what happens is every 10 milliseconds or so it says Hey kate where is your bracelet? Over and Over and Over since certain kate outfits do not have bracelets or whatever.

    Again if they built the game again from the ground up it would be 100% more organized.

  • @Maelstrom10 said:

    https://forum.deadbydaylight.com/en/discussion/comment/614296#Comment_614296

    But that's why I said to increase the emblem gain? Giving a bonus upon gaining multiple high tier emblems encouraging playing well? And if you urbanly evade around the map doing nothing there is now potential to earn less, and even less then you'd earn If you'd touch gens etc. It encourages doing objectives and surviving/killing.

    I prefer each action being tied to certain shard gains. This way people don't just try to get bare minimum for something. This makes extending the game for more points say for gens encouraged. Again I always believe in Positive Reinforcement rather than punishments. This is why I think the urbanly evading nea shouldn't be punished just not rewarded.

  • @Maelstrom10 said:

    https://forum.deadbydaylight.com/en/discussion/comment/614271#Comment_614271

    No totems should not directly affect shard gain, and this would be going off of the current xp system which gives next to no xp for emblems and only really for playing one side per day/the time bonus for a match. On the other hand if you meant having xp tied directly to tasks akin to bloodpoints I wouldn't mind that, but at the same time I was looking for subtle numbers changes which would be easy to implement :)

    Devotion EXP means like nothing if it is time based. I can urbanly evade around for hours and still get it. Again you should work for the shards in some meaning.

  • I like the concept, however, it would be farm-able in many ways. You need to create something that actually equates to doing something. Like each totem you cleanse should be worth x shards etc. Plus it needs to have some form of anti-farm detection. Similar to camping being proximity and time based. Emblems are also currently a terrible thing to balance around.

  • They are fine objects to be looted from chests. However, I do think their drop rate is too high.

  • @RakimSockem said:

    https://forum.deadbydaylight.com/en/discussion/comment/611648#Comment_611648

    I don't see what your list has to do with it being harder to pip? I don't see what your list has to do with anything tbh. Of course the survivor's action run counter to the killer's goal. That's how it's supposed to be.

    I can make a list just like it.

    Trying to work on gens? - Killer chases you off it, kicks it, hooks you beside it, and camps it and you.

    Trying to unhook someone? - Killer camps hook and/or chases you away from the hook

    You see how these things are common sense and supposed to happen? That's how your list sounds to me.

    Well, since you seem to really want an in-depth analysis I will be happy to provide:

    KILLER EMBLEMS

    GATE KEEPER:

    Alright, so let's talk basic killer emblems starting with Gate Keeper. As my list said earlier not only is the gen kicks not rewarding at base with regression being pitifully nullified by a half a split second m1 of a survivor at any time. Not to mention the time frame for getting anything decent out of these emblems hopes for either Survivor complete stupidity or a perk like Ruin/PGTW. Kicking a gen should be worth something at base the speed a gen regresses is pitiful especially against any decent group of survivors swf or not.

    Unlike doing multiple gens for survivors a killer can kick as many gens as they please and it doesn't matter they are held to the emblem by time. Which quite frankly idk if you have seen the several hundred threads complaining about the insane amount of time pressure a killer is on at base. So again this requires a perk or stupid survivors if you have any hopes at attaining this.

    Fully reliant on how the survivors do gens. If the survivors screw around you get this emblem if they pound em out quick you don't. Generally speaking as I said needing Ruin/PGTW/Dying Light to have general hopes of getting Gold/Iridescent against good survivors.

    Devout:

    Now if you ask me this is the biggest joke out of all the killer emblems considering again the previous time constraint. What is it I believe 6 hooks for gold all survivors dead for gold and 9 hooks+ and all dead for iridescent. Which alright I will give it I would love to be 9 hooking most games and generally having an eventful killer match. However, suicides on hook and certain methods of disconnecting cuck this extremely too hard. Again no offense to the dev team or whatever I am using it broadly not punishing disconnects until dedicated servers launch is the most mindless thing I have ever heard. You just said "Hey get out of jail free" to everyone doing it. Not to mention how much 'skill' it takes to DC for a hatch. Which again cucks another hook for this emblem. Not to mention rushing to kill the survivors will also cause lower Malicious and Chaser which will black pip you.

    Now going back to time an average match unless you find the survivor extremely early due to the RNG/Luck you have 2 gens completed with a third likely on the way. Now at this point PGTW is useless unless you can find that gen being worked on which is usually less than or average difficulty considering there are 5 gens left on the map. Do not include "Oh run BBQ" I am purely talking realistic expectations. Perks shouldn't mean you automatically win they are suppose to be slight buffs.

    This emblem really depends on how badly the survivors mess up. If they make really stupid reads and get downed quickly. Yes, you do happen to get more pressure. However, this is again survivor reliant and generally down to reaction based timing or RNG of pallets.

    So this is now 2 for 2 emblems that are roughly 80% survivor reliant without perks. Not only this you are punished for survivor suicides or disconnects. Which the last time I check not only do you not have control over neither does most of the other survivors.

    Malicious:

    Now I like the idea, However, as I originally stated this promotes tunneling. Why? because the heal completely nullifies your malicious points. It also rewards survivors not healing. I will agree this is a two part emblem.

    Why does it promote tunneling: You can't heal the injury of the hooked person from the dying state. So you have injured and dying + hook. When they get off the hook you only have to recover the injured state. Again the idea of tunneling do not let them have a chance to heal and play. Mechanic you need to pip highly rewards this behavior stop blaming killers.

    Survivors not healing: Well take a look at the Gate Keeper issue. Yes, you gave me the ability to down you for the malicious and possibly devout points. However, you lose the gate keeper pressure. If they heal you lose malicious. Which Gate Keeper is already an issue to obtain reliably.

    The only points kept and this is if you didn't get sabo'd out or something causing you to lose grasp is Hooks give you points for good I believe.

    So this is now 3 for 3 emblems that are survivor reliant without tunneling. Which tunneling costs you gen pressure. So there is no way to properly 'Win' this situation without the survivor team making mistakes and not doing any form of objective: Healing/Gens/Totems etc.

    Chaser:

    Now this one I find a bit more fair. You either win chases or you don't. Although, due to poor LOS I think you lose more chases than intended and don't gain as much chaser points properly. IE: Certain areas for certain killers that bloodlust and LOS break super easy for no apparent reason even when you can be dead center starting the survivor down around something. Not to mention the sprint boost gained from a hit puts the survivor at a distance it instantly ends a chase. I personally doubt this is handled properly in points scoring giving a survivor free chaser points they did not deserve.

    Now, the chaser survivor gets points for the gens and totems being worked on while they are in a chase. However, the killer doesn't really gain anything from this actually in most cases you are rapidly losing emblem points in other categories.

    So for a final count there is roughly 1 emblem that is solely dependant on the killer's vs survivor's skill and not reliant on tunneling or hoping a specific survivor move. Note: I am not counting broken loop areas on the map as map reworks should fix this issue.

    SURVIVOR EMBLEMS:

    Light Bringer:

    Now you would probably think this emblem is soo difficult to get right? Well see, there is a difference between this and Gate Keeper. Your points are dependant on all generators. You don't have to bum rush them all and get out the team can waste some time tickling other gens and canceling regression or PGTW and get this without generators actually being completed. Plus you now passively get this with Chaser since survivors doing actions benefits your own emblems slightly. I see nothing that is for a killer equivalent here. Which is far easier to do rather than the killer's version.

    So due to easier ways to manipulate that are not perk dependent. I will say the Gen Emblem is easier on the survivor's side. Again this emblem is based on the survivor team's choice on how they work on gens. This perk is also not reliant on the killer at all. If a generator regresses you are not penalized for it. While completing the gen naturally diminishes the killer's emblem potential.

    So this emblem is survivor specific reliant as well as the survivor team. Killer cannot interfere with this unless you are camped out. However, this doesn't mean overall balance in the generator emblem doesn't favor the survivors for ranking.

    Unbroken:

    Now, I find this funny comparable to the Killer's devout. If a survivor does not manage their goal of surviving you can still earn up to a silver in this category. Which is practically almost a guarantee unless the match lasted 3 minutes. However, escaping by any means guarantees gold or higher. Compare this to a killer not getting any hooks. There is no bi-product way of just existing for this emblem.

    So this one is about 50/50 when it comes to terms of reliancy. If the killer camps/tunnels you out. You can probably at least scrape a bronze. However, otherwise you are guaranteed a silver for most matches if not gold for hatch or general escaping.

    So again this emblem favors the survivor side by purely giving you points for existing on the map. Please compare this to gate keeper. The killer has to keep you off the generators for them to get their passive emblem. This one you can be locker hopping and still win.

    Recap 2/2 Survivor emblems are survivor reliant for the most part and easier overall to obtain.

    Benevolent:

    Now, this one is more funky in terms of getting. However, as long as your team overall heals and performs saves you can actively swap this in and gain emblems. I really don't want to go into the nitty gritty about how bonus points are given all throughout the emblem. How "Safe Rescues" are pitiful if they manage to hit a pallet before going down they are good and you get your points. In addition to BT not counting as them getting hit and not to mention perks and other things that assist with anti-camp/tunnel not to mention DS or any form of stun that drops a survivor negatively impacts malicious as killer. Body blocking and general actions outweigh penalties of the emblem.

    This one is finicky in terms of who it favors. Since a tunneling/camping killer can deny these points. However, a killer can't keep pressure 24/7 when playing fairly so they lose their emblem because of it. I find this is a slight lean in the favor of survivors when the teams play fair and not like #########. However, I also think it is a slight lean due to points on the killer side being outright nullified unless they tunnel or survivors don't heal. However, maybe some Statistician can prove me wrong on this one.

    Recap 2/3 Survivor emblems are dependent on mainly survivor actions. With this emblem being dependent on how the game plays out.

    Evader (Survivors Chaser):

    I think you can read my Killer's Chase explanation and get a grasp that this is generally a fair emblem. However, I think survivors get rewarded more. However, again I do not do mathematical statistical study on ever game's chaser/evader equivalent so I might be wrong.

    So overall I think the emblem system punishes the killer for things that in many cases if you are not playing like an ass is out of your control. Again the complaint of killer is not a power role in this game applies.

    *Ps: Please do not bring Nurse into the equation. There are outliers in statistics and I will say she is one of them in the emblems*

  • I mean considering most of the stuff in the videos are in the game. I would say there is lightweight canon ties. Cleansing instead of kicking the bones over etc. Survivor rulebook, Coordinated coms.

  • This is better to coordinate with a swf group. Essentially you need to 99% the last generator. Let your teammate die. Pop it after they die but before hatch is closed. Hide and get to a gate and get out. Yes, this is fair easy to do LOL

  • Generally speaking: Claudettes are tunneled out for various reasons. I don't feel like playing hide n seek at 2 gens remaining.

    Dwights: They get to live simply because they wear the pizza boy outfits.

    Object of Obsession: I tunnel and camp you out to the point I soak in the salt of the disconnect. I seen what terrible things you can do with this perk against several killers. I enjoy when they have it against my nurse <3.

    Afk: If you are not a claudette or have a key I will generally only slug. Your team is already at a disadvantage.

    Survivors that wave their arms from the moment they get hooked or as you pass by; I stop what I am doing and camp to make the point even if it costs me a match.

    ----------------------------------------

    Things that I found particularly neat. I have had several maps where the survivor would just dead end themselves. Realize they did it and simply turn and nod. I will generally get a kick out of it and walk away. I have also ran Territorial Imperative and had it go off 10 seconds into a match. As they were digging through the chest I came down and again they simply look and nod. Generally will just do an early game slug and leave them. There was also several times I had ballerina type killers when we did loops and they got aggravated. I was at shack with a billy and no where to lie we probably made it to the 6th time around it for the second chase he went after me. At this point he started 360 smacking the killer shack window and I joined in. After that the match went lightweight no rush not really a farm game but not like a grab and go type deal. I also purposely slug no mither's unless they are toxic in game. Then wait till end game when I get asked did I know what No-Mither was as a R1 killer LOL

  • @Onyx_Blue said:

    @Jdsgames

    Thank you, that spells it out clearer 😇

    I have always tried saying disconnects should grant sacrifice points as well as brutality. (And be reflected in emblem)

    And yeah, Gen breaks should grant Gatekeeper points. There are so many failures with the current Killer emblem scoring right now that it just needs changing asap

    Too add to it Survivor Emblems are actually more rewarding when you screw around.

    Gens: If you rush them out you are practically fighting for emblem points. Same with Altruism, and Chaser.

    However, you get screwed up because as your chaser goes up most likely your unbroken goes down. So you want to get in multiple chases just not go down at all.

    Altruism farm them obviously. As long as that Safe Hook Rescue notification comes up screw them you did your part LOL.

    So these survivors that rush through the game vs The killers that have many incentives to tunnel. Is what really makes the emblem system garbage.

  • Uh, unless there are multiple survivors: You don't.

    Multiple Survivors: Pop both traps at similar times he can only guard one door.

  • Killer is harder to pip. Any action you do as killer is reverted by survivor actions.

    Kicking a Gen - No Points towards Defense Not only can they tap it but you lose gate keeper for gens being done. The time expectancy for gens is practically assuming each game has ruin/PGTW

    Hitting a Survivor is nullified by healing - Therefore you should tunnel them that way their damage can't be undone.

    Chaser - Don't use your power if you are half of the killers:

    Trapper, Wraith, Doctor, Spirit, Plague, Billy, T-3 Myers, etc. Otherwise your chase potential gets diminished.

    Devout - Yes like I can prevent suicide on hooks or disconnects.

    Malicious - See Devout:

    ------------------------------------------------------------------------------

    Killer Emblems are an incentive to tunnel survivors.

  • I suggested this earlier: https://forum.deadbydaylight.com/en/discussion/73591/black-chest-alter-shrine-killer-addons

    This allows you to naturally earn ad-dons based on multiple basement hooks. This is an incentive to leave and use different perks like Iron Grasp / Agitation. It would work similar to the concept of the survivor chest. This does not eat more than 1-2 seconds of the killer's time to redeem.

    @NMCKE

  • @Almo said:

    NOENOED (No One Escapes No One Escapes Death)

    When the 5th generator is completed, for each totem have destroyed, spawn a new dull totem. This happens before NOED activates, if you have it equipped.

    When combined with NOED all totems become lit and they all must be removed :)

  • @csandman1977 said:

    Survivor - Hot Potato. You become the killers obsession. The killer can only injure the obsession. At anytime, the obsession can point to another survivor within 24/30/36 meters, they become the obsession. If the obsession is sacrificed before the last generator is powered, another survivor becomes the obsession. When the last generator is powered the current obsession is automatically sacrificed.

    This is honestly a screwed up perk LOL

  • @DocOctober said:

    https://forum.deadbydaylight.com/en/discussion/comment/608711#Comment_608711

    That would allow bad Nurses to play as an M1 Killer, which is the very reason the devs originally nerfed her to be slower than Survivors.

    If you actually recall there are the tips that say. Although, all killers share the same base. Their powers are unique. There is no reason for this to be an exception. Huntress can play without hatchets, Billy can always not use his chainsaw. Spirit doesn't have to phase. I'm nerfing the blinks to be tolerable and still used by 'good' nurses. However since she would be a lot weaker she is also given the same m1 ability ALL other killers have.

  • General Perk: Sticking it Out:

    Disconnecting players (Survivors/Killers) automatically have their game uninstalled. This forces them to have to reinstall their game every time they disconnect. This does not affect actual connection loss. It also swaps the game directory of Dead By Daylight and Civ VI.

    Killer Perk: Unhook Them See What Happens

    If a survivor is unhooked within 20 seconds of being hooked. The rescuer is instantly put on the hook. The unhooked survivor is fully healed and teleported someone across the map.

    Survivor Perk: Try and Stop Me

    While running away from the killer in a chase. For every generator that has been completed gain a token. For every token you gain a 3% speed increase.

  • Almost every autohacen map has a huntress infinite/semi infinite that is structural.

    Another one is Rancid Abaitour (Butchered Spelling) although I'm not talking just about the god window in that map.

  • Survivor: Botany Knowledge

    Killer: Spies in the Shadows

  • @Atrushan88 said:

    @Jdsgames I kind of agree with 8obot1c. the points you get should probably go to survival moreso than objectives. But at the same time, if you're being chased you're not likely to have had much generator "action". Either way it'd probably be good, but it makes more sense to go to survival. There is already a big difficulty on getting survival points as is, so adding survival to this category would be nice. Perhaps half survival half objective? I know the game doesn't have that sort of system in place, but it shouldn't be hard to add. It'd literally just be giving you X points for survival and X points for objectives.

    Well, see how I kinda look at it. Although, you are being camped to death you are getting objective points for stalling the killer on the hook. Essentially giving your team the chance to do gens. However, you also get struggle points for the duration of your struggle phase. If you complain you can't get these points your team yanked you off too soon. This encourages leaving them hang a bit if the killer doesn't tunnel while camping ones give the team a chance to do gens and totems while rewarding the 'bait' persay. Although, I am down for a boost in struggle points if this changes.

  • @8obot1c said:

    Long Day Here

    The closer the killer is to you the longer you stay on the hook for and when the killer is within 8/12/16 meters of you your timer is stopped.

    “While we are here you should get us some beer” - God Pallet Looper

    You would like this change: Built in your perk practically.

    https://forum.deadbydaylight.com/en/discussion/75666/struggle-phase-revamped#latest

  • Here let's bring about balance into this. Add Mori to base kit on third hook without penalty and second hook with penalty. Remove Cypress Mori Crap make that base too. Change Moris so they affect when you can mori a survivor. Ie Memento can be done on second hook without penalty for all survivors. Ivory can do it to one on second hook without penalty. Solved. In addition to this change sell some mori animations. @Atrushan88

  • @Aikanaro said:

    https://forum.deadbydaylight.com/en/discussion/comment/608948#Comment_608948

    Well if the killer wants to derank, good for him.

    But others want to keep progressing, so dc is totally fine.

    Not really, Disconnects are a poor-sportsman ship. You ruin your chance for the team, and deny points for no reason. At this point Ultra Rare and Very Rare addons and offerings for killer should be made common. Spike those DC rates to the point they would actually be punished. Sucks when you spend what 14K roughly for some addons that are one time use and you can't even use em.

  • @Condorloco_26 said:

    https://forum.deadbydaylight.com/en/discussion/comment/609519#Comment_609519

    Yes many maps have trouble spots, but as a killer you should learn where to go chasing and where not.

    Given that in this particular match there are already 2 guys dead and another just potatoing around, that Kate will leave that place sooner or later. I'd either fake out or leave for real, and I'll catch her somewhere else later.

    Or not, so be it.

    But Tom & Jerrying around stuff for 3 minutes is just dumb, IMO

    See, specifically with Hide n Go Seek is not really that fun. You have eyes on one survivor you just want them downed. It is like having two immersed claudettes if they have no chance at winning. Be lucky you found one.

    However, my arguement is should the loop be strong in some areas: Yes However, they should not be unwinnable or infinite by design. Structure designs do not go away. So by your logic everyone here is an exploit to chases with huntress just run to it every time she sees you. Means you can't play since that loop structure will always be there. If you commit to a chase and can't even get bloodlust on detection the area is simply broken. People can complain how broken nurse is. Survivors are doing the same by being able to avoid the game mechanic of a chase simply by map design.

    I had also mentioned earlier it is distance based. Too close and bloodlust will still proc. Therefore the problem is when you engage a chase at too far of a distance means you auto-lose. Sounds fair though spinning in circles. It would be as if all killers ran at the same speed as a survivor and had no bloodlust. You can't catch up. They should just not chase these superior survivor with these skills.

    @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/609519#Comment_609519

    They ARE a power-role when in areas of a map more favourable for the killer. There’s varying degrees of map balance, and the opinions on such vary just as greatly, but it’s fair to say that the devs have the right idea with each and every map: that every map has areas that are advantageous for survivors and areas that are extremely dangerous for survivors if they’re found there by the killer.

    Killers are not entitled to end every chase, just as survivors aren’t entitled to always escape. It’s important and smart for a killer to recognise this, and identify when they’re in chases that take too long/far too difficult to end (in the presiding area), because time given to chases is time given to remaining survivors to complete their objective. If a chase can’t be ended quickly it’s imperative to get back to gen pressure and find more favourable targets.

    Partially what I said above: However, you are right a killer should not get to win every chase. Survivor makes extra distance or you lose sight of them and don't know where they went. The pallet came crashing down on your head or some other nature.

    Survivor Sided Areas: Jungle Gyms: You can mind-game these to a certain extent. However, they are also pretty strong. However, you can still lose at this structure and it is not distance dependent.

    Killer Sided: The pallet in lery's comes to mind in-front of the counter. Where you can be hit from either side easily. However, when it comes to a point that either side becomes unwinnable like a survivor being trapped in the tree trunk or situations where the game will never let you progress in a chase. It is simply bad designed. These areas should not be in the game to begin with.

    However, if it is a structure and you can constantly go back for this infinite reward. You will never win a chase as killer assuming "I should just leave them." Although, I will admit it is the smart thing to do since going around what I think 8-10 times before bloodlust is close enough to stay proc'd in some of these areas is a massive waste. However, again these areas are not going away it isn't a pallet that causes this it is structural setups and poor LOS detection.

  • From my perspective: As a killer:

    General Purpose - Being an Anti-Tunnel perk: No, it does not do its job if I can just slug you on the ground until the minute is up. This gave you no chance to get away from the hook which is indeed tunneling. Just in a different way.

    Misuse: Yes, very many ways this is getting abused. Unhooking someone with DS active doesn't nullify your ds so since the killer opted not to tunnel they get hit with DS anyway. The locker jump in so it forces a grab animation so you get the DS immunity. Staying on gen making plays you wouldn't make otherwise since you have your glowing minute immunity.

    Personally if you are downed within that minute or picked up in an animation within that minute it should count. However, if the killer has hooked another survivor prior to you being downed it should be nullified. Reward skillful and fair plays. Again with how it is misused you might as well just eat it.

  • @Atrushan88 said:

    There was a thread by Jdsgames where I created a unique funny perk. Make Bond a general perk, and replace it with:

    Delivery!

    You're life's goal is to make sure everyone has freshly baked pizza, delivered perfectly on time.

    You start the trial with 8 tokens

    Upon healing someone without a med-kit, use the secondary action to feed them a slice of pizza, consuming a token. Each token heals a survivor for 15% of their health bar instantly.

    "Delivery!" -Dwight

    There's an animation where the survivor pulls a pizza slice out of a pizza box and feeds it to the injured survivor.

    Can confirm this is an amazing perk idea. Came from that thread.

    @Jdsgames said:

    Now, we have the cutest pizza delivery boy:

    https://us.v-cdn.net/6030815/uploads/600/81H7IEH968KU.png

    Not to mention his professional delivery outfit.

    https://us.v-cdn.net/6030815/uploads/773/QSR0HLRO4A2P.png

    But this man has no pizza to deliver in the game. I simply suggest a new healing item: Pizza Box It contains one slice of pizza that heals 50% of a person's healing bar. Nothing special or overpowered. Just fits the character.


  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/609426#Comment_609426

    But that's just a chase you don't take. Granted the circumstances kinda force him to, he could have just left and looked for the guy that was hiding. If the gen in that building was done what else would Kate do? If she goes to do a gen somewhere else then he could catch her.

    I would have just left her and looked for the other guy, then closed hatch. At that point running that loop is pointless.

    Again I agree with you that it shouldn't be that way, but it is that way right now so taking that chase was just a bad decision.

    See, however, what if you didn't know that loop was like this you would waste 2/3 times around then realizing again if this was reliable to happen every chase at a specific loop set. He isn't complaining that he followed the chase he realized the issue. However, you wouldn't realize that issue unless you followed that chase. Again just break chase is ######### because I thought the killer was suppose to be a power role. Not the building design XD.

    These spots are also more common than some might think.

  • No, what you guys are not understanding is there are several instances where the distance between you and a huntress can make the ######### Chase Detection fail. The survivor is too far for a hatchet and to proc a chase. Even trying to mind-game the survivor is generally watching for it looking backwards. Yes, this is a bad mistake to follow the survivor in this instance you just won't win. However, doesn't mean this isn't a problem. I had suggested all killers obtain 115% speed awhile back which would fix this.

  • I mean generally speaking you also depip as the killer so everyone gets to derank!

  • @Atrushan88 said:

    @Jdsgames It'd need an animation for feeding them pizza though. Head On has it's own animations, so I don't see why not xP. Although now I'm seeing Dwight seductively feeding David pizza in my head. Dammit now I'm hungry.

    I was hoping for a non-pron pizza system but alright.

  • @Chaddad2169 said:

    https://forum.deadbydaylight.com/en/discussion/comment/597708#Comment_597708

    True, Deep wound is a pretty much useless status effect.

    The reason why I thought if you hit two out of three you'll be affected with deep wound is because I had the idea that you'd have to waste a bit more of time to mend yourself then go do a gen or be healed.

    I honestly think that the timer for deep wound should be affected from meters rather than the terror radius itself.

    If they changed it to meters, it'd be a bit more useful to the killer and would also help survivors affected with deep wound against killers with low terror radius' (Myers, Ghostface, Wraith, Pig).

    But yeah, I wouldn't mind how this idea would be executed just as long as they do it right.

    Do you have any other suggestions to the thread?

  • @Maelstrom10 said:

    https://forum.deadbydaylight.com/en/discussion/comment/605680#Comment_605680

    ok the fact that it appeared as bad word might take away from its meaning - i meant take your own life not uhhhh * bad wording yourself *

    I think he meant to say bite the big bazooka.

  • @YaiPa said:

    Turning the volume down?

    I think they still want to hear gens and such just not the killer's presence.

  • @yobuddd said:

    https://forum.deadbydaylight.com/en/discussion/comment/608712#Comment_608712

    Indeed it would not work in all cases. Nothing will. But I believe it would help to at least REDUCE instances of camping. Newbies like to camp because, well, they don't really know any better. Once they start leaving and hunting, they quite honestly have more fun with the game. I think this kind of mechanic could encourage them to get to that level more quickly. Aside from the super-noobs, people would mostly camp simply because they're feeling salty for whatever reason.

    While nothing will work 100% of the time, I feel like some incentive would be more effective than no incentive.

    See, I generally do not think punishing camping is the solution we should be going. Camping is a strategy to secure a kill. Tunneling is a strategy to cut efficiency of the opposing team. However, you know what doesn't always help: Playing fair and fun. The game's design simply heavily rewards the other two. If you kill a survivor off that is one less survivor around. If you camp you at least get the kill. Yes, both are crappy ways to play, but it is still a tactic.

    Leaving a hook should beyond reward staying near or tunneling. You lose pressure once to give up a hook unless you catch a survivor near the hooked person and start an almost immediate chase with them. Again the constant decision: Why chase a healthy survivor when there is half a won battle over there. It simply makes more sense strategically. Instant saves as a survivor encourages this.

    Now I suggested revisions to the struggle state that also punishes camping, however, can actually benefit non-camping/tunneling killers.

    https://forum.deadbydaylight.com/en/discussion/75666/struggle-phase-revamped#latest

    Again the in-game mechanics should reward fair play. Not punish crappy play. If tunneling and slugging were so inefficient you wouldn't see it as often. Like not to be rude even the emblems system rewards tunneling. Takes longer to get gens done ++Gatekeeper quick 3 hooks injured stacks no penalty for survivor's healing themselves. Break the survivor team's benevolence because they did not perform a 'safe hook' rescue. Easy chaser points since you win a chase at the hook.

  • @thesuicidefox said:

    @Jdsgames "However your point is still valid I just think it is exaggerated."

    Eh not really. The thing is that like 90% of killers don't make attempts to scramble the group's communications. They just go through the routine like a bot, and at this point the chance of a miscomm is super low. But when you get a killer that is actively trying to do it, as with your SM Myers (because that build requires it, it might not have been because the killer does it all the time) then miscomms become a thing. All it takes is 1 big miscomm to get the entire group killed. I've seen it happen many many times, and I play with groups of really good survivors.

    Scrambling any trying to apply equal pressure is nullified by the double healing speed of the com'd swf that coordinates well. There are just several instances where you might as well show all the survivor auras to themselves 24/7 as it simply would be the same as a com'd swf. My points are the heaps of advantages that coms bring to the table is unreasonable. Again the balance problem other than time with Solo Survivors is not bad even when they play well. The downfall is when you have coordination with people you know with free perks handed to you with no downfall.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/608649#Comment_608649

    Few things:

    1) SWF players still run these perks. Bond, Kindred, Empathy, Alert, etc. Because there are still uses for them. It's way more efficient to be able to see other survivors or the killer than to be told where they are.

    2) Miscommunication is a thing. Oh boy is it a thing. Pretty much every game I've ever played in an SWF, if not every game, had some sort of miscommunication. This gets people killed. Really big OOF's will get everyone killed. Killers that are unpredictable or harder to track can take advantage of these miscommunications. All it takes is for one player to go "he's chasing me" when you actually broke the chase because you saw someone else to get a free down. And solos aren't affected by miscommunication. They will always be on their toes ready to act. Whereas if you said "killer is chasing me" your SWF buddy might get on a gen and stop paying attention because he thinks he is safe allowing an easy grab.

    3) At red rank at least, solo survivors understand what they need to do and when they need to do it. It's actually kind of rare for survivors to be hiding in some corner. They will almost always be on a gen or going for a save or something. Now, obviously because they are not communicating there will be times when no one is doing a gen or everyone is going for the same save, which makes them inefficient compared to SWF that can communicate this information, but a group of really good solo survivors can actually work together very well so long as they all understand the game. And yea, this is something you see in red ranks maybe purple, not rank 20, but rank 20 SWF's probably aren't going to be super coordinated and efficient anyway.

    1.) Generally speaking from the games I have experienced throughout several seasons of Red Ranks this is far and in-between. I generally only see OoO used by swf teams from time to time.

    2.) I rarely see miscommunications in my swf groups to be honest with you. I think the latest one was against a scratched mirror myers on lery's, however, these are the few special cases in which the killer was dodging in and out of rooms and hard to see. However, we rarely say we are in chase when we are not. However your point is still valid I just think it is exaggerated.

    3.) However, the inefficiencies which is what makes the game more 'realistic' in a sense. That or more accurate of balance in the game. The unknown aspect for solo survivor is what SWF lacks for the most part. You don't need to be on your toes and you gain an excessive of information you wouldn't have otherwise.

  • @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: Generator 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.

    That or make the current secondary objective of totems useful and powerful themselves.

  • I have gotten certain survivors in particular that would add me on steam like a week later that would tell me that "they hope I would die in a tragic accident" then block me. I have no understanding of why they even said it to me. However, it is apparent that they were not pleased with me.

  • It should simply affect both the unhooked and rescuer and only have a one time use. If you cannot escape a match with 4 sets of borrowed time against a camper maybe they made the right move.

  • Nurse needs: 110%/115% default movement speed

    Reduction in distance a blink can go at base.

    Slight increase to the charge time of a blink.

    Better Penalty for multiple blinks.

  • Here is the problem between Solo and SWF:

    Swf are generally more coordinated I would rather play with 3 friends that I know are at least of adequate intelligence to play rather than 3 randos sitting in the corner urbanly evading around like the killer is next to them.

    Solo: No communication there are situations that you are uncertain of where someone is at or if someone is in a chase.

    Swf: Even without communication you still have the satisfactory of having decent players in your game that know the game mechanics. That or you know if you die the team messed up.

    Swf: With communications obtain free perks simply put.

    Kindred "Guys I am at killer shack on the hook and the myers or ghostface or whatever is here do gens" "Guys nobody is saving me I need to be unhooked"

    Bond: "Guys I am at Killer shack I know you are how far on the other side of the map but you know I am here."

    Empathy: "I am injured heal by exit gate by shack"

    Object of Obession practically without the downside: "Killer is by killer shack heading toward coal tower"

    Dark Sense: "Guys we need this gen done or we will 3-gen ourselves"

    Buckle Up: "Guys I am fully recovered pick me up"

    Anti-Knock out: "Guys I was downed near shack towards the harvester"

    Anti-Third Seal: Read Above

    Strategic Adrenaline Pops: "Guys 99 that gen until I get off the hook I have adrenaline"

    Do I need to continue???

  • @Boss said:

    https://forum.deadbydaylight.com/en/discussion/comment/608513#Comment_608513

    My upload speed is 24 MB/s, and i live in a country which is in the top 10 of average internet speeds.

    Heck, i didn't even look at the speed, i just went for the cheapest deal.

    Now here's a fun fact: Never had complaints about my internet from Survivors.

    To believe that fact or not is up to you.

    Me suffer from my bad internet? Hardly, you're simply asking for something that WILL remove pretty 99% of the players.

    Welp, sorry you didn't pass the killer internet entry exam. You are now forced to play survivor or KYF for the remainder of your DBDing days. How dare you try to save money what a heathen. I cannot believe you do not have a dedicated fiber line to your home tsk tsk tsk. Also how do you not read "Up to ##mb/s" and understand that it doesn't matter what tier you order it matters on your location. Since 25mb/s is up to 50 and the 100mb/s plan.

  • @twistedmonkey said:

    They are working on it. Soon it will take the average of an SWF so to take your lobby it will look for a killer around rank 9.

    Personally I would prefer it to look for a killer using the highest ranked person in an SWF.

    Yes, as I stated weighted not average. A R1 survivor has much more experience over a R9. Similar to an R9 killer having more experience than a R20 survivor. This type of match making should be a last-ditch effort.

  • @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 2 1.25 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 is a mechanic that changes it to make it beneficial to stay in the match.

  • I mean you did SWF with someone at the lower ranks. Since your killer was lower than you it had to balance out with new people. This is why ranks should be weighted when it comes to match making. The killer should have been no lower than R10. @Peanits your thoughts on weighting or changing the rank value in matchmaking?

  • Begone you low internet capability scum. How dare you be limited by your ISP and geographical location since it isn't like they have people by the balls with monopoly over an area. However, I am still glad to play with high ping matches at least you have a match to play. Hell, most Minecraft servers you play on has >100ms ping. I think people need to take the time to learn how their internet really works with gaming. A connection is a two way road.

    (Hopefully the mods understand it is being said jokingly and I don't get bars)

  • image.png

    Considering that is average download speed and normally upload speed is far lower than that. Anyone who is not in New Jersey and Maryland for the most part should not be allowed to play Dead by Daylight. (Gig Up/Down and or fiber is bare minimum across most states)

  • @Benzinjiq said:

    https://forum.deadbydaylight.com/en/discussion/comment/607905#Comment_607905

    Why do you even give a ######### about ranks? At the end you get nothing and absolutely nothing be it rank 1 or 20

    Why care about ranks? Because some of us don't feel the need to bully Rank 20 players until they uninstall to have fun with the game. Plus it is more of a challenge playing at high ranks. Also according to the roadmap we will be getting rank incentives.

1 2 3 4 5 6 … 19