JoaoVanBlizzard
JoaoVanBlizzard
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@bm33 said:
https://forum.deadbydaylight.com/en/discussion/comment/3004197#Comment_3004197
This didn't seem to be a problem though during the Lunar New Year when people were collecting envelopes. In my matches during that people would collect the envelopes then play normal. Why use an event from years ago as excuse when you have a more recent event that worked out better that didn't punish survivors for getting camped/tunneled out?
I also don't think this happens because of an event, most players kill themselves on the hook or quit because they find the match unpleasant, regardless of whether it's an event or not, the players even having prizes in the matches they don't want to lose and don't stay if killing for that reason that was quoted
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@Peanits said:
To clarify really quick, you do not need to escape to get a mask, you just need to survive until an exit is available. If you die heroically to save a teammate at the end of the match, you'll still get it.
The main reason why this exists is due to our learnings from past events. When we didn't require people to stay in the match, people would do their event objective and purposefully die as soon as possible (looking at you, pustula plants). Not a huge deal at first, but after a day or two of people throwing matches the game becomes really unenjoyable. So while it is unfortunate that this condition makes it a little harder, it's necessary to not destroy gameplay for the entire event.
Thanks for answering, I still think it's unfair, because killers get masks without making any effort. then they take the masks they stay in AFK, or they leave all survs in slug, a suggestion I would make on the killers side is that for them to win the masks they need to close the hatch for example, to have a fair balance here
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I don't think legion is a problem, I bother more with his builds, thanatophobia is very annoying, because it makes the generators tedious for those who play alone like me, but legion itself I like its improvements
But if I were to nerf something in legion, it would just be the system of taking down survivors with power, an example would be: when legion could take down a surv in power, it couldn't jump through windows and pallets like a surv, but I don't I know if this would be necessary, I think it's cool to have strong killers even to prevent devs from just nerfing survs features or putting things that make the game more boring and annoying
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I don't think DH will be nerfed to the point of being unusable, DS nurse and spirit also had nerfs, and even so they are usable, I think it will have a nerf that prevents the perk from being abused, but i doubt that it stops being a good perk
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@Marigoria said:
People would switch to sprint burst, then people would complain about it instead.
this is normal, there are already people complaining about the 4% of hooks, if it depends on some players, they would want them to decrease to 3 survs in matches
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In my opinion, only CoH I think is too strong, the other boon perks I think are ok, it depends on how the killer deals with it, but one thing is for sure, the problem in this case is the speed at which a survivor can heal compared to while the killer can get a second hit (I'm not counting "save the best for last" in this situation),
I think CoH would be fair if it had a condition to activate this boon, for example: to activate a CoH boon, it would first need to heal a health state of another surv, so it would avoid having a Coh boon as soon as the match starts, making the perk to be more useful in the middle of the game and not in the beginning, relieving a little this pressure that the killer receives
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@GannTM said:
Alright so I came up with this idea from another game, but I feel like this can put the perk in a healthy spot without completely killing it. So basically, Valorant has a character named Jett where she has a dash ability that is pretty much a get out of jail free card in a bad situation without any planning ahead and it has caused a big unbalanced. In the next patch however, it’s about to get nerfed to where to use the ability, you first have to activate it and then you have 12 seconds to use it otherwise you lose the ability.
I was thinking Dead Hard can have the same treatment. Basically, while injured, the perk isn’t activated while running until you press E to activate it. Once it is activated, then you can press E again within a X second window (it doesn’t have to be 12 seconds) to use the benefit of the perk. If you don’t use it in that window, you become exhausted.
Your idea is very cool, however, I would make it situational and planable, and you can predict situations to activate DH with mind game, however,your idea is valid.
inspired by your idea I created one that might be interesting too:
-When you're injured and in chase,perk active for 20 seconds (time subject to adjustment)
-during this time you can use the skill by pressing the button to give the boost, after that time if you not using DH you will exhaust yourself
like, I thought like this: DH would be more useful for those who really need it , like, a person who plays well, she holds a killer for more than a minute while a baby survivor he sometimes falls in less than 20 seconds, so DH would be more useful to this type of player.
but I liked your idea, it can be a solution too
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2917381#Comment_2917381
How would you make vaulting slower for Lithe then? Exhaustion perk that requires vaulting, and you'd reduce the speed if you vault?.
Windows Of Opportunity servers a complete different need than Exhaustion perks.
Every situation has its risk, it's the same thing as asking how I would use the "dead hard " when I was healthy and exposed, or against an instantdown killer, and even then it's an exelent perk to the point of asking for nerf, the same thing it happens with Lithe, it has the right moments to use them, despite being far from the efficiency of DH or SB,
About the overcome, I hate this perk, against blight and instant down killers it is simply useless, and to finish to make matters worse, the only thing that would make me use it is with BT endurance the devs had the idea to remove this, I apologize to the devs, but they make ridiculous decisions like these
I think it's time for them to create a compatibility system for perks and add-ons so that we know what can be combined, there are perk and add ons that cannot be combined, but there is no notification or something that prevents us from using this together
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I don't like Trickster, it's not worthy of being a killer of this game, hehehe, jokes aside, I don't think this happens only with trickster, I see people disconnecting against any killer that tunnels and camping too much, but it's the first every time I see someone mentioning that K-pop causes DC in the crowd, logically it should attract the audience and not push them away, hehe
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Dead hard is not the game's problem, but this game favors exhaustion perks a lot, it would be more interesting if exhaustion had an extra effect on survs, such as reducing speed or interaction with windows and pallets, as well as adjusting the Bleeding
But I won't extend this subject and answer the question of the post: I like to use Kate's perk to see windows and pallets, it helps me to play without the help of DH, another perk that I like a lot is the head-on and the lithe,overcome I don't like it very much, because it's not with all killer that this perk works well
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Do you think I like being camped, tunneled or slugged? You're complaining about something that happens situationally while I have to put up with things that killers do almost all the time, there are other things you can complain about, like body block, survs that break hooks, use flashlights in closets, but complaining about the 4%, it's too much, even more so that the killer receives notification when someone leaves the hook, which I find ridiculous, don't be a crybaby please
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@gatsby said:
Ruin, Undying, Dead Man's Switch, Deadlock, Pain Resonance, No Way Out, Corrupt and Jolt are all viable right now depending on the Killer and the build.
We probably have the most variety in the Killer perk meta in years right now. More people should acknowledge this because its pretty rare that the Devs actually balance perks so there's competition between them.
A lot of people disagree with me (after all, I don't own the truth) but I think that the "No way out" perk since it was released I always found its activation inappropriate, I would prefer tokens to be given (up to a limit of 4) when the killer was stunned with pallets,because those who play well and can make hooks easily don't need this perk so much, and less skilled players suffer a lot with pallets and can't make so many hooks to make the perk useful, killers have a lot of hook perks and few counter perks, I think that at least for me is missing
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@Foxy_Teltac said:
Yeah yeah another CoH post, but I just wanna chime in and shoot my ideas out here, I don't even have too huge of an issue with the perk anyway
Idea 1:
Circle of Healing heals at 75% speed and allows for self-heals, the perk has 4 tokens, a token is lost with every heal, once the tokens are gone, the effects of CoH go null and require a reblessing of the totem, each reblessing takes 4 more seconds than the last to a maximum of 28 seconds
Idea 2:
Circle of Healing heals with a 100% bonus with no self heals
Idea 3:
Circle of Healing allows for self-heals, with no speed bonus to others
I think it'd obvious to see which idea is the most fleshed out here, what are your thoughts?
Actually I think the problem with meta perks like CoH is that there should be a condition to be able to be used, for example, the totem can only be blessed when it heals a life state of another surv (like the perk sond wind do steve),
in the case of CoH it would be interesting, because if the killer hits someone and that person runs away, even if he has the CoH perk, he won't be able to use it if he hasn't healed someone before
many meta perks could be balanced if they had conditions of use, for example, would dead hard be strong if to activate it, you needed to save someone from the hook first? the advantage for the killer is that before he hooks someone he doesn't have to worry about DH
But it's worth remembering that I'm just giving examples, the Mettle of man, before the nerf you didn't depend on anyone to activate the perk, now you need to have a wounded surv, this nerfed the perk a lot, although in this case it was too much, there were ways best to nerf her
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, I see this happen mainly with Nemesis and the Artist
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It's not just in lerry, I've seen this bug happen on other maps, sometimes I cause stun, the killer makes the stun sound and doesn't stay in stun, at first I thought I was listening too much, but I realized which is really a bug, sometimes the killer passes in front of the closet I get out of it and he doesn't stun and still catches me later
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It's just that if you feel uncomfortable with the flashlights why don't you use the lightborn perk? she's there for you to avoid flashlights, if it really bothers you you'll have to give up a perk slot, it's the same thing as me complaining about noed and not wanting to use perk to find totems
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i also don't like thanatophobia, ruin, resonance of pain, and i have to learn to deal with it, you need to learn to deal with boons too
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@FrostyEyesSusie said:
"Oh neat, a down! I'll just go place the guy on my scourge hook and get my earned gen regress- Oh of course, we'll there goes my scourge hook ahaha... Should have know better than to queue up for killer in the first place I guess."
a surv could break the hook or give flashlight save, smart of you, huh
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Sobrevivente:
Título do benefício: Acordo benevolente
A entidade parece querer que você trabalhe para ela sem morrer tão cedo.
-No início do Trial, o perk ficará ativo por 50/60/70 segundos, durante este tempo, se um sobrevivente for colocado no "estado de morte", a entidade irá capitá-lo antes do assassino, e colocá-lo dentro uma gaiola em algum lugar no mapa (algo semelhante à gaiola de cabeça de pirâmide).
-Se o assassino se aproximar da jaula ele irá para outro lugar,
-gaiolas desse tipo no primeiro estágio permitem que o sobrevivente escape com 4% de chance, assim como os ganchos, eles marcam o assassino como se tivessem fisgado ou sacrificado os sobreviventes
-Ser salvo nesta gaiola ativa as vantagens que você está usando como ganchos normais, os sobreviventes salvos nesta gaiola não alertam o assassino
Killer:
Scourge Hook: Road to the Hell
You like things at the best speed:
At the start of the Trial, 4 random Hooks are changed into Scourge Hooks:The Auras of Scourge Hooks are revealed to you in white.
Each time a Survivor is hooked on a Scourge Hook, the following effects apply:
-For 25/30/35 seconds you will have blood lust at level 1 , the increase in blood lust at level 2 and 3 will work normally, however while the perk effect lasts, whenever an action causes you to lose blood lust, it will just return to the level 1
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@Sakurra said:
https://forum.deadbydaylight.com/en/discussion/comment/2884637#Comment_2884637
I'm sure in low MMR it might be "broken" as they say because newbies are altruistic (they will try to save because they have no experience) and with your idea perk killers can't abuse it anymore.
but the perk is for time, if the time runs out they lose the perk, it's like the "corrupt intervention", it only works at the beginning of the game, and even if the killer knocks the surv down he will get a hook from that surv, say that the perk is broken is something for those who never developed a game (yes I developed indies games and studied the idea) and I say that this perk is far from being meta like dead hard or decisive strike
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@Sakurra said:
https://forum.deadbydaylight.com/en/discussion/comment/2884320#Comment_2884320
Lmao. "Broken" 🤣🤣🤣
hehehe, true, as if the DBD had nothing broken, right? I agree with you
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@Icaurs said:
Not a great perk idea, but good intentions. I think fixing camping/ tunnelling by changing game design is bad idea. New perks to tackle this issue is a far better solution.
The idea is not to do something grand, but to do something that encourages newbies to enjoy playing, if they got stuck on a hook at the beginning of the match 3 times in a row it stops playing, there are many perks in the game that I'm sure if I had given their idea a lot of people would disagree, so it would be nice to have a test by the devs
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@Bwsted said:
It would be a brokenly unbalanced perk.
I appreciate the intention. But this would be game breaking.
And beside that, the habit to band-aid design flaws through perk should be left for good.
I disagree, you're thinking in a hasty way, it would be interesting to have a ptb testing this perk, I studied it a lot and saw that it doesn't break anything like you say
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@SuzuKR said:
Ah yes, immediately punish any downs in the first 70 seconds by making the killer unable to do anything with placement of the survivor they just downed. No.
but he'll get a hook, it won't be bad for him
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@Huge_Bush said:
https://forum.deadbydaylight.com/en/discussion/comment/2874290#Comment_2874290
Yea, I agree, but they have to do something to incentivize killers to go for chases rather than camp and tunnel that doesn't feel like it'll lose them the game. I stopped playing killer because it wasn't fun for me to tunnel people (or get bullied by a toxic group), and it just felt like I had to in a lot of the matches. Now survivors just getting stale with the rampant tunneling or proxy camping ( I don't see many face campers unless I make the killer whiff a lot, that seems to piss them off) and I am actually considering taking a long break from the game. It's not like I'll miss much, the last several chapters just felt like the same ole same old.
I thought of an anti camping perk for beginners, I believe this is one of the best ideas to avoid camping without harming the killer too much
At the start of the Trial, the perk will be active for 50/60/70 seconds, during this time, if a survivor is placed in the "dying state", the entity will capirate them before the killer, and place them inside a cage somewhere on the map (something similar to pyramid head cage).
-If the killer approaches the cage it will go to another place,
-cages of this type in the first stage allow the surv to escape with a 4% chance, just like hooks, they score the assassin as if they hooked or sacrificed the survs
-being saved in this cage activate perks you are using as normal hooks,survivors saved in this cage do not alert the killer
-The idea of this perk is more for beginner players who end up getting caught by assassins at the beginning of the game, and can't play anymore because they end up being camped and tunneled, but at the same time I wanted to do something that wouldn't harm the killer for having had the merit of having knocked someone down at the beginning of the match.
-I don't think this perk is used by high level players because they would prefer to make flashlight saves, or even sabotage hooks, besides they take a long time to fall into a chase, and until they drop the perk time is over, for beginners it would be great because they fall faster and could use the perk to avoid being blocked from playing
-I saw a similar idea in Identity V, only when the planter is knocked down it looked like it was coming out of a coffin away from the killer, I don't know how this skill works because I played this game a little, but I found this idea interesting, and I wanted to do something similar but with some DBD changes
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@Faulds said:
What do you think about those tests? Did you get a better experience than usual? Worse? No different?
I would say the first three days felt good but not the last ones. What i dislike about the basic mmr system is that my solo q experience is different from my killer experience: when i play killer i have solid survivor teams... but not in solo q.
With the mmr tests, my killer experience didn't change much (except that when i lost... it wasn't a complete defeat with two hooks: it was a real good match). My solo q survivor experience changed drastically, and i got better teammates that could handle the killer (even strong ones). So, when my team lost, it wasn't a four man at five gen defeat... it felt as a real good match.
I think they did good with those tests and i hope that they'll implement some of it in the future. What about you?
For me, the problem is not just the MMr, but the structure of the game, I still keep being put on the hook by a Blight and he tunnels me when I am saved, I keep taking camp, and certainly if I play killer I will have problems with loops and pallets.
I think the imbalance weighs more because of the lack of resources that improve the players' experience
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The idea I thought I could come up with was a perk that punishes camping at the beginning of the game, what would it be like? for a time limit if you were put on the hook the killer camped the hook would burst and stun and blind the killer, but the way i think the perk would be kind of like a "corrupt intervention" to prevent a survivor from being prevented from not be able to play right at the beginning of the match
For example: the perk is active for 70 seconds from the beginning of the trial, during this time the killer cannot camp a surv, like, I agree that the camp is necessary during the game, but at the beginning of the game it doesn't make much sense a killer campar, if he's doing well at the beginning of the game
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@Huge_Bush said:
https://forum.deadbydaylight.com/en/discussion/comment/2874133#Comment_2874133
I used to get mad at killers and blame their skill level every they camped and tunneled, but I've come to the realization that this is the game and the blame solely lies on the devs for being too afraid to go back to the drawing board and improve the games core mechanics rather than band-aid the game through the use of perks. Things will change, eventually, when frustrated players (of both roles) move on to other games.
there is a reason for this fear, if they create a native anti camping they would need to nerf the survs gameplay, and that could make the game a bit dull, nowadays it seems that the meta is the long chases, that's why they created a lot of perks of generator delays, which honestly is making it more and more boring to fix generators
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I don't like camping, but I understand that killers do it because of the difficulty of catching a surv, but there are people who do it to troll players, as well as those who leave survs on the ground to die, but I think there should be a perk anti camping, I'm sure not everyone would use it, but there should be
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I don't think Blight needs Nerf (although I think he's a great tunneler), The problem is that MMr who is distributing the matches poorly, I see a lot of people leaving the lobby, so people of different levels end up joining because of that , What often makes killers seem stronger than they really are.
Survs have a lot of resources and perks to deal with killers (although I miss an in-game communication chat) I think the time is to buff the other killers that are weak and not nerf the stronger ones
About the Alchemist's ring, I don't know if it needs to be nerfed, but they could increase its rarity
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2859175#Comment_2859175
Guess by that logic hatch shouldn’t exist either.
So you saying if a killer hooks someone, say during EGC they are to leave the hook? If not, they are playing “unfairly”?
I don't think the killer is playing unfairly, what I mean is that this game has structures that simply compromise the fun of a game, I don't think anything wrong with a killer wanting to camp and tunnel after chasing a survivor for a long time, he wants to make sure his effort is rewarded, I think it's super fair.
The problem is when a killer has instant down or catches a surv right at the beginning of the game and keeps camping him until he dies and he can't do anything to get out of there or be saved, but contrary to what a lot of people say, I don't think it's wrong for the killer to do that, after all, the game is allowing it, and that's where things would need to be fixed
I still think the best idea was to increase 1% luck every second the killer was close to the surv giving him a chance to get off the hook by himself, if the killer wants to tunnel him later, so be it, survs who don't like it can use ds and unbreakble afterwards
I also know that there are many things that favor survs, and even when I play surv I don't like it, like the circle of healing for example (this detonates with M1's killers) but that's a subject for another topic, here we are are commenting on a solution to avoid abusive camping, but we know that many killer and survs things need to be fixed
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@Anthony15 said:
Everyone that plays killer knows how frustrating that the survivors can hold their sprint with no punishment and make it to a pallet. So what if the survivors can run but for a short period amount of time. I think survivors can hold their sprint for 45 seconds, if they run longer than 45 seconds they will be hindered and exhausted for 10 seconds, but they can't run if they what to loose the hindered and recover their exhausted. This would solve the holding sprint problem and making survivors think more carefully if they want to use their exhaust perk.
Your idea is interesting, but you're using it the wrong way, what I already thought would be a maintenance in the injured state, for example, when injured the speed of the survs would be 3.8 (except for No mither) if I had a stamina it could influence the speed reduction when jumping windows and dropping pallets, a problem that this game has is that you seem to have more benefits injured than healed, a lot of things would require testing by the Devs, there are many status effects that make no difference to survs, like the hemorrhage could make the pain groans louder, deep wound doesn't activate perks that would work wounded (like iron will and dead hard) things like that i miss in the game
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interesting, I already thought of this idea, but this encourages the killers' camping to be stronger, the game would need some adjustments for this to work well.
It's been a while since I thought of an idea to buff the mettle of man, without leaving him op, but because of the Circle of healing (which is killing the M1 killers) I prefer to wait to post my idea
but your idea would be good, it would make the perk more useful for sure, but the game in its current state this perk would be a little questionable, it would be nice if the devs released a ptb to see how community ideas would work in practice.
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/314896/penalty-for-hook-camping
BHVR has stated that camping is valid, but they also acknowledged that it is ruining a lot of the player experience and decidedly not fun.
But the thing is much bigger: most killers don't camp because they really enjoy the camping aspect, they camp because SBMM matches them with survivors who are too strong for them, too skillfull, too resourceful and who know how to loop them for eternity. Most killers, after an initial grace period of happy killing, will hit the wall of survivors true strength reality at full speed and suddenly feel like they can't get a foot back on the ground, not to speak from a solid stance, so they resort to the last method left to them: camping and tunneling.
So why am I writing all this? Because you can handle this in two ways: with the stick or with the carrot. Most people instinctively resort to the stick method, ie "I hate campers every other game! Punish them! Burn them!! PUUUUNISH!!!111"
But what would happen if you invent an effective punishment for camping and effectively take camping away from killers? All those not so hot killer players will suddenly have their last way of playing taken away from them, so even more will leave, and that in a time were Survivor ques during the evening are at a premium.
So my hot take: give killers the carrot. Make not-camping effective and worthwile. One of the best anti-camping perks in the game is Devour Hope: the killer gets massive rewarded for abandoning a hooked survivor and roam around the other part of the map. After a few undistrubed unhooks the killer gets a very cool reward with Exposed status, speed boosts and eventually moris. Sadly, we all know how durable Hex totems are: you either dedicate your whole build to them, or you can only use a very selected few totems, rendering all other dead weight.
But hear me out: give killers some sort of Devour Hope mechanic as base kit. Obviously not Exposed and moris, but let killers get a token of "Entities favor" each time a survivor is unhooked while they are 2% away and give them small bonuses with this token that counter the biggest gripe killers have these days: healing speed and gen repair speed.
Each token could give a 1.5% or 2% penalty to healing/gen repair speed, maybe throw in some bonus BP, too. This would give killers a strong incentive to not camp and also counter the dreaded "gen rushing, game over in 4min" complaint, ie drawing out the game in a meaningful way and giving every player ample opportunity to play the game.
sim, eu também acho que o problema do camping é que muitas vezes ele é vantajoso para determinados killers, teve uma vez que uma spirit campou 2 survs e eu e o dwight fizemos todos os gens e fugimos e ignoramos o camping, resultado final foi que nós caimos de ranking,e pontumaos poucos , certamente ela ganharia pontos com barbecue.
Once I made a post that divided opinions, the idea was that "Barbecue and Chilli" would only give tokens while no survivors were sacrificed or killed (if the surv of this DC the killer would continue to earn tokens), then the idea was to prevent the killer from who wanted to farm blood point not just focus on the same surv, forcing to avoid camping and tunnel on these occasions, even because it's a perk used by lower level players
I remember that I thought the old mori was disgusting, because the killers, knowing they wouldn't gain PP, used barbecue to farm blood point, while the survs besides losing PP didn't gain almost any blood point, it was really unfair, that kind of advantages unfair that should end up in the game
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@DyingWish92 said:
No this does not work. Camping is needed at endgame a lot for killers or when survivors are swarming a hooked survivor.
I disagree, you're saying that the killer can camp in the end because he played badly the entire game, I don't think that's fair, even because when you have 2 durvs alive in the game, it's almost impossible to complete the gens and both leave the game alive, and if the killer closes the hatch the chances of the surv escaping alive is even lower, but he (or the team) was certainly not good enough to escape alive, it's the same thing with the killer, using facecamp to justify a match bad is the same thing as saying you're too lazy to train the game
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@Starrseed said:
https://forum.deadbydaylight.com/en/discussion/comment/2857833#Comment_2857833
Was already testet got abused by Survivors and got scrapt. Sadly bhvr said many times that often anti face camp ideas get scrapt because sooner or later survs find a way to abuse it
Yes, DBD has this defect where you fix one thing and ruin the other, it's like hatch, after it's been nerfed it's almost impossible for two survs to escape the match alive, the ideal was that with each dead surv the gens would get faster to fix, but this is a subject for another topic, I just wanted to use it as an example, but back to the main subject:
The biggest problems of face camp are: killers that have instant down, catch, only one survivor can take another one off the hook, I would find it interesting if 2 survivors could take the one that is hooked at the same time, the removal could be faster and there would be 3 survs outside of generators, another problem is that the killer has a lot of generator delay tools, he can camp and do 2 or more kills without problems
Another idea that I thought would be the best in my opinion, was a buff on the "Slippery Meat" perk, so that when the killer stayed too long (about 10 seconds for example) near the hook, luck would start to increase by 1% every second , so that the surv itself tries to loosen up, a perk with this function would be better, so it would separate people who bother to take facecamp from those who don't care about it
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I think the devs should have taken a map that already exists in the game and changed the color and setting to generate a map for sadako by placing a well, and as time goes by making adjustments to make it different, it would save time and give it a go with time, Shelter Woods as mentioned could receive a variation with another coloring and with the well, and with time receiving unique reworks
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I think he could disable boom totems, and break barricades, and I approve of the idea of some who think he might have clothes of his own.
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The problem I have with the nurse are two, the MMr imbalance, and the perks she can use, one thing I think about her is that the Hits she gives after her blinks shouldn't work like an M1 real until she enters fatigue, I think it's ridiculous that she uses the blink and can take down a surv exposed being that blows like Pig's ambush, the demogorgon's jump, the power of the blight for example, don't drop in the exposed, another thing is that she I shouldn't go through walls when using a blink from far away, but the biggest problem for me is the mmr and not necessarily the nurse
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I think he is very annoying and unpleasant to face him and he is not strong, it would be better if he were stronger, but fun to face him
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What I think it could have is that if the surv was camped on the first hook and the killer was close to this surv he wouldn't enter the struggle , like , time would stop, and for each completed generator it would be boosted too, that would force the killer to come off the hook even though they had generator delay perk
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I'm against disconnect ban for many reasons, but it's very disadvantageous for a surv to quit right at the beginning of the game, in which case there could be a vote between survs to give up the game without taking a ban when someone disconnects, what I think is wrong is that the ban time increases with each disconnect, I think it should always be 5 minutes, I didn't need to increase that time.
I also think there should be a ban for anyone who leaves the lobby, there are a lot of people who do this and in addition to taking a long time to start the game, this makes the game put players of unbalanced levels, people could only leave the lobby if the connection was yellow or red and not whenever they want
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@Starrseed said:
https://forum.deadbydaylight.com/en/discussion/314875/more-killer-choices-for-tutorial-bot-mode
I feel you worst thing is trying out a new killer and getting good survivor with an attitude. But they already state that they don't plan to do something because it would mean a huge load of work because the bots are only programmer to face trapper and no else so they would need to advence the programming every time a new killer comes out
but they could create a practice lobby and let a surv run around, it wouldn't have to be a full match, that wouldn't be work to do
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@Thusly_Boned said:
https://forum.deadbydaylight.com/en/discussion/comment/2837239#Comment_2837239
As a survivor, Corrupt doesn't bother me much. Gen blocked? Find another one or do something else; scavenge chests, break bones, set boons, etc. It's not "stopping you from playing", that's just silly. As killer, unless you are a Trapper/Hag, the only thing to do is find/chase/down/kill. Survivors have plenty of busywork they can while corrupt ticks down.
Unless you think the only think you can do is gens? That sounds boring.
And yes, my point is totally valid. On larger maps for many killers perks like Corrupt are necessary, unless you are god tier. If you don't like that, rather than whinge about perks, maybe direct some criticism toward the root problem (gigantic and/or inconsistently sized maps) instead of the symptom.
true, i think deadman switch is much worse than corrupt, especially if it's Nurse and Artist
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I play surv, and in my opinion it's one of the fairest perks in the game, because it relieves the killer of a pressure, but without harming survs, besides being a one-time perk
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@psionic said:
What do you guys think if each survivor had a unique gesture? (like the 'pointing' and the 'follow me' gestures)
I believe it could make them feel more unique. I was thinking about some examples:
Jake - silence gesture
Claudette - mending gesture
Do you have any ideas?
good idea, this would give something unique to each surv. even if it's something that doesn't make that much difference, but it would be nice
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@konchok said:
https://forum.deadbydaylight.com/en/discussion/comment/2853685#Comment_2853685
She's easily countered. If you're having difficulty versing her run the following build. Boon - Circle of Healing, Spine Chill, Resilience, Dead hard and a brown medkit.
- Circle of Healing will give your team the ability to heal themselves
- Spine Chill will prevent you from getting snuck up on
- Resilience is to get generators done faster and while in a chase you can reliably use Spine Chill + Resilience to safely medium vault
- Dead Hard to protect you if you're caught out of position
You 99 percent your heal with CoH if you want to take advantage of Resilience on a generator and if you see spinechill activate you can then use a bit of the medkit to go full health. Even if you get caught unawares you'll be able to use Dead Hard in a tricky situation.
How to use video tapes: Use them all you want, you have no risk of getting condemned. You want to return your tape when you're almost at 4 bars of condemned. If you do your condemned will go down to zero. When you return a TV you turn off that TV, and you can usually turn off 1 or 2 more TVs safely. It's not even a time waste because you can do objectives like generators, healing, or unhooking while carrying the tape, if there's an objective along the way go ahead and do it. If you're full health and you're on death hook you can even let yourself get condemned to try to lure the Onryo off of a survivor that's being chased that's injured. If you're caught you'll die just like you would if you were caught , so if Onyro takes the bait this can easily win the game.
Thanks for the tips, I'll train this, about the perks, I don't like it very much from the idea of needing a build to be able to play a game decently, a problem that DBD has is that sometimes we need perk to have at least a comfortable game, the ideal was for the game to be playable even without perks (just like VHS is, making a comparison) and the perks give a little help, and not make the player win games, as happens in DBD
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I find her difficult to face (maybe because I play alone) and I always find her in my games, to me she seems strong, but I always see people saying she is weak, I think for the guys to find a strong killer he you have to blow up the map and kill all survs at the beginning of the game, heheheh, but swf and mmr must be the biggest obstacles for killers
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@ReikoMori said:
https://forum.deadbydaylight.com/en/discussion/comment/2844448#Comment_2844448
We actually have to have DC penalties in DBD as when we didn't have them people disconnected for the pettiest of reasons making games bad for everyone involved at an extremely high rate.
There are far too many players who will dc just because they dislike even seeing certain killers. It got to a point where it was messing up queue times as no one wants to play a game where they suddenly get stuck in a 3v1 because Meg has a tantrum at seeing a Nurse in the distance.
if the game is good, the guys won't be giving up the game all the time, dbd is broken, like since they nerfed the hatch whenever it has 2 survs and 3 gens, it's impossible to finish the gens for the 2 to try to escape, and the killer you just need to find one of them, leave one on the floor to pick up the other, the game ends up being overwhelming and stressful, and the game had to be fun, I think the game has to be more fun and less punishing
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@CharlieChatBox said:
If you don't want people to camp, then why can every killer instant down survivors when they attempt to unhook?
What gives me to understand is that when DBD was created, the devs wanted to give a horror experience to the game, which the killer after taking a surv he could do whatever he wanted, from putting it on the hook, even letting it die on the ground, kill with memento, or leave the surv on the hook and try to catch the others, I don't see problems in these rules, the real problem is that there are killers that can knock you down at the beginning of the game or grab you in generator or interrupting you from save others, and this ends up causing survs disgust because when they are caught they just can't do anything, and when they get off the hook they risk being caught again.
That's why after a while, perks like unbreakable, DS, BT, MoM started to appear, to give survs more chances not to die right away in the match, but the killers understood this as a way to help survs to win matches, but in fact this happened with the experience that many players received over time and it was this mess we have today
What surprises me is that they never created an anti-camper or anti-catch perk that was actually effective.