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Joao_Bandicoot

Joao_Bandicoot

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Joao_Bandicoot
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  • @arslaN said:

    They removed it from doc so the will probably remove all of them eventually.

    To people defending them: It is stupid how a brown addon can make a perk completely useless. Either make them a lot more rare or make them skillful, like make it so that direct hits with clown's bottles give exhaustion, stuff like that.

    Trapper's brown add-on bag is a huge deal on a low rarity is it too strong because is cheap/common ? Skillful as hitting your ability on a chase? Or you think that isn't as skillful as hitting E ? Rarity in this game isn't an issue or should be used to balance, old prayer beads on Iri would be just as BS, both add-ons for "almost insta-saw" Billy are green or lower making them 7000 BP would be fine?

    Also trying to argue about skillful interactions on powers/add-ons for Killers is just unbelievable, Instant Heal was a thing which need 2 button presses (still does but the effect was reduced) and that wasn't changed because of the unskillfulness of the add-on.

  • @MiktheSpik said:

    Im gonna stop you right there. Because i noticed a few like completely arguement destroying contradictions in what you said that complete disproves itself. So im gonna start small and just suggest that if the game is THAT bad. Just leave. You mentioned having fun in lots of other games. Go play them its fine. But to go onto a public podium, lie and attempt to spread the lies. Thats just BS man, theres no reason to just lie and try and spread that. You seem to have some wild ego defending delusions your clinging to. Which again. Not my business dont care, now youre free to ask me to right a rival paragraph. But if you do. Im gonna really put a stopper in what you said.

    Could you please show me where he lies on this post ?

  • The truth is other player doesn't push your buttons so (technically) DC'S can't be blamed on others, I don't think it's the fairest thing but still is under the TOS so in the meantime try to spend time with other things like already mentioned here.

  • @Adriang14 said:

    Omg Kurapika confimed

    I imagined the mori with the pinky finger chain and it sound awesome, shame it's only in our dreams.

  • @evil_one_74 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1088422#Comment_1088422

    Only if they're douchebag survivors. The senior players will know that they are going against a weak killer, and go easy on them, so that they also can learn, and have a good game experience..

    These same senior Survivors know about the high ranked killer they are bringing so what is the deal ?

  • You don't see it and most people report for wrong reasons (Looping, Tunneling, Slugging, Gen Rush, etc) so the wait time is increased.

  • @ClickyClicky said:

    Its often in the last 20 seconds or so of DS that you get picked up. Might as well just ask for it to be removed once you hook another survivor. This would be a large benefit to campers.

    As for BT awful. I use Inner Strength. Theres no guarantee that perk will be active when I need it. 20 seconds is not enough time to find a totem and destroy it and then heal in a locker. Nor is it enough time to find another survivor to heal you.

    DH is the only one there that has potential. Removing the speed burst would stop it from being a free pallet/vault.

    About BT- the effect of deep wound would be implemented on this "critical state" so isn't just 20 seconds you can run to prevent from going down.

  • @Waffleyumboy said:

    To be fair the killer did misplay...they could've gotten their kill still if they didn't greed the DS from the Kate. Even after that, the killer still had a chance at looking for the unhooker. This video makes sense to me: playing bad/brainless = bad results. Simple, no?

    Isn't holding W with DS activated a "brainless" play but it gave a good result ? I kinda want to agree with you but that part was a little off.

  • From a console point of view it would help a lot, with Steam you can check profiles (even though you can set it to private) way more easily then with PS4 and at least when I was playing, about 80+% of profiles were private. So you can't see/ask for confirmation of SWF and is just guessing from the experience.

    Also, if the reasoning is this BS about remembering the names of groups to dodge after that is completely irrelevant. I would remember names of some survivors then encounter them later with or without this, mostly because I played (almost) 50/50 so one survivor who I face will almost certainly be my teammate on the next round.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1073828#Comment_1073828

    2 survivors tag teaming gens after 80 seconds: 1.8 gens done

    2 survivors solo genning after 80 seconds: > 2 gens done

    Super unfair and too fast right? Could you explain why to me?

    2 Survivors tag teaming gens after 80 seconds after the 4 minutes mark (when devs said 3-4 gens would already be completed): 1 gen and exit gate open/99%;

    2 survivors solo genning after 80 seconds: 1 gen completed and 80 seconds wasted on one of this survivors.

  • David has WGLF so it was one of my first too, but the original crew has some good perks for the start (Sprint Burst, Self Care, Iron Will, Prove Thyself) the safest bet is probably Jake I guess.

  • @Waffleyumboy said:

    Small game with detective's hunch seems suboptimal.

    Are you some kind of Build inspector ? Even on a Meme build ? Let people use whatever they want, if I want to run No mither, Self care, Iron Will and Unbreakable I can and shouldn't be bothered by others.

    And @Auron471 I would bring a map with the add-on which shows the aura for every Survivor and use that 1 second before and then 1 after the totem is broken so others can see you are cleansing totems and (hopefully) won't cleanse before you.

  • The post has 3 pages and only five or so people responded the real question Coconut was asking. This really goes to show how hard (for the average person) it is to interpret posts on this forum.

  • And as a bunch of people already told you, if you want to be notified when you are exposed you should notify the killer when you're with: Endurance (Borrowed Time), Exhausted, Hasted, DS, Action Speed buff (Leader, Spine Chill, Resilience, No One Left Behind, etc.). I wouldn't mind having to expect ONE perk in exchange for not giving information to the Killer.

  • I'm pretty sure one of the devs on the Q&A stream said that all hexes notifies the Survivors as soon as they are affected by it. If affected by is getting downed by exposed then is consistent, if is getting the exposed status effect then is inconsistent.

    Having the example of Devour Hope which only notifies after the down and it needs to be like that, the consistent way is to inform the Survivors only after the down.

  • @ZoneDymo said:

    Ok, be honest with yourself OP.

    How often do you really come across squads like this vs squads you just 4k?

    I know im only a rank 5 killer atm but man are there many many many potato rank 1's I face (thanks matchmaking) and 4k against.

    Dont let 1 co-ordinated sweaty af squad like that throw you off, you cant reaaally do well against those unless you are good enough to slug and slug and slug some more and expect and punish the obvious Unbreakable they will be running.

    How often do you face Moris, Iridescent Head Huntress, Pinky finger Clown? I assume not that much but still think it should be addressed. Some of the excuses for not nerfing prayer beads was that it's a very rare add-on so it wasn't that common.

  • @megdonalds said:

    https://forum.deadbydaylight.com/en/discussion/comment/1054022#Comment_1054022

    No, it's called trap buffer and it's a feature. It was already in the game in the early dbd days and they just reintegrated it. McLean mentioned and explained that in a dev stream many months ago. Funny how people bring the pointless spaghetti code argument about things they don't know or don't understand.

    I've tried to find somewhere calling this out and was not successful, could you please show me some clip/video of him saying that ?

    PS: Sorry for bad English not a native speaker.

  • I've never been completely sure as to why Survivors get third person view so any change in that regard is good on my books.

  • @Rivyn said:

    https://forum.deadbydaylight.com/en/discussion/comment/1055385#Comment_1055385

    https://us.v-cdn.net/6030815/uploads/041/K4E0T5YN3SZH.gif

    To the OP, that would be an interesting idea for a Hex. Tying Gens to totems by themselves wouldn't fly, but a Hex with a similar effect? That would be interesting.

    I would prefer a base game fix than another band-aid fix through DLC perks.

  • Imagine obtaining a random Mori because you hooked on a special hook. If keys are comparable to Moris (which a vast majority here thinks) that would be the equivalent of you randomly finding a key on chest.

  • At the very least change the Survivor one to a double pip, still would be harder on killer but more comparable.

  • The Tome I didn't hunt for a possible future Killer? Like a woman who seduces and kills men for their money or something like that ?

  • One idea is having fluctuating Gen times. All 4 alive means great time (maybe 100 seconds each) each death reduces the time by 10/15/20 seconds (don't have exact numbers that's job for the balance team).

  • @gatsby said:

    https://forum.deadbydaylight.com/en/discussion/comment/1050264#Comment_1050264

    I'm talking about when a survivor purposely or accidentally dies in the struggle phase when they still could've easily been saved

    If he is on struggle phase he have been downed two times or was on hook for more than 60 seconds. I personally don't think that situation is considered an instant loss for the remaining survivors.

  • 20/30 seconds for a down + about 10 seconds to pickup/hook all that stuff + 120 seconds to go through 2 phases of sacrifice = 150/160 seconds;

    Each generator takes 80 seconds on default (solo, no toolbox);

    3 people on separate gens = 3 gens on first 80 seconds + about 10/15 seconds to find the gen is 90/95 seconds to get 3 gens.

    Now that 3 gens are complete two of you can get the same gen and it goes by on 44 + the previous time = 99 seconds.

    The two of you can search for totems as the last one gets the gen. He has about 15 seconds of spare time before the Survivor on hook dies.

    For me seems plenty of time if the Survivors team play optimally.

  • @[Deleted User] said:

    Why are we necroing a thread over 500 days old?

    So I'm not the only one who saw it too. I don't get it some old discussions just appeared on the first pages of General Discussions.

  • @Oicimau said:

    Imagine Argentina x Brazil. OMG the worse racist offenses come from spanish talking countries in South America against brazilians.

    But, i think the language barriers and toxic talking arent enough to not make a voice comm in the game. Maybe, just have the option to turn it off and dont hear anyone...

    My idea of Voice Comm is like in other games where you listen to other players as much as close they are. Like IRL. And the killer? He listens just a noise. So ppl talking will call attention. Someone listening music will be like a easy pray to locate.

    Than you must talk only when needed, and only gonna be listened by close players.

    And if someone is boring, just go away. LOL

    Man, that would be really painful imagine making just one "mistake" (just doing something different than what others wanted) and be blasted with "Brasileiro de merd*!" "Macaco sujo" or something among those lines.

  • @Infinity_Bored said:

    https://forum.deadbydaylight.com/en/discussion/comment/1047793#Comment_1047793

    We got it. Everyone that isn't your opinion has to be really bad and has to learn to play. May be you should learn to tolerate or simply grow up.

    I made my point more than clear. Time will tell if my feeling was right or if im just really bad.

    Maybe Clown should be severely nerfed then, you can hold his bottles (the Killer Power) and walk around with full speed for as long as you want. Sounds really busted from that perspective.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/1047289#Comment_1047289

    I understand the frustration, but to say that it's because we're favouring one side over the other in spite of clear evidence that we aren't is something completely different. It's purely based on how hard the bugs are to fix.

    To give an example:

    • Decisive Strike doesn't work.
    • Each time it's reported, it's against the Doctor.
    • Each time it's reported, the survivor gets a madness skill check.

    From that alone, you can narrow it down to madness skill checks very quickly, making it easy to figure out what's causing it and fix it.

    Likewise, some can be more difficult to reproduce, such as the sound issue:

    • Sometimes a survivor does not make sounds when injured or down.
    • This happens against any killer, with any build on any map.
    • There is no consistent way to make this happen.

    Figuring out what exactly is causing this issue takes more investigation, so a fix is naturally going to take longer. (For the record, we are actively investigating this one right now.)

    That last bit saying you guys acknowledge and are indeed working on it feels really good.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/1047206#Comment_1047206

    It's basically just a cop out to discredit what we say, there's not really any truth to it. There's a bunch of people here who play on a regular basis, and there's other people who don't play much (someone like an artist doesn't need to play at a high level to make nice art, for example). Anyone who has a say in balance is well versed in the game, though.

    I'd love to believe you on that but sometimes the balance team don't really show all this "well versed in the game" side (just some examples to help me express) like when flashlights/pallets time were "changed" to work at anytime in some old patch, when Nemesis and DW interaction was literally old Legion.

    Even though looking on the overall the Devs actually are you know doing a great job... so far.

  • Unfortunately you couldn't show the match in question but analysing the game you showed us both parties made a bunch of mistakes, some of them could be worked on for your own improvement but as you get more experience on the game you will notice some misplays here and there.

    A great start is watching every match to see what you could do better, only worth if you try to play this game seriously.

    Just some examples of improvement: aim just a little bit higher than you were throwing (comes with practice and can always improve) helps with not hitting structures/windows;

    Since you don't swipe your axe when you throw a hatchet doing M2 -> M1 can be faster in some situations (knowing when to throw or hit with melee also comes with experience and map knowledge);

    Whispers is absolutely great on her but, at least in my opinion, BBQ complement greatly because of far away tracking other than this two perks try not to run multiple perks on tracking and experiment other areas like Sloppy Butcher, Corrupt Intervention, Nurse's Calling and Shadowborn (I don't know if you own any of this perks but I recommend you to get them).

    TLDR: Use the gameplay you record to learn how to improve in order to become more prepared on the games where Survivors try to Gen rush.

  • @OverdoseT said:

    Hello

    I got a question too.

    How will this work with SWF Teams?

    Search the game on the average hidden skill level of the Team ?

    I was just about to type this it really does bring some questions on how they will function.

  • @ClickyClicky said:

    Oh boy here we go.

    Current ranks are messed up no doubt about it. The new rank reset has put allowed all the potatoes into red ranks. Meanwhile old rank reset did have plenty of toxic 4000hour tbaggers at green ranks who just didn’t play that much.

    I’d like to believe this system will be better I really would. However I forsee myself getting put with potatoes, dying with no gens done then being put with more potatoes resulting in a neverending spiral until I end up at the bottom of matchmaking with the rank 20s who go an entire trial without even touching a gen.

    I’d like to know exactly what they’re counting as a win and what they’re using to determine skill.

    The catch is exactly that: they aren't judging if you win or lose rather if you did well or not. I assume that if you did a great job but the others don't then you "won" and they "lose".

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/1040269#Comment_1040269

    Give you the achievements, if you don't already have them. Otherwise it's just for bragging rights for the time being.

    Wait you guys were getting achievements ? (This comment was made by the Console community)

  • I'm surprised MoM was not mentioned as the majority of them think the nerf was unjustified.

  • @feechima said:

    https://forum.deadbydaylight.com/en/discussion/comment/1030819#Comment_1030819

    Agreed. The problem with slowdown perks is that the devs never intended for them to be stacked 3 in a game on top of add ons like what you have with forever Freddy. Killer mains can thank their fellow players for that. Same thing with bnp getting nerfed a while back. They did not create the ultra rare add on for 4 survivors to equip and rush gens like crazy. Abusing the system so consistently brings about change. Good or bad depends on perspective of the player.

    I agree with your justification, but I sincerely would love to hear from the Devs that at least they tried to think about why stacking slowdowns (perks/add-ons) was such important to a vast majority of the killer community.

  • @survivormain1105 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1029874#Comment_1029874

    I didnt say the ruin change effected survivors in skill or any change any way. They changed ruin because of the fact that it was used by killers to apply pressure for them. Not really by the killer player.

    And where did it say that it was changed solely on survivors not able to hit skill checks?

    I encourage you to look the developer update about Doc Rework and Ruin. If you can show me that they don't say something among the lines of "It feels frustrating to play against ruin because X, Y and Z" then you totally have a point.


  • @Goat_Worship said:

    Lightweight and monstrous shrine are literally garbage. Even for a stealth or basement build.

    The idea of the thread is to relax and make fun of the many others threads about OP perks.

  • How does the Survivors skill and play style became better with this Ruin change? The post about the reasons behind the change literally say "Survivors feeling frustrating to play when not hitting Ruin skill check".

  • @TheLegendDyl4n1 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1028696#Comment_1028696

    ok sorry, i meant freddy's lullaby, i never said huntresses, since she has a terror radius, but i feel it should not go off of terror radius, but meters away from the killer, for both borrowed time and object of obsession.

    I know you don't want that, but recently BHVR approach is to fix anything inconsistent so if one Lullaby is affected the others should be as well.

    For BT working on meters though if done correctly with a middle ground between the standard (32 TR meters) and the lower ones (10/16/24 TR meters). If the conditions to proc BT are standard for any Killer the overall balance of the perk could be looked at more easily.

  • Just wanna point out something: Huntress's Lullaby is 40 meters and if BT worked on her Lullaby would be really dumb, you definitely don't need BT to proc from a 40 meters away Killer.

  • @Peanits said:

    You'd apply pressure the same way you would as any killer. It's not exclusive a select few.

    To give an example, say you have one on the hook, you slugged a second that went for the save, and then you left and found a third survivor to chase. That's three people not on generators, and the hooked survivor will die if they don't go for the save. This isn't an extremely uncommon scenario. Even assuming you don't have somebody slugged, you can have one hooked, one in chase, and a third going for the save, leaving only one person on a generator.

    Pressure does not mean only chases.

    Well, even though I can see your point on being able to apply pressure on Survivors by getting hook and chases on separate parts of the map forcing the other Survivors to go rescue, this only works if they let it.

    I always remember one match where I was playing Trapper on some of the Coldwind maps (almost certain was Rotten Fields or Fractured Cowshed) and was doing really good getting traps on important places while keeping some gens until this happens: I chase one for about 30 seconds and down him, hook on one side of the map, get one other Survivor on a trap on the other side of the map, get there and hook him and as I was walking back to patrolling 2 gens pop on the same time.

    The match was a 3 man escape after that and I was there standing, trying to figure out what I could do to apply more pressure while still playing fair and all.

  • Could be like Medkit changes: nerf one little thing to put 20 buffs.

  • Mostly what Aven_Fallen said, the "us vs them" mentality can blind some of the information for you.

    Even though I have to say the "Survivor-sided Devs" saying is getting a lot of credit from recent posts/streams. Focusing on frustrating parts of gameplay is a good tactics but I don't recall anything about this on the Killer side (at least within these 4 or 5 months).

  • @BigFudge said:

    "Ruin must stay a hex perk because when combined with perks like Surveillance it synergises too well, would be too strong and thus not fair".

    Erm-

    https://us.v-cdn.net/6030815/uploads/295/YA1FFASFPOVC.jpg

    The build itself might be weak be I see the point your making and I kind of agree.

    A better version of Perk combinations could be: Spine Chill, Resilience and Iron Will (forth perk could be anything). This has some really good synergies like way too fast vaults and/or action speed, but negates one of its drawbacks with Iron Will

  • I remember COWS doing a video not too long ago related to that so maybe it influenced some survivors.

  • @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1020154#Comment_1020154

    And yet rank 1 killers used to have to wait ages because they ranked up faster than survivors, event though at the time they were all saying “sUrvIvoR iZ 2 ez to RaNk up”.

    Killer mains often have a bias that stops them from seeing the big picture.

    As killer you can 2p almost every game at low ranks because its so easy. As survivor its harder to 2 pip because that depends on new killers being able to get hooks, pressure the map, not camp etc

    Things can turn around at red ranks but at low ranks from 10-16 as he mentioned it is far easier to rank up as killer

    You don't 2-pip as often, but you almost never de-pip or even black-pip. Killers easily rank up to 12 and then start to get a little more challenging. Survivors take a little while to rank up to 12 because a win most of the time is 1-pip but after that the difference between pip requirements for Survivor and Killer gets really big. In the Red ranks with the highest requirements to pip up Killers need 14/15 to pip and 16 to 2 pip (haven't played in a while so my memory isn't that fresh) which translates to nothing less than gold and at least one iridescent emblem, as for Survivors you can get one silver (Die in a Trial after some amount of minutes, I guess is 7 minutes) and still pip up.

  • @xEa said:

    ...  getting crushed by survivors? I dont understand it. Even i, a mediocre killer gets more 4Ks then anything else.

    This was a red rank game. After looping the trapper for almost 3 gens (he gave up), a teammate gets downed like within 10 seconds. Since apparently nobody tried to safe her, i went in for the trade.

    https://www.youtube.com/watch?v=tSdF3TZ_sUs

    Keep in mind.. this is red rank, and therefore, these ppl should be the best.

    BHVR, i said it before i know, but please. FIX the ranking system. Make it HARD, so we dont have to deal with actual rank 20s that somehow grinded to rank 1.

    So... a problem with the Ranking system doesn't invalidate the complain of the Killers. Just cause the game puts boosted Survivors in your lobby the game is not "balanced", when you verse the real red rank survivors the match is most likely a stomp on the Killer.

  • @xEa said:

    I mean there was a time, when ranking up was really hard, you had to have a perfect game to get pip.

    Just make it, that you need 16 Points for Double pip, 15-14 for single, 13-11 is black, and everything below 10 is depip.

    Isn't this the way it goes for Killers ?

  • @PapiQuentin_ said:

    I find it hilarious how all of you are complaining about this "exploit"

    No one had a problem with the old hook tech but as soon as the old one got removed and this one got found out every killer main starts to ######### and whine in this thread.

    I'm not saying anymore on this matter. Have a good discussion all

    Was the Legion double blade exploit great in any form ? Absolutely no, and it was rightfully fixed as soon as possible. The trapped in basement bug also was treated fairly quickly. Why would an obvious error like this "tech" be fine because it has counters ?

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