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JediWithASniper

JediWithASniper

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JediWithASniper
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  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2289776#Comment_2289776

    In this case, ask yourself what the purpose of the noise alert is for a skill-check.

    If it's to alert the player that there is something upcoming, and it isn't literally part of ambiance, then adding a visual cue is also viable. Could be a Survivor animation, could be a spark from your side of the generator.

    The visual queue is the skill check.

  • @Troman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2289025#Comment_2289025

    If it relies on Legion's mistake, it's not really a counter. I think lockers should block that x-ray, that would be fair.

    Not his mistake. You have to start running long before legion gets to you. The counter to legion is very simply lots of distance, and be less altruistic. Stay away from other survivors unless it’s safe. Don’t work on gens together. Don’t waste time healing unless it’s an excellent opportunity. Basically run AWAY!!!!

  • There are costs to every decision. Listen to music = can’t hear skill checks.

  • @bjorksnas said:

    https://forum.deadbydaylight.com/en/discussion/comment/2289725#Comment_2289725

    Nah its just the right amount of dramatic

    if survivor perks are reduced to 3 survivors still pick their favorite meta perk survivor skin and 3 on other meta perks nothing has changed and survivors who main characters like ace for example but don't use any ace perks are out of luck that their main has effectively become a dead character

    survivors should just be skins since there is no way to add this effect to the game in a way that makes anyone happy extra perk slot = upset killers that survivors stack more meta perks, 1 less perk slot many survivors become unplayable at high ranks since you don't have access to the same amount of tools as anyone else

    while interesting its just not a good idea to implement

    Killer’s already have a 5th perk. Their power.

    The characters that come out all would get their 3 perks and their exhaustion power. Everyone would be happy with it.

    BHVR would have to create a quality exhaustion power for each character. So the ones I mentioned would need to have a new perk created for them to compensate, or a new exhaustion power created to compensate.

    Reducing survivors perk slots to 3 would aid killers a lot.

    Being able to know what exhaustion powers you are up against before the match would aid killers a lot.

    As I said, it’s a bit dramatic to want to quit the game instead of offering helpful ideas.

  • @gilgamer said:

    I'd rather quit the game tbh

    @bjorksnas said:

    Give all survivors 5 perks,

    thinking about it

    processing

    thinking more

    output : no

    survivors would then just run whatever survivor gives them 5 meta perks and call it a day, there would only be variety depending on which meta perk skin you want

    That’s a little dramatic.

    Survivor perks can be reduced to three easily.

    But a better idea would be that each killer selects a hex as their 5th perk.

    1. Alcohol - perhaps the most underestimated reason in survivors poor decision making. Just like driving while drunk, looping while drunk can end in not only your death, but the deaths of those around you.
    2. Lack of a strategic understanding of which gens to do first and which ones to wait on.
    3. Lack of understanding on how to loop different types of killers.
    4. Teammates who open exits when they shouldn’t.
    5. Teammates who let you die on your first hook because they are screwing around.

    Thats just a handful off the top of my head. It’s casual players mixed with good players.

  • What if instead of stats, it was a power, like…

    Dead Hard would be David’s power

    Sprint Burst would be Meg’s power

    etc… Then they would have perks, but let’s just say that each survivor should have an exclusive exhaustion perk that only they can use.

  • Nemesis is strong, but not unplayable against as a survivor. He just requires you to think differently like nurse and huntress do.

  • It’s 50/50 latency and hit boxes. If you play a bit of huntress, it will help you understand better what’s occurring. Hitboxes are larger than the player, but latency will give you hits and misses when they should have been otherwise.

  • I believe it’s because the lobby is set to 380 fps while the game is somewhere between 10-12 fps

  • He’s working with nemesis. Watch out when you get a Chris in your game.

  • For stealth

    Iron will

    lucky break

    calm spirit

    Lightweight


    For gens

    Spine chill

    Prove Thyself

    Sprint Burst

    Fixated

  • @Exor said:

    Yeah I hook traded in the EGC with the Nemesis being nearby, was fine with dying but still tried to get to the exit gate. Halfway there a Zombie was a little bit off my path and I just went for it, which barely gave me the distance needed to escape. The zombies must have been survivors before they died, still trying to help their friends, even after their death.

    Love it.

  • @Mister_xD said:

    ive had someone do that to me at the day of release.

    however, im pretty sure that was on accident xD

    basically, they were outpositioned (no pallets in their immediate surroundings) and injured.

    they ran into a Zombie and got infected, then the speedboost combined with a Dead Hard got them to another rather safe pallet.

    that Zombie got fired that day.

    Lol. Those zombies are super handy when you are about to get punched!

  • @Anniehere said:

    Not me. too risky =(

    It’s fun!

  • I mostly just like to come up with good ideas to improve the game, and hopefully the devs might see and adopt some. Looks like they will adopt one I posted awhile back about incorporating MORI’s into base gameplay instead of being offerings. I’m excited to see what they come up with!

  • Ironically, since I made this post, the map hasn’t come up in the queue.

  • @yobuddd said:

    On a slightly different but related topic, DBD has built a significant portion of its identity around Dark Mist. We have mist-altering reagents for offerings. We have “fog whisperers” on social media. Devs sign off with “see you in the fog.”

    But what we DON’T have is any actual fog!

    Ok, fine, there’s sooooome. A little plume here or there to freshen your ankles. Certainly nothing that affects the game. New players aren’t going to think “oh my, so creepy - all this fog!” It’s more of seeing a plume and thinking “something moved. Let’s go see what it is. Oh ,it’s gone.”

    It just seems so weak as an integral piece of the game’s identity and lore. It’s like some post-apocalypse game building itself up around the random piles of pebbles and rocks that are really nothing more than scenery.

    Yeah, that’s definitely a minor beef I have as well. Purple level fog seems about two levels lower than what standard fog should be on every map without offerings.

  • @Starshadw said:

    https://forum.deadbydaylight.com/en/discussion/258498/really-daytime-cornfield-again

    I hated the new brightness of the map as soon as it dropped. Whatever happened to "Dead BY Daylight" as opposed to "Dead IN Daylight" which is what we have now on multiple maps. Sure, the skies are pretty, but the game doesn't allow for spending a lot of time enjoying the sights.

    Yeah, I’m not a big fan of the brightness. The map is fine I suppose, although, they could have made the lightness to be more like just before dawn instead of high noon. It’s just gotten annoying how many matches are there now.

  • I like facecamping Bubbas more than farmers.

  • @BenihimeWrath said:

    I'm just trying to chill as ghostface and farm a stupid amount of BP to get the build I want on nemesis. (Already 1m bp dry on any good perks.) I'm literally only running BBQ, y u no farm?

    Me personally…

    Farming is really, really boring. I’ve never enjoyed it in any game I’ve ever played. As long as I get enough points to safety pip, I’m out.

  • @Heartbound said:

    https://forum.deadbydaylight.com/en/discussion/comment/2275354#Comment_2275354

    Items carried by survivors lose a % of their charge on hit instead of dropping the item.

    As someone that never ever went back for his item I'm down with the change.

    I was just in a match and it made me drop my item not lose a percentage.

  • @agutty1 said:

    So, idk if the achievement is bugged or not, but does anybody know how to get it? The achievement reads “Down contaminated survivors with Nemesis 65 times in public matches using tentacle strike.”

    Now I’ve downed multiple survivors while they were contaminated with the tentacle strike. I am doing something wrong cause I haven’t got any progress for it so far.

    Probably supposed to do it all in one match. 😂

  • On ps4 it’s really bad. Characters are jumping around and your guy will switch directions randomly. I’m still managing to play because it seems like the bumpiness is predictable.

  • @ohheyitsbobcat said:

    Seriously, I started to cry from laughter at how funny some of the AI's actions are with how good/bad they can be and it really gives me hope for the future. I would love after you do the basic tutorial for it, it lets you do it with any killer and lets choose some perks as well. It really has some potential.

    The killer one had the AI hiding in corners and I would stare at them for a bit before they realize what's happening and they would just take off. I actually lost a Jake, no idea where he went or how he hid so well. I had one camp a pallet and it scared the crap out of me. They did the first gen really really fast as well. It popped before I even got my first down and I was like god damn AI cool it a little.

    As survivor it was the best stuff I've ever seen. The killer AI doesn't know how to loop so it makes you feel like a god no matter what you do. Claudette led the killer to me which was hilarious, Meg stepped in every trap on the map, I almost stepped into a trap that was actually well hidden, Jake just bailed with a key the first chance he got.

    Claudette ran up to me on a gen, started self caring in my face with a medkit, dropped the medkit after since it was empty and just stared at me, begging me to finish off her heal. I lost my ######### and couldn't stop laughing. At EGC Claudette got found in a locker and put in the basement. I rescued her and she ran to the unopened door where Meg was just chilling. Trapper kept them from opening it and I just watched and then bailed and they got killed by EGC.

    Please give us more options to mess with the tutorial or at least give us bots for custom matches. That was some of the most fun I've had in a while.

    Seems like they based the survivor experience off of solo q.

  • @RoboMojo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2274432#Comment_2274432

    To be honest, an alternate game mode where all forms of conventional tracking and auras are gone, could be very interesting. No TR, No scratch marks, no auras of any kind. It would probably get old very fast but would be an interesting experiment if it was a timed alt game mode or something.

    Might be interesting if the maps were much smaller and instead of doing gens, you had to find 4 keys to open a gate. Keys hidden all over the map, like 7 total, guarantee one gate can open but not both.

  • You mean like Bill would never stop whistling as he worked?

  • So basically you run bond and this, and any time a teammate is about to get downed you pop it. Seems a little over the top to me.

  • @Dodgingbears said:

    https://forum.deadbydaylight.com/en/discussion/comment/2258030#Comment_2258030

    I honestly dont see what that means in relation to the OP. Killers dont spawn walls, if that is what you mean, they are there to control and counter loops that are extremely strong and break potential infinites. Also adds to the horror-theme that the killer would break walls, not the survivors.

    I don’t mean that killers spawn walls, I mean that bhvr will have to learn to not spawn walls that if broken create god loops

  • @Lexilogo said:

    How about we just delete Perk Tiers, because:

    • They were essentially a crutch for DbD's lack of Perk variety, an issue the game no longer has (you can argue that without DLC the game's total perk # hasn't gone up by all that much, but iri shards have somewhat bridged that gap)
    • They limit Perk design (because every perk needs something that is influenced by tiers, and we've even had instances in the past of BHVR mistakenly making T1 perks stronger)
    • They're massively inconsistent in how much they buff Perks, some Perks are near useless until T3 while others gain almost no benefit from their Tiers, both of which result in issues
    • They put an artificial barrier on players trying to assemble builds for their new or recently prestiged Killer/Survivor

    And then just brainstorm other, less bad ways to reward players with new stuff for their Bloodpoints in both the short and long term? I'm not gonna pretend like that's a no-brainer, but I guarentee there's better ideas one could think of than perk tiers.

    That is actually something I’ve considered, and I’d be totally down for that. I was trying mainly to work within the existing framework, but make things a bit more interesting.

  • @Milo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2266970#Comment_2266970

    Let's do some math shall we? (for survivors)

    In theory till level 20 you use like 20k and till level 40 the bloodwebs cost about 30k. Above level 40 it's almost 50k per bloodweb (yes it's very rounded up/down).

    So to prestige 3 times and get to level 50 again it would cost about 6mil bloodpoints. Somewhat. Then it would (with the new system of 2 perks per bloodweb) take 111 more bloodwebs to gain ALL the perks, meaning about . Which is wow, quite a lot. 5,50mil bloodpoints. That rounds to about 11,5milion bloodpoints for a character.

    -----------

    Now with your suggestion: We can remove 5k from every bloodweb and replace 40 of them with that 25k initial cost. (so just 20k for those 40 levels)

    So now with bloodwebs costing 40k, 50k and finally 45k (to get final 10 levels), we have the initial cost of not prestiging at 2,25 mil.

    However, after prestiging this will go down 6mil... again? Maybe I miscounted somewhere along the way but that seems about right?

    And now all that's left it tiers. We have 40 perks but we're avoiding 1 tier (cause we already got that) so we need 40 tier 2 and 40 tier 3. So that's 4mil for tiers 2 and 10mil for tiers 3. About 14mil.

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

    So if my math is semi-correct, You'll actually pay MORE if you want to have every single perk and be prestiged. But again, you'll pay WAY less if you care about 5-7 perks. (feel free to check my math, and correct me, I'm writing this on a fly)

    Also one thing worth mentioning is, with removing perks from the bloodweb, you won't get many add-ons.

    Nice work. So let’s say then that the values need to be adjusted, and maybe even that tier 1 purchases remain through prestige. When you encounter the perk the second and third time on your prestige’s it is free to unlock. Essentially you only pay each tier once.

    Im trying to tweak this thing where it’s about right, and one of the goals is to allow that player that doesn’t want to level all the perks to three to just do their 5-10 perks. So perhaps my bp values are a bit high on these. What do you think if they were like this?

    Level 1 - 10,000 bp

    Level 2 - 50,000 bp

    Level 3 - 100,00 bp

    Of course in the new idea, these are one time purchases. Even though the perk may show up again in the bloodweb, it will be free to unlock.

  • I was just feeling a little salty after three one-hook matches in a row.

  • @Milo said:

    Holy crap.

    That's a no from me. If you're like me and want to have every perk level 3 on a character, it would actually INCREASE the grind instead of lessening it.

    For a person that only runs 5-7 same perks over and over it would be an excellent change obviously. But for those of us above, it would actually almost 7x the grind. These numbers would have to be SEVERLY reduced.

    What if prestige didn’t reset the purchased ranks of the perks?

    As a matter of fact, I’m going to edit the post to say so.

  • I just posted an overhaul idea for the bloodweb in feedback. I would love to see a full outfit for each prestige level instead of just one piece of an outfit.

  • Remember that the trickster is primarily an appeal to the Korean market for mor business. What we find appealing and what they do might not be the same.

  • I kind of like your #3 option, but I think I would make these adjustments to it.

    1. Requirments for ending the match are that a DC occurs before the first hook and generator are complete.
    2. Any player can start the vote to end the match, and it requires 3 out of the 4 remaining players to vote in the affirmative.
    3. If the vote is to continue the match, survivors receive a 3% increase to gen repair speed, and the killer receives credit for all hooks on the DC’d player or players.
  • I used to hate legion the most. It was because I couldn’t figure out how to play against him. Eventually I figured out how to counter his powers. Simply putting lots of distance between you him and other survivors, and learning slight adjustments on how to loop him. I still find it annoying that his power works if you are in a locker. I think that is bs, but I’m over it. I no longer hate legion, I just find him mildly annoying. Mostly because a lot of players don’t know how to counter him. Usually if he is the killer, I plan on it being a hatch game. I don’t swf, only solo q. That’s why I say probably a hatch game.

  • Bloodweb and perk leveling need a total redesign.

  • @Rivyn said:

    https://forum.deadbydaylight.com/en/discussion/256081/could-everyone-chill-out-on-mmr

    You do realize that this is the THIRD test, right? Additionally, the MMR system has been gathering data in the background for nearly a year now, and the test still is the same crap shot as the previous two. I have yet to see a difference.

    I think this one is wildly different than the last two. There was mismatching in the last two, but this one has been substantially different in that regard.

  • @Verconissp said:

    https://forum.deadbydaylight.com/en/discussion/comment/2258959#Comment_2258959

    This was all killer. as i have just 7k hours on it..

    And i got paired with new survivors...

    Yeah, I got both mismatches both ways. That’s why I think the data set they are collecting is starting with a 0 value for each player, then I believe it is intentionally mismatching players in order to collect data on the skill gap between them.

    For example, they want to see what the data looks like when a sweaty rank 1 plays against a brand new team of solo q rank 20’s. Once they know what the data for that looks like, they can adjust their matchmaking system to prevent that from occurring.

    This is all theoretical surmising btw.

  • @DangerScouse said:

    Then why all the ridiculous, clearly ridiculous matchups in this gatherings phase?

    If they are starting from a base, assume everyone at similar rank is of the same skill then adjust from there accordingly.

    If I’m just guessing, the data sets are starting with a 0 value for each player and then trying to build from there. Could be wrong, but that would explain wild fluctuations in match-ups. I think everyone is assuming that the MMR is using an existing rank for each player, and I’m guessing it’s not.

  • @catbeans said:

    https://forum.deadbydaylight.com/en/discussion/comment/2258959#Comment_2258959

    Oh you poor slow child. It seems as though the killer as taunting you seeing that the other survivor was downed. He can't exactly save you in that state. Generally when they pick you up and drop you it's to increase the time it takes to bleed out. The dude was being toxic.

    As for dying on the first hook. That's seems to be a trend, in my killer games and survivor games. That is not a good thing, something about this MMR test has broken the game.

    You don’t know what you are talking about. I’ve got enough time in this game. The killer was not being toxic. When you e played as much as I have, you can tell the difference.

  • @gendoss said:

    My only complaint is that this test has been worse than the last one. It's still loads better than the normal colored matchmaking but I genuinely feel like the last one was amazing and this is only alright.

    I felt like I was paired reasonably well against killers, but the survivors I was with were so bad it was crazy.

  • @Verconissp said:

    Yall had sweaty matches?

    The hell then.. All i had was Pure Rainbow Rank Hell. Literally 98% of it was a 4/5 gen lockdown instantly,

    Sometimes they even get down to 1! and i had like 3-4 matches with ALL Red ranks. Including my main..

    Edit: Forgot to mention that i did play for 7 hours yesterday..

    We’re you playing survivor or killer? I played about 7-8 hrs yesterday, and I felt like survivor pairings were really bad. I had so many teammates that were just total new players that had no clue. It made it hard to tell how good the killer’s I was playing against were. When you are carrying the whole team all match long… I even had one killer that tried to force the last survivor to rescue me off hook because he hadn’t been able to hook me all match, but when he finally did, this other survivor couldn’t figure out what to do, and was so scared of the killer that I ended up one hooked. It was actually funny to watch the killer trying to herd that one survivor over to the hook for a save, 😂 he even brought the guy to the hook and dropped him and picked him up a few times, but I bled out before he got that done. I’m sure the guy would have just tried to run away again.

  • @MongolPSR said:

    https://forum.deadbydaylight.com/en/discussion/comment/2258400#Comment_2258400

    Funny enough I'm a killer main and have yet to touch the killer side. I played tonight with just one friend and tonight has been the opposite of our past 2 weeks of playing nightly. Neither of us escaped once. We went against a very good spirit, a couple huntress and deathslingers and probably the best nurse I've ever faced. Tonight was challenging and fun. Way better than our daily sessions of both escaping top scorers for 10+ games in a row every night for 2 weeks straight. So from survivor side it's been a lot of fun. I'd call it a success in that department.

    It’s been a sweaty night, that’s for sure. So far tonight I’ve only had two good teams in solo queue. That’s way down from normal.

  • @Red_Beard said:

    Game 6 - Wraith. 4k with 1 gen left. Team wasn't bad, but 1 survivor wouldn't take any hook states to help spread them out. They ended up getting 1 hooked when it was down to 2 survivors.

    Game 7 - Ghost Face. Only got 2 hooks and disconnected after we got the gate open. Very good group. Survivors knew how to stay on gens, when to take protection hits and when not to. I want to mention ranks on this one to show how far off the killer to survivor skill match was. 3 rank 1's and 1 rank 2 for survivors. Killer was rank 15 and didn't even have a full tier 3 perk build. This wasn't just a bad game, they were definitely not at the same skill as the survivor team.

    Game 8 - Spirit. 4k with 2 gens left. For the most part, decent survivors. They focused healing a little too much in my opinion as the killer had sloppy. One of the survivors decided to go afk after their 2nd hook and got slugged.. Of course I didn't know that until I went in to pick them up from dying and the spirit phased to us, ignored the afk and went after me. I think that may have happened to the other 2 as well.

    Game 9 - Nurse. 3k. 1 other decent survivor, 1 one that needs to just learn a little more and 1 that must have thought they were a survivor god but weren't. Killer has corrupt so I go find a gen that isn't blocked. Someone gets hit and runs killer towards me. I take aggro. I figure I should waste their time by a blocked gen so I run them to the closest one with a jungle gym. The survivor god is there waiting out corrupt. I take a hit and start running to the next gym. The survivor god decides she is going to body block for me but only ends up getting in my way and I go down. Nurse slugs and survivor god takes a hit but manages to evade enough for killer to pick me up. They run over to me as I'm getting picked up and follow to the hook. Nurse hooks and starts chasing survivor god away. Inexperienced survivor unhooks me and follows me to gen and insists on healing me, killer has sloppy. I hide around the corner and let him try to heal. Killer hooks survivor god so I reposition after a few seconds incase of bbq but other still wants to heal. Killer comes over and is directly on us because of Nurses. I run off, other goes down. Survivor god gets unhooked and I run in to save the inexperienced survivor. We run to the gen and I start working on it but he teabags me for 5 seconds to get me to heal. I ignore and he finally helps finish gen. I hear terror radius and start to run because of Nurses but other still follows to try and heal. We both go down. Survivor god comes in for save and gets 2 shot in 10 seconds and disconnects with 1 gen left and only on second hook. The inexperienced survivor kills themselves even though the other survivor was 10 meters from saving them. I get unhooked. We get last gen done. I get gate opened and other survivor gets downed 5 meters from exit. I get forced out, other 1 gets 1 hooked. SMH.

    Game 10 - Cannibal. 1k. He did decent, at least 8 hooks. Survivors group was good, trying to push gens and only heal when we had 2 to heal and would then back out. Killer got 'BHVRd'. He had his chainsaw charged and was on me as I got to a down pallet. I hit the space to vault but it stopped me from vaulting and killer chainsawed pallet even though I was still between him and the pallet. I distract him long enough for the other three to get to a door and open it. I think if he downs me instead of it forcing the pallet break, he gets another kill.

    I think I might have been the spirit you played in game 8. I was trying to get a daily with spirit, and phased back to a player who got the hook save on an afk. I rebooked the afk, and that’s when the game turned around. I thought I was going to lose that one until that moment.

  • @Dodgingbears said:

    https://forum.deadbydaylight.com/en/discussion/254964/breakable-walls-survivors

    This is a horrible idea. Breakable walls are there for killers to help control or break loops.

    Yeah, but there are also dead ends that are bad. They will learn to spawn them where breaking them isn’t the end all of a loop.

  • @gilgamer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2251905#Comment_2251905

    Im not saying they should change where they are placed im saying that with the current spawns that they have, the survivors should be the ones that have to dedicate time to them to get use out of them not give survivors the ability to put breakable walls in any doorway on the map.

    Yeah. I don’t think it’s a good idea to let survivors build walls. The abuse would be crazy.

  • I definitely agree that he is annoying. Maybe the most annoying. Him and Freddy are just annoying. But you can run calm spirit as a counter. Makes doctor way less annoying.

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