Avatar

Jejune

Jejune

About

Username
Jejune
Joined
Visits
0
Last Active
—

Comments

  • Jesus, the amount of people that dont understand what he is talking about is through the roof.

    Given the scenario hard face camp with any killer right off the bat no progress done just to essentially bully survivors.

    If that happens, its not a game. I am either playing spam space for 1 minute or do gens for 1 minute. Which most of the time will lead to me depiping regardless, since gens give little to no points, there is not enough hexes to get boldness. there is no way to get altruism.

    Best case scenario every survivor gets 8K in objectives, 2K in boldness and 5K for escaping the game... and thats the best case scenario.

    If you want to play face camping killer please do so in your private lobby, because unlike you I dont want to waste my own time like you do.

    Alternatively allow me to DC from such game with no consequences since, its not actually a game...

  • @Demogordon_Ramsay said:

    https://forum.deadbydaylight.com/en/discussion/comment/1222210#Comment_1222210

    No. No Mither should never be a “viable” Perk. It was obviously made to be a challenge Perk and it should stay that way. It should receive 100% noise reduction while in the injured state instead of 50% and grant bonus bloodpoints, but outside of that, it’s fine as is.

    if you make it 100% then its viable perk. If you want to make it not viable it should have 0% noise reduction no unbreakable, leave pools of blood and 50% less points in all categories.

  • @AhoyWolf said:

    I wouldn't mind if this was a perk, but base? No thank you.

    @Demogordon_Ramsay said:

    Of course, let's make:

    -Spine Chill + Resilience

    -Dead Hard

    -Adrenaline

    -Literally every single Perk that makes you stronger while injured

    Even more powerful. Great idea.

    Not like people are tired of seeing them every single game or something.

    @Cheers said:

    Ah yes let's encourage anti healing meta with Urban and Spinechill even more.

    Okay for an actual response, no need. If you don't heal you shouldn't be getting a helping hand, you should be punished.

    @Milo said:

    My question is - why.

    @Kakateve said:

    If anything being injured should be more penalising not the opposite.

    @AhoyWolf said:

    I wouldn't mind if this was a perk, but base? No thank you.

    How about now? (edited)

  • @AhoyWolf said:

    I wouldn't mind if this was a perk, but base? No thank you.

    How about now? (edited)

  • @Cradmeg said:

    In my opinion i think if the killer does not leave the area by a certain time or radius within reason to give the survivor a fighting chance the killershould re-spawn half way to all the way across the map, and i think that would stop all the camping because constant reporting does not seem to do anything!!!

    They considered it at one point, but they decided not to.

    Also reporting doesnt do anything, because they are allowed to do that.

  • They could change second wind to you heal one state after you get out of broken status, even if killer downs and rehooks you.

  • @Alify said:

    https://forum.deadbydaylight.com/en/discussion/comment/1202805#Comment_1202805

    To be honest, when I wrote this post, I first wanted to write like this:

    FOR THE PEOPLE IS ONLY ACTIVE WHILE unjured or HEALTHY.

    if you heal a survivor while healthy, YOU BECOME INJURED AND RECEIVE THE BROKEN STATUS EFFECT FOR 90/75/60 SECONDS.

    IF YOU HEAL A SURVIVOR WHILE injured YOU BECOME dying AND RECEIVE THE BROKEN STATUS EFFECT FOR 120 SECONDS.

    but then I changed my mind, as I considered that my proposal would be considered too OP

    How would it be op... killer would still have someone in dying state

  • I dont understand why you have to be healthy for it to work. It should work regardless of your health. You give away one health state for another. You sacrifice yourself for somebody else. Synergy with no mither and unbreakable.

  • If you run rare items its better to die if you run white ward. This way you only lose 6K instead of 15K.

  • @sarkonvol said:

    https://forum.deadbydaylight.com/en/discussion/comment/1191712#Comment_1191712

    https://forum.deadbydaylight.com/en/discussion/comment/1191707#Comment_1191707

    I hope we can resolve the issue so neither has to happen, it's clear both of these things aren't fun to go against and neither side should be punished for leaving a game either unintentionally or when it's so unfun it runs it for you. IMO if we do have a ban system I think it should just be 10 min. That's it no increase in time, that way people who are DC'd unintentionally aren't given insensitive to just quit and people who did have a fair cooloff period

    Idc for him or whenever someones dc's. Because every single time someone does i can see why they would.

  • @elvangulley said:

    https://forum.deadbydaylight.com/en/discussion/comment/1191692#Comment_1191692

    Why sre your teammates trying to unhook in his face in the first place do gens and leave sounds like your team ran to the hook as soon as you were hooked of course he wasn't gonna leave if he knew others where there

    I am not going to waste my words on you, because you clearly dont listen. I hope you get gen rushed, cya-

  • @Milo said:

    about 98 percent now

    Where did you get this data?

    I assume its a guess based off the last few games.

    When i get tunneled to dead few games in a row i too think that they should take away killers weapons until they learn their lesson.

  • @elvangulley said:

    https://forum.deadbydaylight.com/en/discussion/comment/1191683#Comment_1191683

    He was playing the game and most people dont agree with survivors definition of tunneling

    ######### are you on about. Three time in row, killer either camped or stayed around the hook. Once unhooked killer went straight for me. He repeated it until i died. All while no gens were done and i am at rank 1 playing against rank 1-5. My definition of camping and tunneling is fine dont assume #########.

    This happens more often than you think it does.

  • @elvangulley said:

    https://forum.deadbydaylight.com/en/discussion/comment/1191652#Comment_1191652

    You shouldn't be able to quit the first time anything doesn't go your way

    I don't like being tunneled 3 times in row at 5 gens, just because killer feels like it. He is wasting my time. He isnt playing the game at that point. i much rather DC and wait 5 minutes than stay in the game and be miserable for another 5 minutes for the 3rd time.

  • In my opinion it does nothing but enables people to bully eachother.

  • @Milo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1185386#Comment_1185386

    That would make even more dodging because "i want to play this character reeee"!

    Tbh i dont really care about it. Dodge if you please, doesnt make difference to me.

  • @Cheers said:

    https://forum.deadbydaylight.com/en/discussion/comment/1185386#Comment_1185386

    Then what'd happen if two people were level 50 Claudettes but level 1 on everything else?

    Then one of them would have to play lvl 1 at random.

    Its not perfect but it would actually make survivors unique.

  • @Milo said:

    Why i dislike the idea of passives in dbd:

    • It creates meta survivors (with already meta killers) when there already so much balance issues
    • It could make my favourite survivor "bad"
    • people might dodge if they are with/facing a specific group of survivors.

    It wouldnt be bad if they made it so that only one character could be played in a match. So no 2 claudettes etc.

    Tho it would require alot of perk reworks, and making passive perks or perks in general for survivors.

  • No because people eventually get good at skillchecks

  • I would be for that change. Its not like i get to use it 3 times in a game rn.

  • @FichteHiro said:

    It could be interesting, but this game already has various problems correlating to its RNG nature. I think they could encourage you to use different perks and all, but forcing you to do it wouldn't be that well-received, especially since such a feature would affect players who don't have a lot of perks (mostly newer players) quite negatively.

    Thats why i said toggle on and off, and when i said force i meant if you have it on it would naturally force you to play differently

  • @NursesBootie said:

    Every survivor nerf got a buff as a trade. Killers just got nerfed. I think thats the reason many people are upset.

    Ruin nerf was a HUGE buff to every other hex perk. Before the nerf 99% of the time there was ruin and everybody knew that. Most survivors went on to search for it and destroyed it. Now nobody is looking for totems from the get go which allows other hexes to shine: devour hope, need, 3rd seal etc.

  • @ALostPuppy said:

    So you regress a gen for 30 seconds of progress....to get healed in 30 seconds...you could definitely cleanse a totem and jump into a locker or even self-care in roughly the same time. It's a cool concept though. I don't see why people would use it, adrenaline exists and it's better to power through gens to proc adrenaline, survivors don't really care much for being injured anymore because not only are people confident and good at the game now, perks like dead hard, resilience and adrenaline exist

    There are a lot of perks that are borderline useless. I for fact would use it since the gens go too quick sometimes.

  • No mither is op idk what you are talking about ;)

  • @ZoneDymo said:

    well half your screen being black is not great, but maybe reduced FOV or Draw Distance would be good

    I see what you mean

  • @Masterkit said:

    you are getting a free heal by doing... by doing your objective this will make rushing while injured way more viable than already is

    Then dont add 30 seconds but you still have to do it for 30 seconds. Jesus instead of telling me how bad it is tell me how you would change it.

  • @Masterkit said:

    https://forum.deadbydaylight.com/en/discussion/comment/1135963#Comment_1135963

    im talking about killers. this perk is terrible overall for the health of the game.

    Last i check people didnt like how game is going too fast. I am making a perk that adds 30 seconds to a gen if someone decides to use it and you tell me its bad for a game... I can change it so you do a gen 30 seconds faster if you use it.

  • @Masterkit said:

    i prefer pop all day, bad idea overall.

    With pop you get nothing. With this you actually get healed...

  • @TAG said:

    This gonna be one of those perks that people use improperly and cost Survivors the game. :P

    The thing is if you work on a gen for 30 seconds you gain back more than 30% unless there is a lot of debuffs.

    So in reality you add 30 seconds to a gen.

  • @Archimedes5000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1135914#Comment_1135914

    Yeah, but for example selfcare is 50% on all levels.

    The point is that regressing a gen by 50% literally kills your team.

    now its 30% but you have to work on a gen for 50/40/30 seconds. But now on level one you will be broken until you work on a gen for 50 seconds so idk whats better.

  • @Archimedes5000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1135849#Comment_1135849

    50% regression? Id rather Selfcare while mangled lol.

    I think it should be 30-40% on all levels, and add a 80/70/60s cooldown

    Its 30% on level 3...

    No reason to add cool down since you have natural cool down of 30 sec caused by perk itself.

  • @Codela said:

    How would this apply to gens that have been repaired by multiple survivors? Could I regress a gen that is almost finished?

    I see a bit of trolling potential in there. :D

    As long as the gen is not finished and has enough percentage done you can regress it.

    I see what you mean, but you can trol with pebble, you will be able to troll with red herring, etc. So thats not the problem i guess.

  • @Vetrathene said:

    https://forum.deadbydaylight.com/en/discussion/comment/1134284#Comment_1134284

    You mean like they do to killers and killer perks? Its very rare for a survivor perk or item that dosen't get buffed in some other way to compensate for the nerf. Its rare if its done at all for a killer, and if so, not usually in a way that actually helps the killer.

    Go ahead and nerf toolboxes to the point where no one uses them see if i care. This will cause increase in flashlights, medkits and keys.

  • @ToastyBois said:

    https://forum.deadbydaylight.com/en/discussion/comment/1134351#Comment_1134351

    Not even every killer’s favorite change in this game’s history? Ruin?

    I will point out that what he said perk changed into something completely different... Ruin has same purpose, works on same thing and is still a hex. Completely different would be a non hex, that affects healing and its purpose is to speed the the match up.

  • DS literally does exactly same thing as before.

    Borrowed time does literally the same thing since if I remember correctly borrowed time applied to yourself was a bug.

    Left behind is actually the only perk that was changed completely but only because it was impossible to use old effect after they implemented new hatch mechanic.

  • @oh_0k said:

    https://forum.deadbydaylight.com/en/discussion/comment/1134335#Comment_1134335

    Yes because BHVR has never ever changed a perk ever

    I dont remember any perk being reworked to be completely different than the original...

  • @oh_0k said:

    The real way to make MoM good is to...

    Just rework it already change it into something completely different

    You realise that's the hardest thing to do?

  • @Peanits said:

    I do have one question, actually. If you total up the number of occurrences for each of those perks, you end up with 1,987 occurrences of meta perks. But in 103 games, the maximum amount of perks that could possibly be used is 1,648 (103 games x 4 survivors x 4 perk slots each).

    How did they use more than four perks per game (each)? This is before factoring in any non-meta perks or empty perk slots.

    He played 163 games 4x4x163~2600 perks (sometimes people didnt have perks or not all of them so ~2200 seems reasonable.

    I also assume that those percentages are supposed to add up to 400% (since there are 4 survivors). When you add them up you get ~320% and the missing percentages are non meta perks (another assumption)

  • @RobMeister88 said:

    Solo gen speed isn't a problem, it's the speed when two or more people work on it that's the problem. Instead of drastically cutting gen times with multiple people working on gens, it should only be 5% speed progression for each 2nd person on the gen. So 80 seconds for one person, around 75 for 2 people, around 64 for 3 people, and around 52 for 4 people. And nerf Prove Thyself to only a 5% bonus speed progression instead of 10%. It'd be more practical and balanced than just nerfing/buffing 1v1 aspects of chases which is apparently the only thing Devs think they need to balance around, when it's common knowledge that even if you down someone in 10 seconds, two gens can still pop off simultaneously.

    You are going all wrong about it. So you suggestion is to increase gen time when more than one person is doing same gen? Why would I ever do a gen with someone ever again? You suggestion would only speed up the gens since everyone would do their own gen.

    A better way to balance it would be to force survivors to do gens together. Which unfortunately means that you would have to double the amount of time spent on gens.

    1. Survivor: 160s

    2. Survivors: 80s

    3. Survivors: 60s

    4. Survivors: 40s

    Now this would only be balanced as long as gen time get shorter if survivors die. So each time a survivor dies gen time gets cut in half.

    1. Survivor: 80s

    2. Survivors: 40s

    3. Survivors: 20s ... etc.

    Unfortunately again alot of perks would have to be changed or reworked. If this change would be too strong you would have to buff survivors in other way or adjust gen speeds.

  • @USELESS said:

    Just realized that, bhvr want to nerf tool boxes but it's more a buff than a nerf since they will use more add ons to increase charges and eficiency. Same thing when they nerfed decisive strike, now survivors have 1-2mins free to do anything.

    Because if they overall nerfed it. Nobody would run it... Do you run useless addons on killer? No I wonder why...

    As for DS in my games at least every second game someone tunnels me. Now tell me how is DS unfair?

  • What your fix does is turn it from anti tunnel perk that can be abused by survivors to antitunnel perk that can be abused by killers...

    With the killers i am facing i can already see what they would do if that were implemented. Either just slug or slug down someone and then rehook the first survivor.

  • Personally I think that Sprint Burst, Dead Hard and Head On are the best exhaustion perks right now. Sprint Burst being the best.

    While lithe may be worth taking you have to remember that in order for it to work you need windows if there arent any nearby you wont use it (a bit map dependent).

    Balanced landing on the other hand is so situational that i wouldnt put it on unless i know which map i am going to. (Heavily map dependant) Plus killer can apply an exhaustion before you get use it...

  • I usually run iron will, so if i dont get a heal i just do something else. If i have medkit or if i find one or if someone wants to heal me i do that,

  • @NullEXE said:

    https://forum.deadbydaylight.com/en/discussion/comment/1130613#Comment_1130613

    It's just a waste of a perk slot for something that isn't as useful as other Perks. Med-kit's are more than fast enough at healing yourself, and healing others base speed is more than enough time already. When you could be using that slot for perks that extend your survival and other's instead.

    It counters mangled.

  • @NullEXE said:

    BK requires too much from you. Med-kit's are better used on yourself than others, because it's faster than self care, and inner strength (if you include the time it takes to complete a totem). Also more readily available than inner strength. As a perk BK gives you very little. It incrases speeds to healing - that's it. When perks that are designed to extend chases save you and others so much more. WMI is alright as a perk to save people, but it's still time your taking sitting infront of the hook healing someone, or running after them to heal them. When in most cases when you unhook someone the killer is on it's way immediatly, and many times he's not too far away if he's good and predicted when a survivor would be making the save. Borrwed Time is better in that situation. Taking Decisive Strike for yourself is better in that situation as well.

    So in ending. Borrowed Time is better than We'll Make It, and Botany Knowledge in regards to saving people off hook. Med-Kit's are better for healing yourself than healing others.

    Well while yes, but i could argue that key is way better item in comparison to medkit... BK gives you 33% efficiency which bumps 36 charges into 3 heals, 48 into 4 and 60 over 5.

  • @Heartbound said:

    Real pros run them both with Autodiadact and when you get that skill check with negative progression stop healing them, tea bag and run off.

    I never run more than one of them. Especially with autodidact since you want to heal slowly to build up stacks.

  • Before new tome is released. 😉

  • @MrPenguin said:

    https://forum.deadbydaylight.com/en/discussion/comment/1127371#Comment_1127371

    they tried making camping impossible and survivors abused it, so blame them for that one. We could try another way but it would have to hurt the survivors as well or else they'll abuse it. Maybe block all gens until the survivor is saved? Nope camping becomes a problem. The killer objective is to kill survivors, unless you make a faster way than tunneling to kill them you will be punishing the killer for doing what they are supposed to do. Alternatively you could reward the killer by not tunneling (no not BP, not a perk, something in every game). I'm not saying we can't do these things, but fundamental changes will be needed to balance it out.

    If you want to punish the killer for doing what they are supposed to do, then lets do the same for survivors. They can no longer gen rush, once one gen starts getting worked on the rest are blocked. No thats ridiculous, as is this suggestion to make it literally impossible to do use effective tactics to do your objective because "But I don't like it".

    https://forum.deadbydaylight.com/en/discussion/comment/1127390#Comment_1127390

    These are too many things for one perk to cover and a lot of those can still be worked around by survivors pretty easily. If you don't like this version people already suggested having it turn off when a survivor touches a gen among other things. Camping and tunneling are not a "problem" they are strategies used by killers that have counters. You're basically saying "but what if the killer is tunneling two people" then that's not tunneling. There's only 4 people in a game, that's half the team. If you want them to go and hook each person 1 by 1 then you'll have to make other changes to give them the time to do that.

    The main problem is DS is too safe and easy to activate with how strong it is. Reduce the timer, rework the perk, change the conditions, do something, but I have not seen you suggest a way to change the perk so its not longer covering EVERYTHING and having survivors purposely put themselves in your way because they have DS up. I've done it, my friends have done it, the randoms have done it. DS needs a change.

    Then you add other perks on to it and it becomes a little crazy "Its ok I have deliverance up, alright I'll jump off right now when he takes two steps away and DS him when he downs me and unbreakablill if he leaves me, ok pop the last gen so I can adrenaline out and get healed, bye have a wonderful time!" Theres not much most killers can really do about this situation besides watch the survivors cheeks clap out the exit gates.

    Then we might aswell only add clause that if you work on gen it turns the DS off so survivors dont abuse it but keep it at 60sec so killers dont abuse it.

1 … 6 7 8 9 10 … 13