Lagoni
Lagoni
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- Lagoni
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@Mushwin said:
jking i am no way salty i am all PEPPER! loljk again, you never win.
anyways, my guilty pleasure is leaving un-called-for replies to people who doesn't deserve it.
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@Poweas said:
For the love of god, can someone explain to me why I'm always getting tunnelled? There was a Spirit who wouldn't even use her power much, I ran her for about 3 minutes with my teammates doing nothing relevant and getting 1 gen. And the second I'm unhooked, she always went for me. Left everyone else. There were 3 gens and it was 3 people alive. She already killed one. The other 2 died in seconds to her. So why did she tunnel me?! My other 2 chases were about 30 seconds. She claimed I ran into her arms even tho I clearly went the other way. .-.I mainly play killer, and i generally just bonk people i run into (unless I'm in a really strong position).
When i play survivor, I hate being tunneled / camped for obvious reasons, but what i try to do, is very simple. Just say "GG" at the end of the game, and move on. If you get angry every time someone makes an "unfair" play, then you will be angry almost every game. -
@Peanits said:
It would not affect getting hit through a window. The momentum change just fixed the jerky movement after you vaulted where you would briefly completely stop. It's more or less just cosmetic (you technically get back up to speed a fraction of a second faster after a vault, but if you already safely vaulted this is negligible).Fast vaulting through a window will land you far enough away from the window that you cannot be hit, even before the change. Getting hit through a window while fast vaulting is usually down to latency, where you were still close enough on the killer's end when they swung. Medium and slow vaulting would leave you close enough to the window that the killer could still hit you through it unless you move, though you don't maintain as much momentum since you vaulted slowly.
Take a look here for an example:
https://youtu.be/b2MB85sl7B8?t=10Note how once he vaults the window, he completely stops. It's especially obvious when you pay attention to the camera, it moves slowly before the vault, stops abruptly, and then starts moving smoothly again. This is the bit the change affected, but by the time you land on the other side of the window you either got hit or you didn't.
Short version, where you land is still based on the animation, it's really just a change to the "feel" of it after you vault. You don't come to a dead stop after you fast vault a window anymore. It's not going to make a difference between getting hit or not.
Well i have definitely been whiffing more attacks at vault spots after the update, but maybe its just people having worse pings, due to the event (more people = more queuing = worse matches). Thanks for clearing it up though.
But more importantly HOW THE HELL WAS ALL THOSE FAST VAULTS!? -
@BlackReaper said:
Im here guys to ask you if the new momentum mechanics is working for you, i mean if it's worthy and useful or you keep getting hit throw the window as always and the move when you finish the animation of vault keep getting stuck and be slow and not smooth.
I dont really feel nothing new with this adjusted mechanics and want to hear what you think about and if its need a higher momentum to not be worthless.When i play survivor, I don't really notice it much either, but as killer it makes a HUGE difference. Some hits that would have definitely hit before, now whiff (which i think is bs). As a survivor i just don't think you notice it that much since you always expect to not get hit :P
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@michaelkhj said:
Survivor cannot recover exhaustion while running, that is common sense, for sure a human cannot run forever but what about killers that still being human? for example the Legion, he runs all the time, gets Feral Frenzy hits you, and then hits you again, after x-seconds recovers his power, hits you again, or worse, he hits you with his ability, and just follow your blood looking the ground, so he is not in chase, the time is ticking, even you run or walk killer will find you because after some seconds you are not able to move because you have to mend yourself, and well easy hook for the killer. Then he camps you, if he sees one survivor, he hits with Frenzy, the auras of other survivors in his terror radius are shown, and well poor hooked guy, cannot do nothing, and just lost a pip. I do not know if that is the fun part of the game, but for me is not funny, or is that the legal form to de-pip to play against rank 20 killers to make fun of them? Make him walk while recovering his ability or make the Deep Wound status effect keep in same while he is in x meters from you. Killers main complaining that he cannot kill targets at 2 hits, and you know what? Yes he can, he hits you with his Feral Frenzy then runs more than you, and hits you with a normal hit or downs you with just 1 hit following your blood with Bloodhound. In the other hand we got reduction of healing for survivors, the exhaustion that do not recover while running, and difficult timing for flashing the killer. (not saying that those changes were bad, just if you are gonna make a killer that runs 50% faster than you every x seconds, and can see other people auras in his terror radius, make some op things for survivors too)
I understand that the Legion cannot see scratch marks while using his ability but is he unable to see the blood too? that helps to know if the survivor is looping in the same place or ran away..
Thanks for reading, have a nice day
Wait wasn't this supposed to be about survivor exhaustion?
Anyways. If you are looking for a "logical" reason as to why the killers don't suffer from exhaustion the same way as survivors, its the entity.
I do agree that legions looking down to technically avoid being in a chase is bs, and could be addressed in some way.
I have oddly enough never gone against it (I do play killer more than survivor though), so i don't know how easy it would be to escape, but as far as i understand, it is broken. -
@clunker said:
Also punish killers for dodging.Do you see ping on console? Cause i dodge around 3 lobbies per game i play on PC because some guy using wireless internet with 300+ ping keeps readying up without realizing, i don't want to play with him.
But I never really have queue problems. I don't know why. Even on PC when people complain about long queue times, i insta-queue as both survivor and killer (sometimes there are queues as killer, but not that crazy).
Maybe its just people who use wireless internet that gets long queues, because no one is a "good match"? -
@Jake_Parks_prince said:
So I was thinking...every other exhaustion perk gives you some extra benefit like balanced landing lets you basically avoid staggers, sprint burst lets you activate it whenever you want, and dead hard lets you avoid a hit so why not give lithe a slight buff? Have the added benefit of increased vault speed by 5%/10%/15%what do you guys think!
No way. It would just be too powerful. Also, the only exhaustion perk with a passive effect is balanced landing. I don't think the activation of sb or dh counts as that (just my opinion though), and if so, then you can "choose" to activate lithe as well, by choosing when to vault, like choosing when to sprint.
Vaults already saw a slight buff with the momentum implementation recently. -
@Orion said:
@Lagoni said:
@Orion said:
@Lagoni said:
@BunnyBuns said:
Dead by Daylight is a game where you have to either press mouse 1 a long time for generators or press ctrl for crouching for a long time when playing against Hag especially. Being a mature (read 30+') gamer I'd really appreciate if the game had toggle crouch and toggle gen repair because it would simply be less stressfull for my hands that already get similarly tired in my work.The gen toggle could be simply toggled off by another click or moving a bit and crouch toggle by another press of ctrl or running a bit.
Thanks.
All your requests can be made though a very simple AHK script, and as far as I am aware, they don't care about people using scripts, since there is no real advantage to it.
EDIT: i suppose it would be just as easy for BHVR to implement it in the core game, so i see your point.
I've seen people banned for using scripts and would not advise it.
Do you know what sort of scripts they were using? And do you know if it was actually true, or if it was just a guy saying "yeah i know someone who got banned"?
I'm not implying that you are lying, but you often get a lot of stories which is just that; stories :P
It was a script to wiggle and struggle, if memory serves. One user came here to complain about their ban and linked to a thread where several people were complaining that it'd been "detected" and they'd been banned from the game because of it.
Oh okay thanks. I was sure something like that would not get you banned. I will look into it myself as well. The easy "fix" would probably just be to implement a small randomized break in between the key strokes though.
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@Orion said:
@Lagoni said:
@BunnyBuns said:
Dead by Daylight is a game where you have to either press mouse 1 a long time for generators or press ctrl for crouching for a long time when playing against Hag especially. Being a mature (read 30+') gamer I'd really appreciate if the game had toggle crouch and toggle gen repair because it would simply be less stressfull for my hands that already get similarly tired in my work.The gen toggle could be simply toggled off by another click or moving a bit and crouch toggle by another press of ctrl or running a bit.
Thanks.
All your requests can be made though a very simple AHK script, and as far as I am aware, they don't care about people using scripts, since there is no real advantage to it.
EDIT: i suppose it would be just as easy for BHVR to implement it in the core game, so i see your point.
I've seen people banned for using scripts and would not advise it.
Do you know what sort of scripts they were using? And do you know if it was actually true, or if it was just a guy saying "yeah i know someone who got banned"?
I'm not implying that you are lying, but you often get a lot of stories which is just that; stories :P
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@BunnyBuns said:
Dead by Daylight is a game where you have to either press mouse 1 a long time for generators or press ctrl for crouching for a long time when playing against Hag especially. Being a mature (read 30+') gamer I'd really appreciate if the game had toggle crouch and toggle gen repair because it would simply be less stressfull for my hands that already get similarly tired in my work.The gen toggle could be simply toggled off by another click or moving a bit and crouch toggle by another press of ctrl or running a bit.
Thanks.
All your requests can be made though a very simple AHK script, and as far as I am aware, they don't care about people using scripts, since there is no real advantage to it.
EDIT: i suppose it would be just as easy for BHVR to implement it in the core game, so i see your point.
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@malloymk said:
Most of these 6 dodges were insta. I'm not running any items. I'm running Ace with casual clothing on. It's just nuts how wimpy a lot of these killers are.Because of the high population of survivors currently (easier to get points), some get matched in lobbies that they shouldn't. These mismatches have high pings, which is a very valid reason to dodge when people don't leave themselves. There are 3 other survivors in that lobby, it's not necessarily you, that the killer is dodging.
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@mintchapstick said:
@Lagoni said:
Sure, we can agree that pushing an update that causes progression loss is never acceptable (especially during a temporary event), but this was about blaming the QA team for something they couldn't have tested for.Mmm, see. The thing is that I'm not buying that excuse. 'An update to the back-end services' is something that QA can, in fact, test for. I test updates to backend services on staging environments all of the time in my own work. What should be done is that the update is first done on a test build so that QA can do regression testing. If they're not doing updates, even backend updates, on test builds and letting QA at them first, then their development process is broken and needs to be reexamined so that they don't keep breaking the game.
Yes exactly, but again. Apparently they didn't, which is not on the QA team. Now if they were testing a build with this update that caused the problem, then yes; it's a ######### QA team (with how obvious the bug was).
The QA team is just people doing their job, the problem is probably that no one gave them the opportunity to test for this.
But hey man. I think we agree that it's bs to roll out bugs as easy to test as these, so let's just leave it at that.
Have a nice monday
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@Dwight_Main said:
Yes. we want it. in every EVENT where cosmetics are involved. please make it exclusive and not make the players buy it for auric cells. after the event the said cosmetics that came with a certain event, Should just be GONE. never gonna be SEEN again on Shops.I don't agree. Just because you didn't play during an event, doesn't mean you don't like the costume. The 10-20 bucks you spent on the game wont last BHVR forever, so they have to make money somehow.
I generally think it's an odd way of thinking, that you wan't things to be exclusive. Why keep things away from others? It's like when people are happy that a game comes out exclusively to PS4, just because they have that console. Wouldn't it be better if it just came out on every platform, so that everyone who wants to enjoy it, can?
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I agree. from lvl 25 and up, I think it should be between one and two envelopes per web.
The only problem i see with the event is, that no one is using the envelopes. -
@mintchapstick said:
@Lagoni said:
I think their point is, that the backend service update wasn't pushed on the QA testbuild, as it probably didn't have much to do with the event update.As someone who is a professional in tech/QA--I'm really confused as to why they think a back-end service update is an excuse? All updates should always be tested before going live, even if they aren't expected to be customer-facing.
Maybe they're right and it's not QA's fault--but in that case, it's an overall team issue and it sounds like there's a massive hole in their process that they need to examine and fix.
Sure, we can agree that pushing an update that causes progression loss is never acceptable (especially during a temporary event), but this was about blaming the QA team for something they couldn't have tested for.
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I have the same problem. No one is using those damn envelopes, because you only get one (and sometimes 0) per blood web.
I just leveled Laurie a bit (to get envelopes, as she was lvl 0) and joined in on the massive survivor queues instead. It's much easier to get points like that IMO. -
@Pitchumi said:
Hi everyone ! I got recently this idea of a new memento mori offering :Real Memento Mori
Description : The supreme memento mori and entity's favour. Makes survivors' injuries and pain way more real.
• Grants the ability to kill all Survivors by your own hand.
• Survivors are no longer sacrificed when hooked, they die and stay on the hook without any entity intervention. They die directly at first hook.
• Chainsaws kill survivors on hit.
• Hitting injured survivors applies the Deep Wound Status Effect on them. The Survivor has 20 seconds to Mend themselves.
• Disable ranking (No pip gain or loss for this trial).
- Secret
"They will not forget."
I guess that "Real" can become a new rarity for this kind of item, but we can just make it Ultra Rare like the Ebony Memento Mori. My idea here is just to allow the killer to do a massacre and also to show (as a parody ?) how can be Dead By Daylight if it was realistic, giving ridiculously low chances for survivors to survive. I think however that it's still entertaining on survivor side because of the challenge it can be to attempt to survive it.
I don't see the point of this item. It's just a free "win".
In some way, its even taking the game hostage, as no one can gain ranks in the game.
Play a single-player game, if this is what you want. -
@Nickenzie said:
Survivor's Perks:Silent Will:
You have a tendency to keep quite at opportune times. Whenever you're within the killer's terror radius while you're running, your scratch marks will be hidden for 10/15/20 seconds. This perk has a 60/50/40 second cool down after the perk effect expires.Final Stand:
You have been through a lot during your stay in the Entity's realm. While on the hook, sacrifice progress will be decreased by 30%/40%/50%. Increases your chances of becoming the killer's obsession.Death Wish:
Nothing is stopping you from performing the ultimate trade off. Whenever you unhook a survivor, the hooked survivor will be protected by the Entity for 10/20/30 seconds. Any damage the hooked survivor takes while the Entity is protecting that survivor will be carried over to you instead.Close Call:
You seem to be lucky when dire situations occur. Whenever you enter a chase, receive a 15% haste effect for 5/6/7 seconds. This perk has a 60/50/40 second cool down after the perk effect expires.Killer's Perks:
Flock's Touch:
It seems like your prey have adapted stealth wise. Crows will appear on idle survivors 30%/40%/50% faster than normal when they are within a 8/16/24 meter range to you.Hex (Bloody Recovery):
You have a fail safe whenever your prey is on the verge of escaping. Whenever the final generator is completed, a random dull totem will have this hex applied to it. Exit gates will take 30%/40%/50% longer to open and you'll see the auras of survivors within a 16 meter range to you.Eagle's Eye:
You have the ability to sense when something is watching you. For every survivor looking in your direction, all survivors will become 5%/10%/15% more discernable.Ruthless Slash:
Your attacks cause so much damage that survivors will struggle to escape. Attacks will cause survivors to suffer from a 5%/10%/15% hindered effect when they are not in a chase. The hindered effect will cease when they heal to the healthy state.Survivor:
OP: -Silent Will -Close Call
These are as strong (or stronger IMO) than exhaustion perks, but they don't cause exhaustion.
Sure "Close Call" is only +15% ms, but it makes you as fast as the fastest killer's ms (not counting legion's power), and it doesn't come with the downside of "Sprint Burst", where you use it as soon as you run.I like "Final Stand". It would work great with kindred as a super hard counter to camping.
How would "Death Wish" interact with "Borrowed Time"? It's a pretty cool idea.
Killer:
Generally pretty weak with the exception of Bloody Recovery, which is probably too strong even for an endgame perk. Seeing auras in a 16 meter radius sounds OP.Flock's touch seems pretty meh. If you look for a survivor for that long, you have already lost the game.
I'm not sure i understand "Eagle's Eye". Does it change the color contrast of the survivor if they are looking at you? Pretty bad :P
Ruthless slash is a bit pointless. What's the point of -15% ms out of chases? It would obviously be too powerful if it was also in effect during chases, but without it, its almost useless.
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@Telli_Fury said:
Current Vigil - Used to help allies affected by exhaustion and other status effects etc.New Vigil #1 - Change vigil to allow people who run it to get their exhaustion back even if they are running. This can be tweaked to allow it to come back slower for example 80 seconds rather than 60 seconds. Or just allow it to come back normal 60 seconds.
You could also do something like Vigil only activates when you’re in chase allowing for exhausation to go down but if chase music ends you do not get Vigil.
New Vigil #2 - Allow Vigil to work like leader allowing your teammates to recover from exhausation even if they or you are running. And when out of radius let it continue taking affecting on teammate survivor for x amount of time. Same time differences can be applied like above 60 or 80.
Vigil would be greatly used and I think for those who experience a great deal of tunneling you deserve your exhausation back especially if you’re being chased for long periods of time.
Vigil was hit hard with the exhaustion update making it a bit useless, so a rework is in order.
However, exhaustion perks were nerfed BECAUSE it was too powerful to recover while running. -
@Bravo0413 said:
Could it?This is hardly about balancing. It belongs in the "wishlist" or "general" sub-forums.
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@CaptainCastle said:
not_Queen said:This is not on the QA team at all. An update to the backend services was the cause of the issue.
QA team would not have been able to test it.
Do they not have an automation suite that engages the microservices? It might not be on the QA team, but if they aren't equipped then msybe the answer is more appropriately "we don't have a proper QA team", right?
I think their point is, that the backend service update wasn't pushed on the QA testbuild, as it probably didn't have much to do with the event update.
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@Bravo0413 said:
So I had the thought of either a new syringe or perk..... maybe this could replace insta heals?When used medkit is consumed and yourself or another will be healed automatically over the course of time... meaning you're not stationary you can run around while the addon heals you..... this would still be strong and maybe a replacement for insta heals...
Either the addon above or a perk that does the samething but requires something to activate it first... I just struggle trying to find out what that something is...... maybe it shouldn't be that strong what if the perk healed a percentage of yourself when you unhooked, healed or protected one of your teammates... like 15, 20, 25% healed
Maybe the perk idea could be added to WGLF? Idk ideas just pop into my head so I throw em on here to see what other people think...... thoughts, comments, concerns?
I think the first suggestion, where two people are healed is way too OP.
A lot of people (myself included) think that WGLF needs some other effect. I wouldn't be against getting a little progress towards your healing done. I don't think it would be too powerful if it was just 25% per unhook at rank 3. It kinda goes with the theme of the perk as well.
(the only thing you need to be careful with when it comes to WGLF, is encourage even more sandbagging) -
@javiercito8855 said:
I thought about this little quality of life change to the nurse in order to tell new Nurse players how many blinks they have left untill she has none and gets stunned. As also a way for the survivors to know the blinks that she has left against them.I don't think this would do anything tactically for survivors or the killer IMO, but I would love it. There's some sort of creepy, and confident vibe to it. Counting down your moves.
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@nomorevideos said:
@Milo said:
@nomorevideos said:
@Milo said:
Was suggested many of times. My answer still stands.
It would take a lot of time to get everything bloodyIt doesn't.
How do you know?
Because I am not a complete moron. Literally all they'd need to do is make a variant of each texture with some blood on it. Adding the blood shouldn't take more than a few minutes per piece of cosmetic and all that's left to do after that is actually putting the new cosmetic into the game. Sure there are like what.. 150? 250? individual pieces but that shouldn't take too much time for a company with 450 employees.
Sure they have a lot of people working there, but not all of them are in the cosmetics-design department.
It's a lot of time to put into something that won't put money on the table.
I don't know what they use to make the 3D assets, but just because they have a red blood texture, doesn't mean that they have the 3D overlays for all the outfits.
The only way i see this happening, is if they develop an actual tool for making the blood overlay. At that point, it would just take a few minutes per piece.
I know that it's all just speculations as none of us actually know what tools they are working with. -
All of this seems pretty broken.
except the punish for whiffing an attack during frenzy.No self mending would make franks mixtape even better, since you can get the downs without fully focusing on one survivor, as you currently do.
I don't think they should change hitboxes in general. It makes the game unintuitive.
I don't think deep wounds needs to not tick down when in the terror radius. It would make it too easy to hide from them.
The new Deep Wounds mechanic is why they changed Nurses calling to not reveal the "non healing" actions. Giving Legion passive nurses, would be very counter productive to that.
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I like some of the ideas here, but.
Slippery Meat-
leave wiggle times alone! You are not meant to get out every time you are picked up.
Thanatophobia-
I think this change would be very weak.
Fire up-
This takes a perk that is hardly ever used, and turns it into a perk worse than the original surveillance.
Lightborn-
The perk pretty much works exactly how it should IMO. It's a hard counter to flashlights, but you spend a perk slot on it. The blindness part is not what killers dislike most about flashlights anyways. I like it when people spend their battery on pallet blinds instead of flashlight saves. -
@powerbats said:
@Orion said:
If the Killer is doing nothing for five full minutes and the Survivors have not yet escaped, that's on the Survivors.
1 gen left to be done all 3 in plain view and killer is a Nurse or Billy on a hill and the killer simply turns around and looks.
The killer blocks them in the basement as we've seen screenshots of thus preventing said escapes for 5 minutes or longer.
someone gets stuck and can't move ie stuck on tree or in building like on Badham Preschool etc.
I could go on but there's plenty of scenarios where it's not the survivors fault.
Thats why I also included the "no chases being initiated" part. If no gens are being done, and no chases are being started, then the survivors are clearly just f'ing around to waste time.
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@Lateral said:
Sometimes I just cant be arsed and decide to leave without trying because it's not enjoyable playing against some pay 2 win killer whose bought all killers for the most toxic perk build possible.It's with this sort of person, the person who feels the need to "pay 2 win" that it's not worth fighting against because their inevitably going to be some neurologically defective sociopath who thrives on misery.
Where is my "LOL" button

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I'm not too keen on giving too many passive buffs to survivors currently.
Another idea would be to make the characters function better with their own perks (like a fourth tier), but again, I don't think the current survivor state needs it. -
@Captain_Spaulding said:
I've got two Meg swf sitting in the game not doing ANYTHING for the past 20 mins+ just urban evasioning around the map. I've had 3 gens up for all of this. They won't touch them or anything. Is this bannable because holy ######### this is irritating. I'm not gonna dc and give them what they want because that's not even close to how this game should be. I want to report them but have no idea if that even does anything in this game.>
I don't think there's a lot of people being opposed to some kind of counter mechanic to this issue. for example, if no gens has been done, and no chases has been initiated for 5 minutes, the auras of survivors are revealed.
It wouldn't change anything for normal games. If no gens has been done in that amount of time, the game is over, and the killer has won anyways. -
@yobuddd said:
Name: Precautionary MeasuresDescription: Each time you destroy a pallet that has been pulled down, gain 1/2/3 tokens up to a maximum of 5. Consume 1 token and destroy a pallet that has not yet been pulled down.
This is the general idea. I’m not opposed to suggestions for edits.
The general role of this perk is already fulfilled by spirit fury (ounce you break 2 pallets, the next pallet that hits your face is destroyed).
With the numbers you propose here, it would be stupid OP. Break one pallet, and get 3 others for free. You would need to spend all 5 for a pallet break, but then we are back to the spirit fury thing (which is a pretty balanced perk IMO) -
Well I guess that confirms it then. No need to speculate any further. It's a hippo.
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Many games has a system where you are unable to play for x amounts of minutes after a disconnect. This is mainly games that differentiate between "casual" and "ranked" game modes, which DBD does not.
I would love to know the number of DC's it takes in a certain period of time before a person is banned with the current system, but I suppose it would be a bad idea to release information like that, as it would probably be easy to meta game around it. All i know it, that i haven't actually heard of anyone getting banned due to DC's yet.
It's also important to note, that a too severe punishment too abruptly would be a bad idea, as legitimate DC's occur without the players interaction. -
@ReikoMori said:
Also, remove the stupid thing where you cancel the unhooking animation.While i do agree that disconnecting is a big problem with the game, i very much disagree with your suggestion of removing the unhook cancellation. I think I have been "held hostage" ounce in the entire time the mechanic has existed, and it was because someone was salty that i made a poor save due to "Tinkerer".
The mechanic lets the saving survivor make a snap decision, if they realize that its a bad save.
I probably play killer more than survivor, and I don't mind the mechanic, as my play style generally doesn't revolve around staying close to hooks anyways. -
@Gonzalo said:
It would also help newcomers who haven't got their hands on self care.I think you said it best yourself. BBQ is hard to deal with for a newcomer, but the thing about newcomers is, that they learn, and become better.
You should try to play killer with BBQ a bit more. The best way to learn how to counter a killer perk, is to know how a killer plays with it. -
There is a pause between being hooked for the last time and exiting the game, yes, but disconnecting over it? It's a few seconds. If you feel like disconnecting over that, you are probably just getting too lilted by the death.
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Its not always latency. If you drop the pallet too late you will get hit. Drop it earlier if you want to ensure your safety.
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@FangGreyfur said:
If every David you go up against is using "No Mither", no wonder you are having an easy time

I don't think these killer nerfs are needed. Nurse is obviously OP, but the add-on nerfs you suggest already exist for the most part. Many of them come with a downside like less time before the stun between blinks, or longer stuns. A rework to her base-kit is probably what would be needed as she is still very strong without add-ons. Who knew that teleportation would be powerful in a game where distance between characters is everything.
Nerfing doctor would be a mistake IMO. He is quite weak. You don't have success stealthing against him, because he is an anti-stealth killer. If he is someones Achilles heel, use "Calm Spirit" or just be glad that very few people play him.
Huntress running 3 insta hatchets is strong, but rare. I know that some people literally has loads of the add-ons, but they have that because they don't use them, which means exactly that; they don't use them. I rarely go up against that combo.
Clown is an anti-looper yes, but he's not that strong. I don't know what you mean by "don't be predictable". Most looping revolves around the survivor making a mistake. Clown essentially shortens loops. So you have to drop the pallet earlier.
As for legion, I don't have much experience with them (haven't bought the killer, and haven't played against it much), but they don't stay in frenzy when they hit a survivor that has a bleed-out timer. They are definitely not as weak as people first proclaimed they were, but they lack pressure from what i can tell. They have to focus down one survivor at a time, and if they go for multiple people at a time (which i think they were designed for), they will often loose quite badly. If you are persistent, you will always win the chase without doing anything fancy, but all chases will last pretty much the same amount of time, which means you are just hoping that the other 3 survivors aren't fast on gens.
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@Yamaoka said:
Yet another one who doesn't understand what I was trying to say and reduces the thread on the 5 gen chase. So what's next? We have one person who reduces the thread on ONE single term, another person who reduces the thread on the chase. How long will it take for someone to realize I'm talking about the function of the perk "kindred"? Oh wait most people who play dbd are like 10 so giving me sh** for using a specific term and calling me out for "bragging" is more fun than using your head right?haha okay. Everyone else is 10 years old, while a mighty old and wise man like yourself makes a thread because a few survivors was playing the game, and making bold moves to try and have some fun. I also run kindred sometimes when i play survivor, but I do it so everyone doesn't swarm the hook.
This is a bragging thread, because you spend more time bragging about your long chases, than you do describing what the post is supposedly about.
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@bobm40 said:
Ive been wondering this for a while. If a killer gets near the exit gate and "the entity" blocks the exit why does it only affect the killer. Survivors have 2 gates to escape from making the killer and a distinct disadvantage. Also if a survivor ends up opening the gate that results in a safe area for survivors. I believe if the killer enters the area where the gate gets blocked for them there should be a time limit where that gate is closed off once per match.
Heres what I believe would be fine.* If a killer gets with the area of a gate once per match it should be sealed for 10 seconds. This is to prevent a group of survivors from being slugged until death because the killer stays in the area.*
I believe the ultimate outcome of this would be games ending quicker rather than survivors standing at the gate and wasting killers time. The downside though is that killers would be able to tunnel / camp to prevent an escape, therefor securing a kill so maybe some stipulation should be in effect.You should use "Blood Warden" It closes the exit for survivors if you manage to get an unhook after they have opened the gate.
Also, when i play survivor, i often stay at the gate to make sure i don't leave right before someone is caught, or just to give the killer a final hit for points (both the hit for him, and the chase escape for me). -
Nice brag thread.
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@Gonzalo said:
I've had so many 3v1s and even some 2v1s because people disconnect during loading screen or right after game begins.
Please make this a quality of life update.
Game is supposed to be 4v1 and it shouldn't even be a match if it is 3v1 or even less survivors.I agree with the first part. If every player doesn't connect, the game should not start.
I do however not agree with the second part. I get that it is really annoying when people disconnect just because they are the first to go down (it happens too often) , but if the game ended if they did, then more people would probably do it, cause "it doesn't hurt the team". This would however just create an endless loop of unfinished games. -
@Thadius said:
For example, upon being hooked all survivors gain a (percentage) bonus to (either just repair, or can apply to healing, sabotaging, chest searching, etc.) This effect remains for as long as you are hooked and lasts until you are unhooked or sacrificed.This would not work. It's a sign saying "Don't save me". You would most likely be one-hooked every game you played. It would work wonders for SWF, but I don't think that game-mode needs any help.
@Thadius said:
As for the generator breaking, I know we have alert but what if a new perk was primed the same way and if you succeed a difficult skill check you get a minor amount of bonus progression if your not repairing a generator the perk activates the next time you touch one. The problem with this one being the killer won't be so inclined to break generators which is a core mechanic of the game.If it were to function as alert, i suppose just a sound indicator or an aura reading of the killer when they break gens would be the answer, but that would probably not be very powerful. As a killer, i don't tend to break too many gens until the late game, as the degen is just laughably slow.
I don't think introducing more "repair speedup" perks into the game at the moment is a good idea. There are already quite a few options for that, and they stack pretty heavily. -
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@2TAKTER said:
Hi,so with P1 to P3, it is always a certain outfit or certain hairstyle. So if you have some custom outfits you can either chose to use them or your prestige.
Why not make this an additional texture, a layer, that can be switched on or off and then applies on every outfit of that character?
I would love this, and have seen the suggestion several times before, but I can only assume that it would take too much time.
Not all cosmetics has the same outlines. Some are pants, some are skirts etc. so they would essentially have to create a second skin for every skin they introduce, essentially doubling the required work.
On the other hand, it might make buying costumes more appealing to some people. For now though, I think they would rather use the time elsewhere. -
@mimzy630 said:
TL;DR: It’s probably rigged. The chance of getting BBQ, and more important, the overall chance of getting paid perk is far lower than statistics would suggest.Cumulative binomial probability.
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@Gorgonia said:
I am fed up.
Honestly, almost every single lobby I got in the past hour was dodged. You want to play killer but you chicken out because... I don’t know why to be honest. If you can’t take it, go play something else.it’s really frustrating.
Well if you wan't a "relaxing" killer game, i can understand dodging clear SWF groups (people who basically have the same name, don't be so obvious then)
But most lobby dodging on my end is from people who don't leave themselves when they have terrible connections (please don't play online games with wireless internet BTW, it can cause lag spikes even if you have an otherwise good connection with the host). -
@JoNLuKKaS said:
Just give players back 3000 BP for each event offering we could not use, or at least, 1500 BP, after the event is ended.I think a full refund is too much to ask for since you keep all the progress you made in the web, but a little bit would be cool.
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@SIX said:
I don't think this would fit in the gameI suppose it could be adjusted to "the hivemind" instead. I don't know if that fits any better, but you are probably right that zombies isn't very DbB-like now that I think of it.
So instead of being an undead hoard, they are victims infected by a parasite, put there by the doctor.
Not that it matters, since again; this is probably way out of scope of the games allowed mechanics.
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@Maelstrom10 said:
Let killers wave and point like survivors. I wanna be able to wave at people at the exit gates as micheal/doctor when i fail as a lighthearted send off after a good match against good survivorsI think it might be a bit too lighthearted for BHVR's vision of the game.
It would obviously be nice to have a taunt or emote on killer other than the "######### nod", and "spas-twirl"
It could probably make a pretty penny for BHVR as well, if they put them in the shop.@YankeeSan said:
nah for real, I'd love to see the survivors 2 emotes copied onto the killers so they can mess with us right back.Man when I play killer, I don't have time for that. I'm busy sweating my balls off dodging flashlights and DS's
