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Kurri

Kurri

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Kurri
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  • @SkeletalElite said:

    there's literally nothing balanced about badham. 3 structures that have at least 1 strong window. 4 with at least 1 god pallet. All that and hte rest of the map still has decent pallets spread out all over it. With the nerf to myers house before it was disabled, badham is easily the most survivor favored map in the game. Even once haddonfield is reneabled I dont think it's as strong as badham anymore except for maybe some m1 killers that don't deal with the long fences very well.

    I hope that when Haddonfield is re-enabled that they removed the long walls.

  • @VikingDragonXii said:

    I only have issues hooking survivors from the basement of the school if they have boil Over and I don't have Iorn Grasp on.....forgot to break the door....or the Survivors body block then I'll get free downs so that's fair. The sad part is I don't have 6k hours in the game and play to have fun. Now this is just a observation and not poking fun or trying to nit pick, but try coming at the problem with a more relaxed state of mind because when I played more competitively I made more mistakes than I do now and when I made those mistakes I was angry and pissed off

    If you down the survivor in the left or right room, sure. But if the survivors go to the center of the hallway, you're not making those hooks (unless you are running iron grasp).

    I mean sure we can make Iron Grasp base kit, and that would solve the issue too, but a perk shouldn't be the answer for poor map design. The game is hard enough on Killer players imagine if they all only could use 3 perks.

  • @burt0r said:

    If survivor ask to be bled out, let them.

    Also leaving survivors to bleed out doesn't give you any BP, or points to your emblems.

  • @burt0r said:

    If survivor ask to be bled out, let them.

    Right? Oh they bled out for sure, but it's not something I want to do to survivors each match. With Map RNG the way it is, and now Boil Over I am seeing leaving survivors to bleed out more and more. It's not healthy for the game.

  • @Anara said:

    https://forum.deadbydaylight.com/en/discussion/comment/2854511#Comment_2854511

    Dont take it like that. Im not blaming you, I just try to help you.

    I play both sides and I had the same issues as you before. Then I learned. Now the school is just a deathtrap for survivors when Im playing killer.

    And I learned how it can be exploited, and it's been an issue for a while. It's starting to get more popular, so I am bringing attention it. If you don't like it - then keep scrolling.

    Also telling people "You're bad" to dismiss their thread is not helping them. It's rude.

  • I have 6k hours and played competitively my skill isn't the issue here. Have a good day.

  • @Anara said:

    https://forum.deadbydaylight.com/en/discussion/comment/2854464#Comment_2854464

    I play both side and you are doing it the wrong way.

    When you downed a survivor in the school, dont pick them up and destroy the breakable doors. Find a hook, go back to the school then pick them up.

    The problem is you dropped them. The school is balanced as it is.

    And 3 good pallets ? I dont care. Its really easy to mindgame survivors in this school, they just trapped themself in. When they go downstair, fake to follow them, then dont go downstair, just take the other stairs and surprise them : easy down.

    Still if they are are in the center of the downstairs, you have to walk all the to and up the stairs then out the door - and then still a distance to a hook. That's more than enough time to wiggle off.

    They need to add a hook to either side of the downstairs of the school, unless the basement spawns there.

  • @Anara said:

    You can hook them easily if you destroy the breakable doors before picking up.

    The only way for them to wiggle is to run Boil Over, then you should just slug them.

    The whole reason this thread was made because I carried the survivor upstairs, broke the door opposite of the infinite, and then when I picked her up again she broke free in just a few steps. Then proceeded to run the school because the school itself has 3-4 strong pallets. Then when I tried to down anyone, every one of them just ran to the center of the downstairs in the school after one hit and teabagged me till I downed them, knowing full well what they were doing. It wasn't a good time for sure, it clearly can be exploited.

  • 7 days from the time you bought the DLC.

    If you didn't receive it then - bug

    If you received it before that - bug

  • We should complain about Calm Spirit instead.

    The silent menace.

  • @Tr1nity said:

    Wdym they never contribute anything, like ever.

    You contribute so much. Honestly the forums wouldn't be as enjoyable without you.

  • They would need someone to submit a support ticket, and in order to do anything with that support ticket it would need an in game report.

  • I bought the DLC when it came out, 7 days later the chapter cinematic happened during the game intro, after that I had a girl climbing out of a well in my charm inventory. Pretty cool

  • @Pulsar said:

    Unexpectedly wholesome.

    Very sigma. Very based.

    I've reached 1000 posts, so I wanted to do something nice, and thought of this idea at the same time. I consider it a success.

  • @Pulsar said:

    That add-on is pretty worthless honestly

    The heal one is better

  • @deKlaw_04 said:

    https://forum.deadbydaylight.com/en/discussion/314410/best-person-on-the-forum

    I’m not sure what I did do be considered the “best person on the forums” lmao when your miles better than I’ll ever been. That award belongs to you my friend

    Awe, you making me blush

    You're still of the best!

  • She doesn't talk at all during the whole movie, she needs to let it all out now that the entity gave her a chat feature.

    in Oniro Comment by Kurri
  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/2850941#Comment_2850941

    There's not really a simple answer to this, but we've learned from the past to not overpromise too early. There's always a risk something gets pushed or cut back, and then you end up with a lot of understandably upset people. Even if you try to make it as clear as possible that something is subject to change, there's bound to be a game of broken telephone where someone tells their friend, but doesn't mention the specifics, and then they tell their friends, etc. Now their friend is expecting it in the next update because that detail was left out, and so are all of their friends, etc. Even earlier in this thread there were some misconceptions of what we've said in the past. (No shade, we don't expect everyone to memorize what we've said word for word, that's not realistic.)

    Beyond that, game development is way more complex than it seems, and things are always at risk of being pushed back. We plan our updates many months in advance to prepare as best we can, but unexpected things can cause a domino effect that affect future updates. So, we try not to go into too much detail until something is close. That way we have a better idea of what's at risk of getting cut before getting people's hopes up.

    Basically, while it's already on our minds, it's still too early to spill all the beans and get everyone's hopes up. I love sharing details on things like this, but what I don't love is disappointing many people for months until it finally appears in the game.

    But should I still bother getting p3 and all the parks on all of my Killers?

    Seriously. I would like to know. I have them all p3 except Sadako, and then next I am getting them all to level 50, AND THEN unlocking all the perks on all of them.

    Should I like wait?

    EDIT: and this is like years of work were talking about here, I don't play this game all hours or every day of the week.

  • I was waiting for death, but instead I got a charm.

    Tricked me again BHVR.

    in BHVR Comment by Kurri
  • I'll take city on Mars for $800.

  • What's tunneling meta?

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/2850517#Comment_2850517

    We did not. In fact, we've said the exact opposite: We do not consider it a fix to the grind in the slightest, it's an improvement to grade rewards, nothing else.

    https://forum.deadbydaylight.com/en/discussion/comment/2850459#Comment_2850459

    I can also confirm that we don't see it as something that encourages people to play more. A certain amount of grinding, sure, it can give you a goal to work towards and keep you interested. But if it becomes too much, then the goal feels unattainable and you lose interest in trying to achieve it.

    To the original topic: It's too early to share details now, but we have a massive grind reduction in the works. I'm looking forward to the day we're finally able to share it with everyone.

    Should I continue to P3 all of my Killers, and unlock all the perks on all the Killers?

    I wouldn't want to waste the time doing all that work for ya's to do something like "Oh we removed perk levels, but don't worry here is a measly 1m bp to make up for it" like it was with the Bubba masks and other times things got removed. Alot of work goes into unlocking content, and then just to have it removed for just a 6k iri - like dang, didn't know I put that much work into getting something so little. Like something is better than nothing, but right now if I know that something "big" is coming to deal with the grind, I don't want to waste a lot of effort getting p3 and full perks on all the Killers just to get slapped in the face. Though I also don't want to just put it off if finishing it now would be better lol

  • FNAF. The game may have been made for a older teen/young adult audience, and yes they have members of that age range as fans, but the way the franchise is marketed now is to children, even if they don't fully understand the appropriate age or even what game the merchandise is from.

    Add this chapter to the game would only bring in a lot of underage players that lie about their age online, just like many are so they can play FNAF in the first place.

  • Maybe off topic, but anyone else run into the problem of the chat just being open randomly after a match? I sometimes put effort in closing all chats, especially if I had a run of a few bad matches, and have noticed that at times the chat just opens itself.

    Like can they add a setting under settings to just disable the whole chat bubble. That way it can't open randomly or you accidently open it.

  • @LiunUK said:

    https://forum.deadbydaylight.com/en/discussion/comment/2849818#Comment_2849818

    the issue with healing is not just the speed but the fact that it can be done endlessly if a killer hits a survivor hey have two choices. commit to the chase which depending on the killer, map and survivors repair efficiency it might not be worth it or abandon the survivor to contest gens one at a time allowing the survivor who was injured to heal and then get on a gen making the time spent on that survivor a waste

    Yeah that's true. I can understand that fact that 4 survivors benefit from one perk from one survivor, and can heal themselves or others efficiently in one area of the map without each other sacrificing much resources to do so - would be apart of the problem. But hey, at least my idea stops the issue with them being able to do it as quickly.

    One step at a time.

  • @Breadn said:

    We've seen time and time again that they refuse to listen to the community, and it comes back to hurt them. SBMM, chat filter, various balance changes, LACK OF various balance changes, etc. And whenever I see something like this brought up on the forums, the discussion ends up getting closed.

    For example there was a thread created about a toggle for the chat filter, and it created a good discussion with a lot of people agreeing. And what do they do? They close it.

    People beg them on Q&A streams and personal developer livestreams and they are completely arrogant to the community's feedback. The community knows the game better than them, we've seen this time and time again, and yet they refuse to listen.

    Why?

    I would hope that BHVR doesn't make changes solely off the Forums, or at least not solely to spite people from the Forums. There are a lot of other social media's they get their intel from including game statistics. There is also a matter of perception to understand, the game may not look the same to you as it does anyone else, or even the Dev's themselves. Anyways I got high on Sativa last night. A lot of emotion, and mind games comes with this game that causes things to be seen in a negative light. For example when you get stressed out or angry (symptoms of being burned out), you don't see the mistakes you mad while playing, and care a lot more about how easy it seems for the other side to beat you. Secondary I'm kind of glad they don't listen to the Forums so much. There seems to be a pretty big middle school status quo problem with the forums. We got mod/manager favorites that get away with pushing their own narrative and bullying others, and if you try to call them out or report them then you get warnings for it, so it's not exactly the kind of place I would expect the dev team to get a lot of feedback from unless they changed it from being community driven to company driven.

    Anyways so far it doesn't seem like they make changes based solely on the Forums input, and to me that's a good thing even if the changes are not going well lately, because it could be worse.

  • @LiunUK said:

    https://forum.deadbydaylight.com/en/discussion/comment/2849719#Comment_2849719

    isn't that just old boon circle of healing level of speed

    Yes but you will not be able to go over 100% with other healing buffs. This way even if you take a Med Kit with healing speed incease add ons, Botany, and We'll Make it. It is still capped to 8 seconds.

    So if you take Boon: Circle of Healing, and a Yellow Med Kit. Which would normally be 75% increase and 35% increase, instead you just get a cap 100% increase, and healing another survivor one health state would take 8 seconds.

  • Change; Healing buffs cap at 100% healing increase.

    Problem solved, you can still stack healing items/perks to heal faster, but the fastest you can raise healing to is 100% - doubling normal healing speed which is normally 16 seconds (healing another survivor 1 state) , so 8 seconds.

  • @Adjatha said:

    There have been SO MANY log in rewards, bonus BP events, free cosmetics, and so forth since MMR and CoH came out.

    Throwing everything at the wall to try to normalize the miserable state of the game, rather than admitting that mistakes were made.

    I ain't complaining. It gets me to P3 Sadako faster and that's the last Killer I am on to getting P3.

  • If it helps I have some tips. Since I also play stealth characters like Ghostface, and Myers. I found using tricks for them help a lot with Sadako and her de-manifest.

    • Instead of going straight at Generator's/Survivors go around the outside, and try to put obstacles between you and them till you're close, then move around the obstacle behind another to get closer. You can't time your phases, but this at least helps keep you hidden while you phase in and out and if they notice you at all it's a lot less "there she is phasing in and out" to "there she is, where did she go? It's too late she's next to me, coming around the other side". You get a free hit before initiating a chase, and then you have to play the normal "I'm a m1 Killer" looping mind game.
    • De-manifest around corners. Remember when you are not manifested you are Undetectable, and phase out intermittently. This means that you could phase out at a important hole in the wall or window making the Survivor miss how close you actually are. Then when you're about to go for the swing Manifest. It takes a bit getting used to for the timing and what not. Practice with Spirit/Wraith.
    • De-manifest, and teleport to active T.V ahead of survivors during chases, and have them run into you. It's a skill I learned through Freddy, and not only does it feel cool, and awesome doing it, but it can give em a real good scare too.
    • Exposed Perks I find are good on her, since she is just an m1 killer with good mobility Like Nurse, Spirit, and Freddy etc. Make Your Choice last's 60 seconds, and is useful for timing Decisive Strike, while at the same time encourages chasing the savior instead. When testing other Exposed perks, I liked Dragon's Grip, Starstruck, and Devour Hope - in that order.
    • Always care more about hooking than getting your Mori. When I first played her I found I was getting Mori's left and right because no one would play her secondary objective or at least were still figuring it out, and I'm sure me testing her Add-On's did not help. However as players started to learn to face her (still are) her cool Mori became less and less available. Now I rarely get a chase to use her full condemn Mori. User her power primarily for mobility.
    • Hit and Run is one of her strongest playstyles to use, but that playstyle is practically dead with the introduction of Boons (CoH), honestly just do your best to snowball, break boons when it's convenient. I use Sloppy Butcher myself to take a bit of the load off when against CoH.

    For perks you are probably going to want to run one or two information perks to find survivors and teleport to their nearest television. An Exposed perk, gen regression, and some saboteur / anti loop (Brutal Strength, Bamboozle, Enduring, Spirit Fury, Sloppy Butcher etc)

    Basically you're playing a dog baby of Ghostface, Myers, Spirit, and Freddy. Practice with killers like that, and those skills will transfer over to Sadako.

  • My nine year old would probably like to play if FNAF comes to the game, he loves the franchise.

  • What I find funniest about the hockey comment, is that; We do base hockey players on how they perform during the match to equate to their skill level in hockey.

    It's not down to just how many goals in hockey matches, or win's and losses.

    There is also Fantasy Hockey too.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2844735#Comment_2844735

    how can you be so confidently wrong? lmao

    Okay- let's break this down, so please read this carefully.

    In the film series "Scream", they had to get permission from "Fun World" IIRC to use their "Ghost Face" mask, leading to the creation of the killer "Ghostface" in the franchise (please note the difference in spelling there, because it is important). Under this mask were many different characters, who are irrelevant to this discussion, and all you need to know is that none of them were the character of Danny "Jed Olsen" Johnson, the man underneath the mask in DBD.

    In the game "Dead By Daylight", they had to get permission from "Fun World" to use their "Ghost Face" mask, leading to the creation of the killer "The Ghost Face" in the game (please note the similarities in spelling there, because it is important). Under this mask is Danny "Jed Olsen" Johnson, and not any of the characters from "Scream".

    "Scream" has "Ghostface". "Dead By Daylight" has "The Ghost Face". The "Ghost Face" mask was not created for explicit use in the film "Scream", released in 1996, and in fact predates it, although it was known as the "peanut-eyed ghost" mask before Scream allowed them to rebrand to Ghost Face. The mask has been around since 1991.

    Now, in relation to "The Ghost Face" cosmetics for "Dead By Daylight"- this character, from the design to the lore to everything outside of the mask, is entirely exclusive to and created for "Dead By Daylight". There is no relation whatsoever to Scream outside of the use of the "Ghost Face" mask. Therefore, any cosmetics that are made and released are created with the sole consultation of "Fun World" and nobody else, and "Fun World" have been rather receptive to new cosmetics. It does not matter what your views are on if this would/wouldn't fit into "Scream", because it has no relation to "Scream", and nor does it matter on your views on if it would/woulnd't fit any of the characters underneath the "Ghostface" killer in "Scream", because it has no relation to the "Ghostface" killer.

    Is this clear enough for you?

    EDIT: I forgot to include this, however new skins being made in "Dead By Daylight" for "The Ghost Face" are also used by "Fun World" themselves for official merchandising, like here:

    https://www.fun-world.net/halloween/masks/93503.html

    So, again, no relation between "Scream" and "Dead By Daylight", nor are any of the characters related.

    I think that what Erd69 was trying to say;

    • Scream and Dead by Daylight needed permission from Fun World to use the Mask.
    • Dead by Daylight had taken a lot of inspiration from the Scream franchise into designing, and animations for the Ghost Face character.

    Which it's really obvious they had with how Ghost Face performs their attacks, open's the locker and opens his arms before pulling the survivor from the locker, and wiping his knife after getting a hit. Also holding the knife;

    image.png image.png


  • Yeah, just play about 6 games on other Killers. Idk how the matchmaking works, but that seems to help.

  • @dugman said:

    The devs originally planned to do something like that I think but I guess they scrapped it? Maybe they were worried about the system getting abused somehow, who knows? 🤷‍♂️

    Maybe make it that your friends can't commend you? Other games do that, and people don't get usually get uppity about it.

  • @Hannacia said:

    Condemn is weak. So far i've only gotten 1 condemn kill and ive been playing her for multiple hours. As a survivor you don't even really need to worry about the tapes and condemn, its mostly a joke if you know what you are doing.

    She's basically your typical M1 killer with small spooky factor. The lullaby should be removed.

    I like playing her but if i go against survivors that do more than urban evase at bushes yeah...she's not great

    I don't even move the tapes, from my experience it's safer to plan an escape from a gen if Onryo teleports to a nearby T.V. and then that T.V. is turned off because she used it.

    Moving tapes and risking building condemn so far I've seen in survivors just dying to her free mori. So far hasn't felt very safe.

  • The threads I've seen about this perk so far is;

    • It's Weak!
    • It's OP!
    • It's Weak!
    • It's OP!
    • It's Weak!
    • It's OP!
    • It's Weak!
    • It's OP!

    So many choices I just can't pick a side

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2841907#Comment_2841907

    What free escapes? After doing some gens and some survivors dying? Or after all five gens were already done?

    EGC is still a big part of the game, especially now.

  • It scared me, one moment while I go change my pants

  • Distressing, Hex: Lullaby, Unnerving Presence, and Mercilous Storm

    let me know how it goes.

  • They could just put a healing cap on 100%, then COH can't get broken through the use of other perks, and it would balance out all healing perks.

  • @eaebree said:

    Yea make killers lose more time good one

    I'd rather spend some time hexing a new totem than losing it because it spawned out in the open of Mcmillan

  • @eloise said:

    Now the door at the Freddy school are open or it's a bug? Thank you

    @GoodBoyKaru said:

    probably a bug, feel free to upvote the bug report on it until we get official confirmation

    https://forum.deadbydaylight.com/en/discussion/313460/badham-preschool-breakable-walls-are-pre-broken

    This isn't new news. People have been talking about it since this morning...

  • @anarchy753 said:

    Yes. There's no good reason not to.

    All it means is that from the killer side her power feels super ineffectual even if it's doing something, and I never know if what I'm doing is actually working.

    I don't know when they're gaining condemned from teleports, I don't know when they're immune to condemned, I don't know if someone has just purged condemned and is at one stack or 6.

    It's frankly ridiculous that a killer's power is hidden from the killer themselves.

    What's the absolute worst case scenario? You gain the ability to punish someone who has ignored condemned long enough to get 6 stacks by teleporting near them.

    Imagine. A horrifying creature whose skill is to kill people with other worldly powers - and they don't know what their power is doing.

    The lack of information that Killers have makes no sense, and the abundance of information survivors have makes even less sense.

  • We had a new player we faced yesterday join our crew, it was their first game ever and they just bought Legion. I have over 3.5k hours and the rest of my team had between 1.2k and 2k hours.

    Anyways great guy.

  • I would add a communication radial to the game that will alert the survivors globally;

    "I'm repairing a Generator!"

    "The Killers chasing me!"

    "The Killers Near Me!"

    "I need help!"

    "I need healing!"

    "I'm cleansing a totem!" "I'm cleansing a Hex Totem!"

    "I'm blessing a totem!"

    "Focus on repairing Generators!"

    "Wait! I'm coming to save you!"

    ETC

    Boom suddenly the gap between solo and SWF is now closed, and it was done without adding an annoying speech chat to the game. We don't need special buffs for players playing a lone, we don't need random handicaps to survivors who just want to play with friends.

    in SWFS Comment by Kurri
  • Strong in main buildings. Meh everywhere else.

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