JoaoVanBlizzard
JoaoVanBlizzard
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3479849#Comment_3479849
SWF don't need this to 'abuse' Head On. They already know who's in which locker.
True, in this case I'm in favor of the buff, if you want to create a topic with the idea, I'll vote with pleasure ^^
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3479212#Comment_3479212
A better addition to Head On is to show the aura of the locker you're in to other survivors.
I already thought about this idea, but I didn't want to comment on it because despite making the perk more useful, I was afraid that there would be SWF that could abuse their use.
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@JdoHybrid428 said:
Those are pretty good, especially the saboteur one. Should have been implemented years ago. Not to familiar with all the killer perks so I can't speak on them much.
Thanks for the feedback, I was also surprised that the devs didn't change the saboteur's cooldown system even after the perk received two buffs, I even have ideas to improve other perks, but I preferred to give simple suggestions, which would be easier for the devs to adjust and not make them too strong
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@JdoHybrid428 said:
That's actually a solid perk idea. Weak by itself but I could see them tacking it onto either dead hard or inner healing. Surprise they haven't done it already.
With the deception perk it could be useful too, because during the chase you could see where there are lockers to distract the killer
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@FilthyLegionRevival said:
Pff- "grappling hook"
No need, it was fine, thanks for feedback
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@tubalcane said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3470012#Comment_3470012
I can agree with your first statement. I think the MMR is busted right now. Hard to go up against people with thousands of hours.
I think that because I'm a less experienced player I end up suffering with low MMR, because mainly in the season of passes and events, many players who stopped playing come back and their MMR drops, sometimes I face super strong Nurses, but they are actually veteran players who haven't played for a long time
This is just my opinion, but I don't see any reason why a Killer player needs to drop his MMR just because he stopped playing for a while, his experience can be gained in a short time, besides he can remember things playing against bots, maybe that's why the game seems to favor killers in my games
I know that this problem wouldn't be solved just by nerfing "Lethal pursue", recently they nerfed "prove yourself" and I thought it was fair, the beginning of the game is the hardest part of a killer, I wanted it to have a perk that when you hit a surv, the exit gates would close, to punish those funny people who are still giving t-bag at the exit gate, or create a new exit system
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@CammyChameleon said:
For those of you who haven't seen this yet, if a survivor brings No Mither + Plot Twist, they can down themselves instantly at the start of the trial to get rid of corrupt and then pick themselves up.
With the new corrupt, you could go around and choose whether or not to end your corrupt early by downing someone, or continuing to go for other full health survivors, yet with plot twist it seems it create an unfair situation that cancels out one of the killers entire perk slot.
Perhaps it's time to just bring back old corrupt and make it the default 2 minutes. I wouldn't have a problem with this from either side. I think the change was back when the whole Killer buffs happened in general, but I don't see an issue with this revision.
Bringing the old corrupt is not a good idea, unfortunately there are strong killers who would take advantage of this, what you can do is disable the corrut only if the survivor falls due to blows caused by the killer
However, if a survivor is using two perks just to disable the corrupt, he is giving up two perk slots and still running the risk of the killer not even having corrupt in the build, that is, even why No Mither and Plot Twist are perks not worth using
It's the same thing as a survivor complaining why the Killer took the Whisper and No Way out perk to prevent the last living surv from fleeing the match, it even works, but the killer is giving up better resources
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@AngelOfHope2017 said:
Run Distortion. Problem solved.
you did not read the text correctly, I wrote that I use it, the problem is that if there is a surv close to me the killer finds me why does this surv run to my side for the killer to take me down, see if you read it right before commenting by favor
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@tubalcane said:
So you need it to be even easier for survivors? Whoa, a whopping few second increase for Lethal Pursuer. There's lots of unfun stuff for killers too while we're talking about unfun - like limitless pallets and endless loops. Start nerfing some of those, then we'll start nerfing mediocre killer perks.
Please be honest, the game is only easy for survivors who play in SWF or who have many hours of gameplay, myself when I play my matches are very few that I manage to escape alive, and in most of them the killer ends up doing 4kills, sometimes I need to use "left behind "or "sole survivor " because it's hard to complete all the generators because the killers drop the survs very quickly
If you think differently, then sell me that DBD that you play where the survs are strong, because what I play is only the killers that win in most matches
but I'm sure that even if this killer perk was nerfed it wouldn't be useless, even because the function of tracking survivors would be maintained, if you don't want to understand, please excuse me, you're being inconsistent
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@HarryRugby19 said:
Sorry, will never ever agree with this while a perk exists that completely destroys the perk for killer. Enough said, run distortion if you're worried about it.
What are you complaining about? the devs nerfed the locker safe and the fact of burning killers with the flashlight being that they could use Lightborn, instead of using the perk, the same happened with the healing circle boon, they made a perk to destroy the toten, you have perks for that , but you only build slow gens,
I use distortion in all my matches, but that's not up to me, there's almost always a surv close to me and he keeps running and the killer ends up finding me by their tracks, it's even one of the reasons I asked for this nerf
And it's not even a nerf that will make that much difference to the killers, because they still have the two-second bonus that they usually use in the knight perk and in the barbecue, it just prevents killers like nurse and blight from getting a hit right away of the match, killers like trapper, myers, pig, bubba for example if the perk is 9 or 5 seconds long it doesn't make any difference because they are slow, but for nurse and blight it is too strong for them that they don't even need it because they finish chases quickly
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It depends on the killer you're facing, it happens to me with the doctor after hitting me with the static blast, the strange thing is that I lose token after the effect wears off and not when I'm hit (as it should be)
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@Frogsplosion said:
Genrush meta would be unplayable for killers if lethal pursuer didn't exist.
If you are depending on a perk to win, then the problem is in adjusting the game, the perk is problematic, yes, I need to use distortion in every game I play, and on top of that I need to take care of another surv that does not have the perk me to chase
I totally agree that killers need to be stronger to face SWF, but what annoys me is that all the buffs that devs give to killers is just to beat players who are already weak, look at my case, just today out of eight matches that I played, only one came out alive, the others or only one survived, or it was 4 kills
If DBD is survivor sided as you say, then I was sold the wrong game, because in the games I play, the killer wins the most
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@Gandor said:
I think it's absolutely fair for Hubris to NOT be an exception. Every stun you can do will trigger hubris - even flashlight save or blast mine. I see exactly no reason why even pallets should be an exception. The perk is not that good as is.
you got it wrong, I mean the event pallets, because they are destroyed without the need for the killer to break them, so instead of the pallets serving to protect the surv, they become something for the surv to kill itself, it's more advantageous to take a hit from the killer than to use the event palettes
I don't want the perk nerfed, it is great on killers like Bubba, who suffers in loops and needs to charge the Chainsaw, I apologize for the misunderstanding, I was referring only to the event palettes and not the default game palettes
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I agree, and the advantages of the killers in the event shouldn't have, even more resolved, hehehe
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@I_CAME said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3313117#Comment_3313117
Will still be less. Just need to look at how low the Demogorgon pick rate for proof. Attrition will happen.
over time it is normal for him to appear less (although I think he appears little in the game already), besides, it is worth remembering that he is not the only camper in the game, although he is one of the strongest for that
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@Rulebreaker said:
....on the one hand good riddance to the camping lawnmowers, on the other we really don't want to see more things go... We're so torn...
Do you really think basement camping is going to end if Bubba leaves? it will only stop being sold if this rumor is true, but its camping problems depend on the Nerf of the devs, because there will still be a lot of people playing with it for a long time
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3292895#Comment_3292895
Basekit UB was going to be a thing because they were changing moris and didn’t want killers to down 4 people, mori one, then everybody dies like instantly. It had nothing to do with regular slugging.
But anyway, a lot of Killer players didn't like the idea, in your minds we have plenty of time to stay on the ground waiting for the game to end, we work, you know, but we want to play the game, I remember that when my time was tight i had to play no mither for the killer to hook me
The killers complain about anything that the devs nerf, I even understand that there are SWF and some of them are strong, but the problem is that those who are bad at us who play alone and there are a lot of killers who abuse the camp, tunnel and slugging, and they don't even need perk and add on for that
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@TDtheDoc said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3292891#Comment_3292891
It is part of the subject!The post complaining that killers play a certain way and use certain perks and strategy that survivors think is bad or toxic and behavior allows it,I just said killers can say the exact same thing!
The DBD has several problems to be solved, and your opinion is not helping to solve the problem of the topic, it doesn't help at all that you want to say that the killers abuse the camping, tunnel and slug (which on top of that are things that they don't even need training to use) while a lot of the things you mention about survs being toxic need training, like looping and flashlight save, by the way, the devs nerfed locker safe which was something hard to learn, why can't they nerf the tunnel that just press W to do? you didn't think about that, did you?
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@MaTtRoSiTy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3292704#Comment_3292704
I feel they need to punish tunnelling more somehow, as this is a dirty tactic that was rarely used years ago but is quite common now. Reducing DS stun to 3 seconds has effectively rendered that perk useless which does not help.
This DS nerf was a mistake, they made the perk unusable, but they didn't solve the killer tunneling problem, I had an idea that would be interesting to make the DS fair:
-he would have 5 seconds of stun
-would work in the end game
-Ds would not trigger on match if you go from injured to healed state
my idea would be that the ds would be useful when the killer was putting pressure to the point of surv not being able to heal, currently the ds is seen as an extra healing slot, I find it ridiculous for a player to surv several times in the boon totem for example and still have Ds, but it would still be useful against those killers who focus on wanting to take a player out of the game early on
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@FlameGNG said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3292699#Comment_3292699
Yea thats the thing... Its fun too because when i do meme bbuilds with meme killers and like secure the 2nd hook stage on someone they cry about camping... But deep down i know that i could play pain res nurse with double recharge and tunnel the crap out of a survivor and win 99% of the matches :D
It is kind of like you said the game allows them to be boring and it favors them so obviously they are gonna do it. At the end of the day everyone can play how they want...
for sure, see an example: we know that there are many killers that let the survs bleed to death on the ground without hooking precisely because the game allows this, however, the devs wanted to put the unbreakable as a base kit to try to end this and many killer player complained,
Now comes the question: are they complaining why they think this can minimize their strategy by reducing the cooperative part of the survs, or why they can no longer spend their time watching a surv die on the ground, that's the problem
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@TDtheDoc said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3292699#Comment_3292699
BHVR allows survivors to do toxic and boring stuff too.And they do a lot of both.
yes, but that is not part of the subject, if you want to complain about it, create a topic for it, and I will be happy to exchange ideas with you
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@NerfDHalready said:
this looks like a nerf eruption post in disguise, but it isn't a bug. jolt pain res and eruption all make gens explode no matter if they are regressing or not because they make them lose progress instantly. they make the gen regress afterwards if it already wasn't.
yes, I really think this kind of feature needs to be nerfed (and it's obvious that you're a main killer) but I would have made a more elaborate post about it, it could be a bug yes, but the devs didn't realize that, they have a lot of things they change because they only found out after a while, like the bamboosle nerf that no longer works on legion and Wesker's power
and no i don't think i'll play better as a surv if they nerf those things, i just think it's unfair for survs that play solo since they have to put up with a lot of strong slow gen perks
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@MaTtRoSiTy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3292247#Comment_3292247
I do exactly that; try to be the fun killer.
I NEVER run full slowdown builds, I never run NOED or annoying stuff like Franklin's or Eruption and I NEVER tunnel off hook or camp yet I win almost every match.
I try to play for fun more so than 'wins' as I no longer care to sweat to win and I wish more people did this as the game would be a lot more fun for both sides.
That being said, there are just some lobbies you are never going to have a fun game with and I try to just move on and not take it out on the next lot therefore perpetually repeating the cycle of toxicity
That's not the problem, but the game allows the killers to be too oppressive, I'm personally the type that thinks that in all games, players have to give their best to win, but in DBD that doesn't generate fair matches, being due to the asymmetric issue, or the bad planning of the perks, this is the fault of the devs and not the players, either survs or killers
to give you an idea, DBD is strong for survs as long as there are 4 survs alive, after one dies, it seems that the game totally favors the killer depending on the level of the players, the killers have tools to find generators, camp and tunnel without need training or perks,
while survs need training or perks to be able to deal with strong killers or slow gens, I still don't think players should limit their gameplay, as it gives the impression that the game is killer sided, but the game itself needs it create constraints to balance matches
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@FlameGNG said:
After the event has been released i just cant play survivor... Im playing with a friend who is new and obv he gets tunneled out every single match first i mean even when im bodyblocking or other teammates they just ignore them. ALL killers slug for the 4k too. I mean i've had games with 2 insta dcs and the killer still slugs xd.
Now i dont really care everyone can play how they want but i am a little curious if anyone else is seeing this trend? I mean i havent been slugged for a while in literally months (slugged as last survivor) ive had it twice today where they slug me for 4mins and i had one yesterday so something is up :D
The problem is not that killers are boring, but the game allows them to be boring, for example: a while ago I recommended that when a survivor was saved from the hook, the killer would take about 5 seconds to know that that survivor was saved, to give him a chance to hide and not be tunneled by the killer
At the time I was very criticized for having this idea, but killers like Nurse, blight, Hag, and demogorgon for example, are killers that can use tunnel even when far from the hook, just hear the signal of someone being saved and he simply goes back to tunnel the surv
Another problem is in relation to the DS, in addition to being nerfed, the skillcheck is very small, since the killers complained so much about the DS, the skillchecks could be bigger, they won't make a difference, also these perks should have other means of acquiring them. las, this game is too "pay to win"
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Eruption need nerf, dont have counter play , and are Very strong
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@MeltingPenguins said:
https://forum.deadbydaylight.com/en/discussion/comment/3277015#Comment_3277015
Honest question (this isn't meant as snark) but do you think people would be favourable of a six months release schedule interspliced by big cosmetic packs? Like that you'd get a chapter and then a themed cosmetic pack for all characters at that point for a chapter price, and then a chapter etc?
is that cosmetics are easier to make and sell well, a new chapter, there is programming work on ideas and concepts, and it's always a new experience for the devs, they create the ideas, but they don't program the bugs, not to mention the adaptations that need to do in the whole game
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@Jago said:
Tight timing, pressure because of working on other characters / licensed stuff that require more attention.
Or... The Knight is a crash test concept for Lady Dimitrescu & daughters.
Exactly, the devs brought a lot of cool stuff this year, project W and the birthday and Haloween events, and the Ghostface pass, I don't think there was enough time to give the knight too much attention
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@Clockwork_Enigma said:
I'm genuinely saddened by the state of the Knight. This is such a cool concept of a character and yet he clearly released unfinished, with all the bugs that weren't changed from PTB to how pitiful and unresponsive his current ability is to even how he doesn't have the same restricted vertical look angle as other Killers. And that's not even getting into all of his problems that I could list in the Feedback or Bug Report threads.
Why did you release him in this clearly unfinished state? I just want to know why.
I don't know if you work for a company, but every company has a deadline to deliver things, and there is not always time to do everything perfectly, but the deadline has to be met and that's why the knight was released even though it wasn't completely finished
The developers were very dedicated to bringing important content to the game this year (especially project W) I believe they preferred to dedicate themselves to this content, so they had less time to work with Knight
I've known companies that had a deadline to launch content and couldn't be late, for them it was preferable that the customer received the product on time and had to fix it later, than to deliver a product late and defective, that's unpleasant, but it's a way to keep deadlines up to date
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@fogdonkey said:
you can always just let the killer hook you...
there's this option too, but not everyone likes to keep doing that, because the idea in this case is to end a lost game soon, so we can play another game without wasting time
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@Babadook83 said:
Mostly seen in solo survivor matches. as if the experience isn't horrendous enough we have to play a match out when a selfish ######### decided to leave the game early.
Yes, I always thought the solo player experience was horrible, with the killer buff in the big patch things got even worse
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@SEREFKI said:
Im mostly talking as a survivor solo q player but at the end, DBD is a tic tac toe game where survivors are filling spaces somewhat blind.
a killer can choose 3 close gens from start and guard them, with that he ensures control over the game.
the killer can start the game normally but always paying attention to their desired gens, once 3-4 gens are done, he can closely guard the other 3 gens and hook survivors in the close area.
my proposal is so killers should not be able to see gens from the start of the game but unlock this ability once the killer hooks survivors 3 or 4 times.
this ensures the killer cant chose what gens to guard and make it a little fair for solo q players.
Yes, I also think that killers should not see the gens, especially if there were only 2 survs alive in the game, the game tends to favor survs when there are 4 alive, however, when there are only 2 it becomes impossible most of the time even playing, and the biggest reason is that just touch a gen and the killer is already in front of you because he knows where the gens are
Some killers like the Artist can be throwing crows at the gens just because they can see their aura, I find that disgusting
however, low mobility killers need this feature, they could classify this feature as killer base kit, some could see the aura of the gen from afar and others only up close, for the balance to be fairer
another idea I thought is that the killers could see the aura of the gens temporarily, after the time is up they can't but see it, and it could have a perk that allows you to see the aura of the gens always, like giving a buff to Tatica Zanchi from Oni adding this function for example
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/3230081#Comment_3230081
It doesn’t work like that. you don’t get to decide what’s cheating, otherwise people can just claim other intended specific game features as cheating as well.
it’s not cheating, end of it. This is not a matter of opinion.
that's your opinion...but it's not mine
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/3230068#Comment_3230068
Discord and voice chat in general is not considered cheating at all as confirmed by the devs. Please avoid spreading misinformation like this.
I consider cheating yes, but I didn't say that the devs condemn it, and I won't even say that it was forbidden to use, so stop getting things wrong
now that it discourages me to play for having this kind of accessibility in the game this is my opinion, will you want to send it in my opinion too?
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@_VTK_ said:
It's always the same, when someone comes and says "Hey, I have an easy solution for this hard problem" it doesn't work.
I agree with that, we can have the best idea in the world, there will always be someone criticizing it, maybe they are jealous of not having better ideas.
about the proposed idea, it could have native voice chat, yes, as long as there was an option to turn it off, and a chat system by pre-defined phrases would be great, this already has on mobile, I don't know why on pc it doesn't have it either
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@BendIt said:
Give all 4 survivors communications in game and then the other side / killers can be balanced around that.
Yes yes I love the solo experience but you know... friends will be friends causing the game to become imbalanced at the core.
Easy fix instead of shaking up the survivor meta by... making the survivors have the meta as base!?!?!
Making other changes to perks etc isn't balancing until you actually balance the game from the foundations
A problem that discourages me from playing dbd is that there is a lot of cheating in the game, people resort to external resources, the best known are crosshair, image filter, stretched screen (this one has already been fixed by the developers) and the best known, which is the discord (which is the subject you mention in this post), I personally think that all this should already be in the game natively, I don't know why the devs don't add it, but the native voice chat I'm kind of against the fact that it has people with bad behavior, but there could be an intuitive hud indicating what the survs are doing and pre-defined phrases for us to use to tell us what we are doing and what other survs can do
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@Bot_Salvo88 said:
That would work... if everyone spoke the same language.
could have a text chat with predefined phrases (which doesn't even have in the mobile version and a hud notifying if there's someone doing a generator or being chased by the killer, this already has for obsession, could have for all survs too
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@dbd900bach said:
I'm more so asking a question because I think it should be brought up. There's certain killers that struggle immensely because they lack any kind of mobility.
The Cannibal
The Trickster
The Clown
The Shape
There's probably a couple I missed. Then again some of these killers also have fairly weak powers which is more than half the issue.
But, I just want to know how they could be given a little bit of mobility to help with map pressure, yet not make them completely overbearing or accidentally make the chase unfair.
it would be interesting if the maps were self-adjusting according to the killer, if it is a low mobility killer like you mentioned, the maps would be smaller, so the map control becomes easier for them
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/3204390#Comment_3204390
The issue is that Deliverence has another restriction, you have to get a safe unhook. Meaning it's impossible for more than 3 survivors to use the perk in a trial. And it's still a one use perk due to it only working on first hook.
If Deliverence lost that restriction and everyone could just unhook themselves for free with the trade off of being broken, everyone would run the perk. Being broken is not a big deal as the trade off is you completely erased the pressure the killer had just built up.
This idea I gave was just an addition in case the unbreakable is really changed to basekit, I think the base kit version should leave the survs in a broken state so they don't heal completely so that the killers don't need to hit twice to knock them down again
I myself didn't really like this change in the basekit for both surv and mori, I think there would be other ways to solve the problem of unnecessary slugs of killers
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@C3Tooth said:
It would not work. If there are already 2-3 dying, one self pickup would instantly go for Gen. Because the other dying can self pickup.
I mean, if they're force to go to their dying teammate to pick them up like the old time, usually they will heal each other because they're already next to each together.
but that's part of the game, it's always been that way, I don't see a problem with that
I had this idea based on Adam's deliverence perk, this works perfectly in the perk, it would work here
there will always be people who don't understand or criticize ideas, even the idea of the devs themselves, people are dividing opinions, it's normal for this to happen
they could have solved it in a simpler way, that the uncreakble basekit would only work if it had 1 or 2 survs alive, i believe that if the killer takes down more than 2 survs it's his merit, the game doesn't need to give everything in the survs hands either
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@FrostySeal said:
I feel like people are freaking out about this change way too early, no one has even got a chance to test it yet people are already on their way to writing 400 forum posts claiming that BHVR only cares about the Survivor side. The funny thing is there have been so many examples of this happening in the past. One of the earliest examples I can think of off the top of my head is way back during the Oni PTB where Killers were freaking out about Any Means Necessary, talking about how it was gonna "destroy the game" and low and behold after a week the perk was (and still is) dead in the water. After that in the Silent Hill PTB people freaked out about Soul Guard, and like the last example after a week it was (and once again still is) dead in the water. In more recent times people have freaked out about all the Killer buffs in the 6.1.0 acting as if it would render survivor completely unplayable, and once again, despite some issues here and there with the update, the update turned out to be great for the game. There are also many other examples like Reassurance, Power Struggle, Lucky Break, Smash Hit, Boon: Exponential, Built to Last, and For the People. All of these perks received a ton of backlash the moment they were shown off, yet not long afterward people would calm down and realize that they weren't even that good. I feel like people need to give the changes at least a chance before they go flying off the handle and screaming at BHVR.
this has always been the case, no matter what idea people or devs have there will be a lot of people complaining about them, I personally think I had to finish the unnecessary slug, but there could be other ways to solve this, like holding a button to to bleed on the floor and die as soon as he realized that the game had nothing else to do
but any idea that people give (including the one I gave) will generate controversy, you will see more people criticizing than encouraging, the DBD community is like that (unfortunately) but the devs will certainly launch a test of the idea for the people test, I confess that I didn't like the idea of the mori, because it takes the fun out of the game, me playing surv I like to see that offering with a hidden mori to scare me more, but that will end =/
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@Pulsar said:
I know, I know. Controversial statement, but hear me out.
Because of the recent explosion of cheating (again), I think it's time we look at the DC penalty and evaluate it. As of right now, I don't think it's worth keeping in the game. Here's why.
The penalty doesn't actually stop or dissuade people from leaving the match. How many DC's do you see on a regular basis? For me, it's quite a few. How many people do you see give up on Hook? For me, it's a lot. Between the amount of people who just DC combined with the amount of people who suicide on hook, I'd say it's about equal to how it was prior to the DC penalty being added. If people want out of a game, they can't (and shouldn't) be forced to stay.
The penalty affects people who don't want to DC more than people who do DC. We all know the situation with cheaters and content creators right now. They are being forced to either DC and rack up penalties or to sit through a 2-hour hostage situation. Every time I see someone DC on Xbox and I look at their profile, they've either already shut off their Xbox (meaning that penalty is completely meaningless to them) or they've switched to another game, which also makes the penalty meaningless to them.
Now, you might say, "Well Pulsar, people would DC at the slightest inconvenience prior to the DC penalty, why would you want that back?" That's a great point. However, to counter it, I ask you to look around. Those people who DC'd before at the slightest inconvenience? They just kill themselves on hook, go AFK, purposefully seek out the Killer to throw the game or they DC. It's not really changed anything.
With the queue times being pretty good on both sides right now, the hacker situation and the general state of the game, I've come to believe that DC's penalties no longer make sense and that they are doing more harm than good. I'd rather be able to go next than to be stuck in a game where someone is cheating or if I suspect someone is cheating. I think it's worth testing it at least, thoughts?
What I think it could have was a voting system, if one surv gave DC in the match the other survs could vote for the match to end without being penalized, but being able to leave whenever you want I don't think it's a good idea.
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@Rogue11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3201822#Comment_3201822
Even MK doesn't automatically force you into a finisher. taking away player agency is never a good thing.
My opinion, I always thought that MK should have a condition to use fatalites, to give more honor to those who use them, in the case of DBD I like the current system, they didn't need to change the mori
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@Tricksters_Husband said:
Honestly, I dont even know how to start... Killer never was really appealing to me because its stressful, annoying and some challenges take ages to do. Moris really were the only reason I would play killers. It's a way to destress for me after a long day. Moris fill me with joy because they are fun to watch. It makes feel a lot more like I'm in a slasher movie than any other aspect of dbd.... but now that I have to actually try and get to the last survivor just ruins that for me. The last survivor can either DC which makes getting a mori a lot harder or even impossible. It really takes the joy of playing killer for me and even of playing survivor. I usually get super excited when I see that mori offering because theres a chance I dont have to watch my survivor get impaled by spider legs again. And dont get me started on those devour hope changes....
Really, whoever thought changing Moris to only one mori never played the game as a slasher fan... imagine watching a slasher movie where only the last person dies by the killers hand and the others just kinda die off screen. Its boring and unappealing.
I didn't like the idea either, in fact I like the mori system the way it is, when I see that there is mori in the match I start to feel a certain fear, and I love it, if you have mori base kit in every match, take it off the fun, mori don't need to have functions that are not cosmetic, but if they appear all the time it will end up making the games dull, repetitive and boring
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The problem is not the level of the players, high level players train a lot, so it's fair that they are rewarded with experience, both for the surv and killers side, the problem in my opinion is that there are a lot of high level people who use mechanics that aren't in the game, mainly communication in a game that wasn't made to play like this
One thing that I question a lot in the games I play solo is how honest it is, there are games where the killer can be wearing a crosshair, image filter, the other survs playing in communication with friends, and I alone can end up being abandoned by the team, sometimes they help me, but still many games end up unbalanced because of that
A killer player may have control of the match when facing random players, but now when they are playing in a team, communicating and with the right builds, the match is much more out of control.
What could we do? put the native mechanics in the game, like communication and crosshair and balance the game based on that? or ban the use of these features, which is what nobody wants? if anyone thinks that none of these features should be added to the game in the future, I wash my hands, it makes no sense to complain about this matter so
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@C3Tooth said:
I like ideas of perks that giving a little convenience like these, similar to Any mean with dropped pallets' aura
- Build to last should show locker's aura in 16m range if carry a depleted item
- Kinship should show buff icon to all other survivors like Kindred, but darken the icon, only brighten if the perk is activating
- Either Plunderer or Appraisal shows opened chest
I agree, I think that's cool too, a perk I thought about this is the "Bond" when there was no survivor in the aura reading range the perk icon was disabled, this would be interesting when you had a survivor behind you coming in your direction the icon would activate and you would realize that there was someone close even if you were not looking directly at him
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@hex_uwu said:
I actually think this is a good idea. Inner healing/strength is a free perk now and therefore one of the few perks new players will have unlocked. To us 1k+ hours players it may seem unnecessary but for them it might help them understand certain things better. It’s a harmless change and won’t become OP or anything at higher MMR.
Actually, I've had this idea for a while, but I didn't comment why the devs wouldn't want to waste time creating an aura reading for lockers to use this perk, but now that there is such aura reading for the dredge, they could take advantage and use it in this perk too
as I mentioned before, this function could be useful for those who are not used to using the perk too, sometimes I have it active and I don't remember going into wardrobes, but really, for newbies it would help a lot, since the perk is free as you quoted
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@RakimSockem said:
https://forum.deadbydaylight.com/en/discussion/comment/3194056#Comment_3194056
Except this idea is bad in any meta because the way skills checks work already is fine.
No feedback needs to be given because nothing needs to change and it's fine the way it is
this is your opinion but not mine
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@kizuati said:
https://forum.deadbydaylight.com/en/discussion/comment/3192530#Comment_3192530
please tell me how by
nerfing survivor sided maps
buffing underperforming killers
nerfing medkits
a weaker corrupt basekit
then just giving solo survivor a bit of SWF info and anti tunnel + nerfing nurse (the most broken thing in the game)
this is survivor sided. this thread is "addressing pain points for killer should have been done differently"
have you noticed that every subject that a main surv talks about the main killers already talk in "SWF"? and why are SWFs so commented on? probably because they can communicate by means that they don't have in the game, so the problem is not the SWF, but the use of resources that don't belong to the game, just as there are killer players who use crosshair on the hunter, there are people who uses image filter to see things more clearly in dark maps
In my opinion, the biggest problem with DBD is the mechanics that the guys use that don't belong to the game, I personally think the devs should put, native voice chat, crosshair option, and brightness option, and then analyze which side of players was most benefited or harmed and make adjustments
It's not just for us to blame the "SWF" and close our eyes to these problems that exist in the game, in the past there were people who used stretched screens, some did it to gain better FPS, but there were those who did it to have advantages in matches, so the devs solved it, now it is necessary to solve the problems that i mentioned
The buffs and nerfs that DBD receives ignores the guys who play in communication because this feature is not native to the game, that's why SWF will always be the strongest part of the game
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I don't care if the killers are strong, the problem is how boring doing survivor objectives, making generators slow and that killers can reset them quickly makes games a bore, Even worse when a survivor dies or from DC at the beginning of the game, it becomes almost impossible to complete all the generators, this game has a serious problem, it is advantageous for survivors only when the four are alive, now if the killer kills 2 and have 3 or 2 generators to finish, it's almost certain that a survivor will die so the matches get very repetitive and predictable in the most beginner and medium levels of the game
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@RakimSockem said:
https://forum.deadbydaylight.com/en/discussion/comment/3192911#Comment_3192911
If you posted to get ideas, you have to accept the fact that SOME of those ideas might be in opposition to yours.
Pretty much you're saying you want an echo chamber of people who only agree with you..... yea okay
It's not that I want people to agree with me, after all, I'm not the voice of the truth, but I see that people like to reject ideas more than approve them, when someone has a good idea, no one comments on anything, but to reject ideas lots of them appear, people should have a less hostile mindset, if the idea is bad, they can comment, but if the idea is good, I would like you to comment too
you have to admit that my idea is not bad, in old META it could work, just like I admit that in the current META where killers are thriving and many newbies coming to the game my idea can get in the way, but I commented on it to get the opinion yours