Judgement
Judgement
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I'm pretty sure the existence of the 62-fps lock is because of skill checks being easy to do because of high FPS.
So I don't think you should try. It's not gonna kill you playing the game below 62 fps anyway. -
@Dwight_Confusion said:
I'm currently rank 3 and I owned a 3 swf team 1 solo todaySo git gud kiddo
"Yo, I got a 4k with one disconnect, one bleedout and one Mori just yesterday with The Legion even though every other game I played as him were 3-man and 4-man escapes at Rank 2-7. If anything this Killer should be nerfed."
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In a way, looking away from Survivors to prevent chases from being initiated is as much an exploit as Survivors running in front of an AFK Killer to trigger a chase and farm the points.
In both cases it comes down to the fact that running in Killer FoV = chase, and running not in Killer FoV = not chase.
Even if you're mid-chase, the game will decide, even if you're actively chasing or being chased, that the chase has 'ended' just because they were outside of your line of sight or stopped running for just long enough that it counts as a 'chase lost/escaped', or because they were too far away for the game to register it - that alone can turn some window loops into infinites on slower Killers because windows will only be blocked if vaulted three times in a chase, not if a Survivor is spam-vaulting it outside of a chase.
What BHVR should do is make it so that if a chase is initiated by running while in the Killer's FoV, it will not end unless the Terror Radius is escaped or a Survivor is x metres away from the Killer, under some conditions.
My idea is as follows;
Chase Start - Survivor sprints while in Killer line of sight, or Killer hits Survivor.
Conditions to keep chase - Survivor still sprinting while within 16 metres of the Killer.
Chase Lost - Survivor stops sprinting for 5 seconds while outside of Killer line of sight, or Survivor travels beyond 16 metres of the Killer.So basically the chase is started as normal and the only way to lose the chase is to stop sprinting for a few seconds while outside of the Killer's line of sight (ie, Killer moonwalking), or the Killer immediately loses the chase if a Survivor goes beyond 16 metres or something.
I originally thought 'beyond Terror Radius' but then Monitor & Abuse would work on Legion to circumvent it, so I decided to make it a static distance.
Then again, this '16 metres' range thing would be sporadic when it comes to Nurse - she would basically instantly Iridescent her Chaser and Survivors' Boldness due to the distance they can make from her while she's fatigued.My idea seemed good to me off the top of my head, but now that I've explained it there seems to be a few problems with it. Maybe BHVR can take ideas and change the Chase mechanic altogether with it.
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@redsopine01 said:
You realize mpro ones are like 60k no right thoese ones should always stay solo or half them so you get 6 a day so get the max pointsSee;
@Judgement said:
Note; I just took all these rites images from Google Images. My 'rewards' values, and the 'this or that' challenges were chosen and paired at random. -
@Digwiid said:
If you time your lunges absolutely perfectly during frenzy you get slightly further than if you just ran behind people. This distance won't really make a difference in most cases so it's more of a Legion tech imo than anything else.You know, I actually figured out when I was less than 50 hours into the game that if you put on Unrelenting and spam lunges, you can catch up to Survivors faster than you would if you didn't. If not, then it at least gives you a second chance at getting a (potentially) guaranteed attack on your next lunge if you miss the first one.
I don't know for certain though as I haven't used Unrelenting ever since, and I'm now nearly 500 hours into the game. This is just by memory and old recordings that I deleted months ago, so I don't know if it was actually true or not.
That being said, this same thing might be true for the Legion with their no-cooldown Frenzy lunges. -
@MyNamePete said:
@Tsulan said:
MyNamePete said:are you serious?
if you hate BT THAT much, then why not run counters for it? Or maybe just countering it?
Borrowed time activates in the terror radius, run perks that affect this or just get away from the hook.
Just wait out the 15 seconds endurance or just hit them twice.
Not to mention it literally just got nerfed...
It got buffed tho...
So you call decreasing the timer by 5 seconds on each level a buff?
It runs on the Deep Wounds mechanic now so the timer doesn't run down during a chase.
That definitely makes it last far longer than 5 seconds. -
There's already Autodidact, Pharmacy, Aftercare, Self-Care, Botany Knowledge, every other Survivor perk that does things for healing.
What else could you possibly add in terms of perks that are any different to how any of these function? -
Which would mean more people will buy Auric Cells = ez money.Boss said:@Incarnate said:
In my opinion they should remove the shrine and just make every perk accessible in the store, but only purchasable with shards... Why? Because with the amount of perks in rotation and with many new coming in, it's very likely that people will either miss or have to wait a very long time before the perks come up in the rotation.That would put cosmetics far far FAR behind in IS purchases.
No reason for BHVR to not do this. -
Now that Darkness Among Us has released to the live build, I thought it suitable to bring this thread back as there are much more discussions now regarding The Legion's weakness and how to buff them.
I still believe this may be one of the best ways to make Legion much stronger and actually a force to be reckoned with. -
There's no Frosty Eyes on any of the new Killers on PC.
Clown, Spirit, and Legion - none have Frosty Eyes.
Legion did have Frosty Eyes during the PTB, I don't remember if any of the other Killers did, but Legion definitely did on the PTB.
Though seeing as they didn't release all four members of The Legion, I'm not even surprised.But to be fair, they may be making Frosty Eyes cosmetics for all four members too, so I won't jump to the 'laziness' conclusion.
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@Doc_W__HOLLIDAY said:
Judgement said:@Doc_W__HOLLIDAY said:
I rather like the intro cinematic. Just skip it before it comes on.
Read my post again.
I cannot skip it before it comes on, because the game overloads my CPU and stops responding so I can't.
That being said, if you like it you can find it on YouTube. I highly doubt you watch it every single time you boot up the game.
I'm forced to watch it every single time I boot up the game because the new engine makes the cinematic overload my CPU, making me unable to skip it.
That's my bad, I didn't read the whole post :P try putting a TL;DR somewhere in there. Anyway, sorry bout the bad luck! Hopefully there will be a fix for that!
No worries, I understand that. Same happens to me all the time.
I'll edit a TL;DR into my post. -
@Boss said:
Okay, your reason for its removal is because it has a crash bug.
Shouldn't you request a fix?
Cause then you can just skip it like usual again.It's not a crash bug, the game stops responding but it still goes on until the cinematic finishes. It's because it stops responding that it won't register as the active window and thus I can't skip the cinematic.
There's no crash, just an unskippable cutscene that hinders my PC in every other regard while it goes on. -
@Doc_W__HOLLIDAY said:
I rather like the intro cinematic. Just skip it before it comes on.Read my post again.
I cannot skip it before it comes on, because the game overloads my CPU and stops responding so I can't.
Also, the thing where it shows the devs of the game, the engine, and the years and stuff of the game's copyright? Those count as the cinematic, as I've skipped them before when I used to play on console.
That being said, if you like it you can find it on YouTube. I highly doubt you watch it every single time you boot up the game.
I'm forced to watch it every single time I boot up the game because the new engine makes the cinematic overload my CPU, making me unable to skip it. -
@CL4P_TRAP_ER said:
I just tried it out. What the f. It actually works....why...You can use Object in lockers and the killer can't see you.
Welp, time to play Civ until that's fixed.
Well that's ridiculous, even for BHVR.
This needs to be brought to the devs' attention real fast. -
Made a post of my own about this back in late June. I'll link it here so you guys can read it if you want. It's a bit different to this idea, but still the same kind of thing.
I'd love for this to be implemented into the game actually.
https://forum.deadbydaylight.com/en/discussion/4812/struggle-should-be-automatic-and-stopped-on-a-button-press -
@Nickenzie said:
Judgement said:I actually really like all of these, bar only PWYF.
Play With Your Food seems to be kind of useless to me as you only get at maximum 5% movement speed and the perk's existence can be negated by a Survivor deciding to suicide on hook in the middle of the game. The best it'd do is make 110% Killers as fast as 115% Killers until a Survivor dies, and it would completely lose its utility in Infinite Tombstone Shape and make it nearly impossible to get Evil Incarnate, implying it isn't hard enough already.
5% movement speed until a Survivor dies isn't really worth a perk slot in my opinion.
I love your idea of the Pain status effect, and Doomed looks solid as well, so long as it doesn't innately give Survivors the Exposed effect either.
I always thought that your idea for Pain should be applied to the Broken status effect and No Mither be buffed as a result to make it so a Survivor with No Mither makes no pain sounds whatsoever, so that the injured noise increase only applies when Survivors are afflicted by Broken as in due to Deliverance. But it is still a very good status effect.
Doomed could not possibly be named any more perfect. You know when a status effect in a game says 'doomed', you're in for the ass-kicking of a lifetime. Take Final Fantasy, Kingdom Hearts, and some other games inspired by that series for example - Doom is nearly always 'kill this enemy before time runs out or die instantly'. In Dead By Daylight it's 'if you fall, you die'.
But like I said, I only agree with Doomed if it does not automatically cause the affected Survivor to go down in one hit as if they've been Exposed.
Besides all that, these perk ideas look awesome.
PWYF doesn't deactivate when a survivor dies, it only deactivates when you sacrifice a survivor. Additionally, the 5% movement speed increase and 25% interaction speed increase is actually a lot. Imagine Myers with 40% vaulting speed increase with his own speed increase in vault speed. Crazy stuff.
Ah, I might have misread or not fully read PWYF, my bad.
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I actually really like all of these, bar only PWYF.
Play With Your Food seems to be kind of useless to me as you only get at maximum 5% movement speed and the perk's existence can be negated by a Survivor deciding to suicide on hook in the middle of the game. The best it'd do is make 110% Killers as fast as 115% Killers until a Survivor dies, and it would completely lose its utility in Infinite Tombstone Shape and make it nearly impossible to get Evil Incarnate, implying it isn't hard enough already.
5% movement speed until a Survivor dies isn't really worth a perk slot in my opinion.I love your idea of the Pain status effect, and Doomed looks solid as well, so long as it doesn't innately give Survivors the Exposed effect either.
I always thought that your idea for Pain should be applied to the Broken status effect and No Mither be buffed as a result to make it so a Survivor with No Mither makes no pain sounds whatsoever, so that the injured noise increase only applies when Survivors are afflicted by Broken as in due to Deliverance. But it is still a very good status effect.
Doomed could not possibly be named any more perfect. You know when a status effect in a game says 'doomed', you're in for the ass-kicking of a lifetime. Take Final Fantasy, Kingdom Hearts, and some other games inspired by that series for example - Doom is nearly always 'kill this enemy before time runs out or die instantly'. In Dead By Daylight it's 'if you fall, you die'.
But like I said, I only agree with Doomed if it does not automatically cause the affected Survivor to go down in one hit as if they've been Exposed.Besides all that, these perk ideas look awesome.
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I used to main Dwight because when I first got the game I didn't care much for playing Survivor - just pick the first guy and go.
Plus he was 'that guy' like I was, and we both need glasses too lmao.
Now I have Dwight at P1 Level 50 and my Adam at Level 50.
I learned after 400-ish hours that there's no point in prestiging anybody. Learned the hard way, mind you, when I lost my awesome Doctor build and have yet to get even Distressing Tier 1 even though he's at Level 48-ish now.
I prefer Adam because he's so quiet, even when injured, and purchased his dark green coat cosmetic so I blend in a lot better. I can't stand playing as Claudette because she sounds like a dog on death's door whenever she's injured and it's so god damn annoying.
I also so happen to have that misfortune where I have the Killer right on my ass like a heat-seeking missile as soon as the game starts in half the matches I'm in, and if he doesn't then he comes after me after chasing another Survivor for a while. In either case, I would be injured most of the match, having to listen to that annoying whimper all god damned game.TL;DR, Claudette sounds like a dying animal when she's injured and it's loud and annoying which is why I don't play as her.
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Apparently the reason why they removed 'Vote Down' was because when posts reached a certain Vote Down threshold, they'd be hidden from the forums entirely or something.
I made a post a while ago, joking about 'bring back Vote Down' because I got the 100 LOLs badge or something because LOL replaced Vote Down.
I found my post (link to it here) and this was a comment made by Peanits:@Peanits said:
Downvotes also had other things tied to them that we could not get rid of (e.g. after a certain threshold of downvotes is met, the post would be hidden).If you disagree with someone, it just makes more sense to state why you disagree with them, or upvote a post that says what you want to say. These are forums, after all, not a polling place. I'd rather see people say why they disagree with someone rather than just saying that they disagree.
That was why they removed it - they couldn't change what Vote Down did to posts on the Forums.
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If I remember correctly the last time they asked the community to make ideas, Decisive Strike happened.
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With their ideas of changing matchmaking it seems like dedicated servers are becoming more of a possibility.
I wouldn’t hold my breath though. -
I was actually thinking about making a post for buffing The Spirit with this same kind of idea, in that she should be able to move at 115% when her power is fully charged, to allow the Killer to make a choice between committing to an M1 chase or mindgaming with the power and becoming slowed as a result of using it.
It makes sense considering when the power's depleted you could call the Killer 'fatigued' and as a result they'd be slowed down until they fully recover and then can run at full speed. -
@Orion said:
@Judgement said:
Oh yeah lmao sorry I was awake for 5 minutes when I made that post.
Survivors can easily heal Deep Wounds and the progress bar isn’t depleted when they’re struck again or when the action is cancelled. They should do what their original idea for Self-Care was do mending must be 100% in one go without stopping.
The bleedout bar doesn’t deplete when in a chase or mending. It should go down at least half-speed during chases, right?
That and The Legion move at 110%, which makes them susceptible to looping. According to others in the forums, 110% makes Killers have to take four times longer to catch Survivors, IIRC.
That about right?Note that apart from the movement speed, every other problem boils down to the Deep Wound mechanic. 110% would be a perfectly acceptable movement speed if the Deep Wound mechanic were actually dangerous to Survivors. The Huntress also moves at 110%, but her hatchets are actually dangerous (when used properly). Deep Wound is just non-threatening to the Survivors, if not actively harmful to the Legion, and therein lies the problem.
I haven't done the math on how much longer it'd take a 110% Killer to catch a Survivor relative to a 115% Killer, so I won't comment.
Agreed on all your points about Deep Wounds. Nice use of the Huntress as an example.
You're right, Deep Wounds really is non-threatening. The fact that Legion can whack every Survivor in a few seconds doesn't matter if the Survivors aren't endangered because of it - they aren't endangered by the status, nor are they endangered by a 110% Killer.
Taking into consideration that Deep Wounds is the new status effect that applies to Borrowed Time, that just proves your point even further. A massive buff to Borrowed Time as it can be recovered from without Self-Care or someone else helping. That could be changed by preventing Survivors from being able to Mend themselves, like I said in my original post, to force Survivors to heal each other which would work in The Legion's favour.
But if BHVR go that route, wherein they force Survivors to heal each other to recover from Deep Wounds, they would have to balance it out a bit by removing the reveal notification when a Survivor drops because of it. -
Oh yeah lmao sorry I was awake for 5 minutes when I made that post.Orion said:@Judgement said:
How so?Tell me, what are the Legion's weak points?
Survivors can easily heal Deep Wounds and the progress bar isn’t depleted when they’re struck again or when the action is cancelled. They should do what their original idea for Self-Care was do mending must be 100% in one go without stopping.
The bleedout bar doesn’t deplete when in a chase or mending. It should go down at least half-speed during chases, right?
That and The Legion move at 110%, which makes them susceptible to looping. According to others in the forums, 110% makes Killers have to take four times longer to catch Survivors, IIRC.
That about right? -
How so?Orion said:The Legion is mostly fine. The changes need to be centered around the Deep Wound mechanic itself.
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@The_Crusader said:
Judgement said:@The_Crusader said:
Yes a killer with 120% movement speed who can vault pallets should definitely be able to down survivors.
The main problem is that currently against The Legion, being Injured is literally no different to being Healthy because they have no ability to down you and they're much more susceptible to looping because they move at 110% instead of 115%.
Whether you're healthy or injured, when the Legion uses Feral Frenzy and lands a hit, nothing happens. It's no more than a minor inconvenience and there's no point in healing to full because it doesn't make a difference.
Rather if an Injured Survivor who does not have Deep Wounds can be downed by Feral Frenzy, it would force Survivors to stay together to heal (which lets The Legion shine as they're best vs groups), or take Self-Care.
Being stabbed by Feral Frenzy while Deeply Wounded won't down Survivors - only being stabbed while injured will down.
With your comment though, keep in mind that the Hillbilly when using his chainsaw moves at 230% and can instantly break pallets, and instantly down Survivors. If he's lucky, he can do both of the instant actions at once by breaking a pallet that a Survivor is vaulting over.
With this idea I have for The Legion, they can still down Survivors using their power, but the Survivor needs to Mend themselves and stay injured to get downed - this can be completely avoided if Survivors heal to full like they should vs any Killer.
And most people think billy needs a nerf. Even so he can still be looped. Legion in frenzy is way harder to loop than Billy.
I mean yeah legion is weak due to his speed, but to say survivors dont heal is a problem...they're basically playing with the exposed effect all game. If a killer can force survivors to stay injured it's hardly a bad thing
Except Legion isn't forcing Survivors to stay injured - Legion's that weak that there is no point in healing when vsing them because no matter whether you're healthy or not, Feral Frenzy will put you into Injured State and apply Deep Wounds, it will never down a Survivor unless their DW bar is low enough that getting shanked again will put them down.
That means that The Legion is one of the most susceptible Killers to genrush - because there's no point in healing because it doesn't make any difference, Survivors won't spend time off generators to heal themselves or each other.
Like I said in my original post, why wouldn't suffering deep internal injuries while already badly wounded drop someone? -
@The_Crusader said:
Yes a killer with 120% movement speed who can vault pallets should definitely be able to down survivors.The main problem is that currently against The Legion, being Injured is literally no different to being Healthy because they have no ability to down you and they're much more susceptible to looping because they move at 110% instead of 115%.
Whether you're healthy or injured, when the Legion uses Feral Frenzy and lands a hit, nothing happens. It's no more than a minor inconvenience and there's no point in healing to full because it doesn't make a difference.
Rather if an Injured Survivor who does not have Deep Wounds can be downed by Feral Frenzy, it would force Survivors to stay together to heal (which lets The Legion shine as they're best vs groups), or take Self-Care.
Being stabbed by Feral Frenzy while Deeply Wounded won't down Survivors - only being stabbed while injured will down.With your comment though, keep in mind that the Hillbilly when using his chainsaw moves at 230% and can instantly break pallets, and instantly down Survivors. If he's lucky, he can do both of the instant actions at once by breaking a pallet that a Survivor is vaulting over.
With this idea I have for The Legion, they can still down Survivors using their power, but the Survivor needs to Mend themselves and stay injured to get downed - this can be completely avoided if Survivors heal to full like they should vs any Killer. -
Easiest way to stop last-second-switching is to force Survivors to have to put in their entire perk, offering, and item builds when they switch to a different Survivor.
So you can't go from a default Kate to a P3 Claudette with a Utility Flashlight and Macmillan's Phalanx Bone offering, using the SB DS SC BT meta. -
@AshleyWB said:
Imagine a killer who collects heads as trophys. Not gonna happen with this game but that would be creepy being the last survivor and the other survivors heads are strapped around the killers waist bobbing up and down. All the eyes jiggling with every footstep. Every attack the mouths open. OooofAlready got the Clown who collects fingers.
Like, fingers are understandable since they're a tiny part of the character model, but an entire head would be harder to excuse from 'vanishing into absolutely nowhere' like the fingers do. Fingers get a pass because they're so small.
Head collector would be dope though. -
You think this one's bad? Ain't nearly as bad as being eaten alive by the Hag.
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Frenzy vaults are so fast you can’t really notice a difference in speed with Bamboozle.
But it does indeed block the window. -
Good idea but I don't think cosmetics should give gameplay advantages stat-wise, and I think most of the forum thinks the same way.
Cosmetics that make stat changes would probably be difficult for BHVR to code and work out. That and people might complain about their 'fashion'.Also, the Legion is actually four, not two, people. Only Frank and Julie are available cosmetically at the moment, Joey and Susie may be available (again, cosmetically) on full release or later in the PTB.
That being said if we were going to get different stats per different member of the Legion, BHVR would have to code up to four different stat sets. Or maybe make Frank and Joey share the same stat set, and Julie and Susie the other stat set.
I don't think they'd be able to integrate this regarding time constraints though, between the PTB and the live release of Darkness Among Us. -
Why did you necro a three month old thread just to insult and call people 6 year olds?borna_lk said:Ah, it doesn’t matter, half the survivors are toxic 6 year olds who will cry their eyeballs out if they lose and insult you if they win. Just keep killin em till there none left... -
You can easily drop a trap next to a loop if you’re being looped and force the Survivor to find a different loop.
Just make sure you don’t put the trap directly inside pallets. If the pallet is dropped before you warp in, you can get stuck in it, unless there’s been a patch that fixes that.
She’s fast enough at placing traps even without the trap speed add-ons but you can equip those if you’d like. They don’t make much difference throughout the entirety of the trial anyway.
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This is a masterpiece.βLAKE said:OP:

Stealing. -
Main reason the PS4 Statistics say DS is less used is because of how badly the game runs on console.
Have you ever tried to hit an Overcharge + Unnerving skill check on PC? It's just as big as, if not smaller, than the base Great Skill Check zone.
Overcharge alone, without Unnerving, is nearly impossible to land on console.
I know Decisive has a bigger zone but when it comes to console it's much harder to land skill checks in general.
Why? Because DBD on console runs so terribly, averaging 30fps, dropping below that even into the 10fps territory. This makes skill checks harder and sometimes they can be made completely impossible.
On top of that, console has an input delay on button presses due to the wireless controllers. It's small enough that you almost won't notice it but it could make a difference in some cases.
And add on top of all that, how ridiculously buggy the console version of the game is. I've seen videos where console players land their Decisive Strike skill check and nothing happens - the perk is consumed and they don't get dropped off the shoulder at all. No lag, nothing.
That being said, it's actually more worthwhile to use a perk that actually works and gives something than a perk that's impossible to land and doesn't work when it is landed.So yes, Decisive Strike is less used on console. That doesn't mean it needs to be buffed, it means the console version of Dead by Daylight needs to be fixed.
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I’m pretty sure preventing the use of Dead Hard is the entire point of taking exhaustion perks man. Same as with every single exhaustion perk.CakeDuty said:it completely removes to ability to use perks like DH.
That’s like saying to remove windows because of Bamboozle.
Exhaustion add-ons got hell nerfed because of exhaustion-wipe on hook, bar the add-ons that remain permanent under a condition (Slow-Release Toxin, Iridescent Obedience/Obedience Carter’s Notes).
Add-on afflicted times Exhaustion should pause on hook, not reset. To be fair, Exhaustion should never have been wiped on hook to begin with. -
I thought this was a screenshot of the first O'Driscoll hideout in RDR2 and that this was a joke post lmao
This looks awesome. -
PGTW is Pop Goes The Weasel, dude.friendlykillermain said:wglf should instead just give the user a stackable 100% bloodpoint bonus for every survivor that escapes the trial
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Dude this is the General Discussions board.George_Soros said:Great, now you're gonna spam twice as much? As if the forum was not already filled with drivel.
If you want nothing but stuff related to the game exclusively, go to Balance Feedback.
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This Discord has been around for over a year, actually.
I heard BHVR made a new Discord though that is the TRUE ‘Official’ DBD Discord. This is the largest DBD server, yes, but it isn’t the Official one.
As far as I know at least. -
Might be Chicago's 9% 'Amusement Tax'?
That's assuming you live in Chicago though.
https://thefederalist.com/2018/11/14/gamers-outraged-chicagos-new-9-percent-amusement-tax/I might be wrong though, I'm too lazy to figure out what 109% of $20 is lmao sorry.
But if it's not the 'Amusement Tax' then I assume you're seeing Steam's price change because of regional pricing. Dead By Daylight only shows Auric Cell prices in USD I believe, but I could be wrong about that. The price in-game may appear different to the true price. -
@Barron said:
With the current balance of the game, D-Strike doesn't need to be changed. The perk isn't overpowered, it's just good. All you need to do is run enduring and the perk is a joke. Also, there are counters like juggling to hook.'Being able to restart a chase after being caught is not overpowered'.
Yeah, okay."With the current balance of the game"? You evidently don't know how badly this game is balanced - against Killers.
Decisive Strike is undeniably broken. You might have scrubs who get downed the instant they get off the Killer's shoulder because they didn't plan out a route to go after getting off, but if the person who's using it is a god looper, the perk is broken.
Decisive Strike lets you restart a chase after you've been caught. The worst part of it, is that everyone can use the perk.
That last point should not be the case - there should only be one Survivor in the trial who can use Decisive Strike to escape; the Obsession. Non-Obsession Decisive Strike users should only cause the stun that BHVR are (or were) looking at. Or they should not have it at all.You really need to take a better look at the state of this game, man.
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The sound at 0:22 in this video, you mean?
https://www.youtube.com/watch?v=BMlTAZVkyyU&t=22I don't think Spine Chill should have that sound, solely due to the fact that it's an original perk that has nothing to do with the Halloween series and it would be using copyrighted/licensed sounds.
Though I do agree it should have an audio alert, perhaps it should be a different sound.
Or perhaps it can make different audio depending on who the Killer is. Maybe Myers exclusively should make Spine Chill make that noise, but any other Killer makes a default sound. -
All jokes of mine aside, Lightweight is actually better as is than it would be with more spread-out scratch marks.
The reason being that Lightweight will help you escape from the chase as it is now. If you widen the scratch mark distribution, depending on how large it is, it could span entire floors of a level and even show scratch marks through walls.
That being said, your Lightweight idea will more than likely cause chases to happen more often, whether they're escaped more easily or not.
Lightweight should, at base, negate Predator, rather than making scratch marks spawn further apart.
Like this;Your running is light and soft, making your tracks harder to follow.
Scratch Marks stay visible 1/2/3 seconds less than normal.
Negates the Scratch Mark distribution effect of Predator. -
>press shift keySpitfireOrMichina said:considerably further apart.
>entire map is covered in red scratch marks
>instantly crash killer’s game
>new meta -
If anything a hatch escape should give LESS bloodpoints than a gate escape. The fact that it grants more bloodpoints innately and can be opened when the team ultimately FAILS, is a bit much.Vietfox said:
@JudgementJudgement said:
5000 in Survival, 2000 in Objective.Vietfox said:
It makes no difference to Survivors who did most of the generators, but it’s a free 2k for the ones who hid around the map and did nothing to earn it.
Bragging rights for either, apparently.
Idk how often you get paired with that kind of teammates, but i rarely see someone doing nothing waiting for the hatch. Anyway, if that is a common problem a good solution would be that the hatch only opens if there are at least 2 gens done AND that survivor earned a especific amount of bps, bps from unhooks would count only if they were safe unhooks, etc.
I don’t mind that it rewards failure, there’s a lot of bull in this game that does that (ie, DS, NOED, SC), but failure’s rewards should not be desired over those of success.
Halve the Survival points gained for escaping through the hatch, and remove the objective bonus. Make the hatch only reward 2500 bloodpoints. If you only make it through half the gens you need to complete in the trial and get an escape route as a result, you should only get half the reward of escaping through the gate. -
This actually happened to me once when I played Freddy and happened to land in Léry’s, my first attempt at doing Mors Ambitio (kill a Survivor by your own hand) as Freddy.
I was actually surprised I managed to do it with a Cypress Memento Mori lmao.
I had 60fps the entire match. That would be the first and only time I’ve had above 30-40fps.
Please BHVR give us ‘Ultra Low’ settings.
I don’t care if my game looks like an NES title just give me 60fps. -
Lag-switching is literally cheating.
Looping used to be an exploit but now it's a strategy, in fact it's the only way for a Survivor to actually survive if they're being chased, so as to waste the Killer's time enough for as many generators to be finished as possible.
This game runs on Peer-To-Peer connections, which makes lag-switching possible - that doesn't mean that it's legal.
If you encounter any other Killers who lag-switch, report them at the end of the game immediately. Try getting a recording software and recording every game you play just in case any of them could have a cheater because it's best to have the full trial recorded as proof. Then submit a ticket to BHVR Support.