LapisInfernalis
LapisInfernalis
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- LapisInfernalis
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Wait... they have shirtless Vittorio?
I was working in the lab until now. How great is that omg😲
But about the bloodweb: yes it takes ages. Thinking that I literally wasted about 65x10min~11hrs to level my 2 mains Jeff and Wesker is insane
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You want to know if they use auto DH? Just swing near them but not at them and they will use dh because the program only detects that the hit was in the general range of them.
I caught a cheater like this.
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My experience:
Trapper: OK, DC if caught in a smartly placed trap or vs basement)
Wraith: ok
Billy: ok
Nurse: very annoying, DC (for starstruck+Letal+AA or full slowdown on Midwich)
Myers: OK, annoying (fast Tombstone, fast 99)
Hag: annoying (especially vs basement)
Doc: slightly annoying
Huntress: OK, DC (Iri head, cross map or hitbox)
Freddy: boring but ok
Bubba: OK, DC (if doing Bubba things)
Pig: OK, slightly annoying (multiple traps, getting tunneled with trap)
Clown: slightly annoying (boring playstyle)
Spirit: OK, annoying (MDR)
Legion: slightly annoying (self caring teammates)
Plague: ok
Slinger: ok
GF: ok
Demo: ok
Oni: OK, annoying (if killer just slugs and uses 180 flicks)
Pyramid Head: OK, very annoying (if getting outplayed or tunneled after cage)
Nemesis: annoying (zombies, lingering tentacle hitbox)
Blight: OK (if bad or mediocre), annoying (good) or extremely annoying (C33, C21, Alc Ring etc)
Trickster: annoying
Twins: very annoying, dc
Pinhead: OK, annoying (if teammates don't do the box)
Sadako: ok
Dredge: ok
Wesker: OK, annoying (if tunneling after using 1st aid spray)
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@Stroggz said:
https://forum.deadbydaylight.com/en/discussion/comment/3271038#Comment_3271038
it was like that til they turned it off on halloween and then reintroduced the numbers
I only DC if my router decides to restart during a match. And once I regain my connection after a few minutes, the timer is gone.
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@Stroggz said:
https://forum.deadbydaylight.com/en/discussion/comment/3270827#Comment_3270827
i think its kinda steep curve now. like 45 seconds, 15 minutes, 7 hours.
No. It's 5min for the 1st time and I think 10 or 15min next before being 30min next
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@BrightWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/3270802#Comment_3270802
Oh those windows that look like they should be a wall, but are coded as glass so you still get blinded through them. -_-
These are stupid, true, but I mean regular situations. I tested it multiple times and you can get blinds from angles where you can't even see the source of the beam, not even the Pixel of an arm or hand.
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@burt0r said:
Most probably they are doing it for dailies or rift challenges and don't bother with playing normal.
Saw the same regularly in R6S, people have a daily to get X something with Y operator, said operator gets picked by someone else, instant DC in the lobby still.
They do it 3 times and their timeout is longer than an actual match.
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@GiveMeTheBox said:
Auto Dead Hard hacks are a thing, could be that. I've heard you can test if a survivor is hacking like that by just swinging near them but not at them. The hack would go off automatically since it can't tell the difference and you should be able to tell.
This is how I found out a very cocky player was cheating. They laughed at their ban in the end thanks to video proof.
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@Rudjohns said:
Why do killers DC when a survivor gets a flashlight save?
Because it is still a sad fact that you can get blinded from outside of your pov while looking at a wall. No shadowborn or M&A in use. And I'm not talking about those blinds on the saloon you can get in the main building.
You can't see the person doing the blind bit you still get blinded.
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Yes because I have bought every chapter since I started to play this game 4 years ago.
I know it's dumb but hey.
If the cosmetics are crap then I would probably write here in forums that they should not repeat the mistake.
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@AcelynnBen said:
https://forum.deadbydaylight.com/en/discussion/comment/3266461#Comment_3266461
so tell me
how many people play legion?
or trickester
or plague
next to no one but clearly im asking so much
and what about the bloodpoints? and i play pig and sadako basically killers that won't get anything BUT you know giving away a knife or a mask on a platform with other companies giving nothing but premium stuff its clearly too much to ask for
we should be getting iri shards or auric cells, not bloodpoints.
and i would be fine if they were some cool looking skins, but they aren't even giving full skins is just half cosmetics
Legion and Trickster both get a lot of cosmetics and are more popular in that regard. The Plague skin was a rift cosmetic that many people already owned.
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@Alionis said:
https://forum.deadbydaylight.com/en/discussion/comment/3266749#Comment_3266749
That's incorrect and based on math done wrong by the community. His dash distance isn't fixed, only duration and speed are. Since there's an acceleration curve in play as well, it's actually a bit less than 7 and 14 meters
I think 2 dashes=20m or something
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Replay won't come to the game unless you (or the rest of the community) finds someone who recodes this game from scratch.
Or finds a simpler way to do it.
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If I remember correctly it was a condition to get the license. So I don't think it will leave completely.
And btw, just the purple addon is the true problem, not Evil Incarnate. If you run the pink Tombstone solo you need to know what you are doing but then it is good too.
They just need to make it that (if you use the purple addon) you can only either a) mori people who have been hooked at least once (or twice), b) people who are fully stalked (which would be very bad for the viability for the addon) or c) you can only mori once and after that you can't use EWIII anymore (incentive to use it later in game rather than early).
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I was lucky with the "jump from great hight" in lvl 3. My friend was not. She doesn't own GF and hardly plays killer. She couldn't do anything for a week until it worked yesterday.
I'm comple for a compensation.
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I don't know if people got banned who I reported for calling me (a German) a Nazi. Sadly this happens more often than you wish.
Maybe I will know in the future when we get feedback of in-game reports.
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I will do a mixture of practicing killers, testing builds as well as tile behavior on my main killer (Wesker).
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I would only either show it during the loading screen or (what I think is better) only show selected perks.
Which perks would this be?
- Ace In The Hole
- Adrenaline
- Autodidact (so that people let you heal to get stacks)
- Boons (so that people don't break totems; doesn't happen often, but sometimes people do challenges or use Inner Healing)
- Deliverance
- Desperate Measures
- Inner Healing
- Kinship
- Plunderers Instinct
- Renewal
- Resilience
- Slippery Meat
And those I forgot.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3261312#Comment_3261312
I am pretty sure you remember it so well because they were toxic. Sure I also play killers and also hate that stuff.
But it does not mean change game balance because people are toxic. Correct solution is to (temporary) ban toxic people (and I mean it generally - killers can be very toxic too)
True.
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@Ryan489x said:
This is a rare occasion I'm not upset with any players who take advantage of it. here's what happened.
Two players left, I hook one, the other opens a gate. then chooses to try and save the one on hook even though they're injured. needless to say it didn't work out. however.
I put them on a hook and they jump off right in front of me. and the BT base kit allowed them to escape scot free when I had them dead to rights. this is after a hard fought game game too. this was not an easy get.
Like I said it's a rare occurrence but I had that kill and they used a get out a jail free card. right in front of me
has this happened to anyone else? and how did you feel?
I feel for you.
I had a 4k safe some time ago (all 4 slugged, no gate open) but I forgot that DS deactivates once all gens are done and therefore I slugged a recently unhooked person and hooked another one who was never hooked before. Guess what happened.
I didn't get a single kill in the end. And I was really mad because they were pretty toxic for no reason at all.
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I think Onryo, Freddy, Trapper, Pig and Myers need a buff the most. Other killers like Clown, Billy, Nemesis or Deathslinger need some adjustments.
Onryo: Improve addons and make the TVs a real threat. I don't even bother with TVs 90% of the time.
Freddy:
@LapisInfernalis said:
Dear people of the Fog,
I have been playing Freddy for a long time now. I already knew him, well before he got his rework. I surely hadn't "mastered" him back then, since I was a newish player. But I tried my best and came to like him. I loved the aura reading outside of the TR and that he was completely invisible to people outside of the dream. I understand that complete invisibility would be a bit too harsh, especially for new players, but being able to see Freddy (every couple of seconds) from as far as 32m is too much for my taste. Why? because Freddy comes without you knowing to trap you in his world. There is an add-on (Pill Bottle), which shortens the distance a bit, but does affect neither the TR nor the lullaby, which requires M&A to be used as well. Generally this is a nice idea, but it's just not "worth" it, compared to other add-ons. This is one example for many of his add-ons, which are just status effects or niche effects that are not worth their rarity (most of his very rares and Black Box) or generally too limited to be useful.
This is my attempt to make Freddy's add-ons more divers and more useful in general while reimplementing a lot of the "Old Freddy" I used to love in the old days. I want to make Freddy a bit more interesting to play as and against again, as well as to bring back one of the more meme-ish but fun builds that was called "Ninja Freddy" or "Silent Freddy".
Please remember, that this is just me brainstorming and probably won't be quite as balanced as it should be. I will do my very best though.
DREAM DEMON:
Outside the Dream World:
- Freddy is only fully visible when he's within 8m and intermittenly between 8m and his TR (24m). Frequency and duration depend upon the distance. The closer Freddy is, the more you can see him (similar to Wraith). Outside of 24m Freddy is "undetectable". This does implicate the status effect of the same name, but old Freddy could NOT be detected with any aura reading outside of the dream world. This would reimplement some of his stealth abilities without being too powerful.
- Freddy's TR is set to 24m.
- Game mechanics about micro sleep and clocks remain the same.
- His visibility changes with his TR, but cannot be lower than 12m to give survivors a chance to react. So M&A or Furtive Chase make im less visible, but perks like Tinkerer will not make him invisible. They will just set the maximum distance to 12m for the duration. (This could be too strong.)
Inside of the Dream World:
- The lullaby's radius is set to 24m.
Snares/Pallets:
- Freddy can use both simultaneously. By tapping the Active Ability button (CTRL), switch beween Snares and Pallets (similar to Clown). To be more versitile, both are counted seperately. Freddy can set 5 Snares and 5 Pallets before they get recycled. Since Pallets are the weaker type of power (need empty spots which are rare on many newer maps/reworked maps and are less usefull in the end game) and need to be set up before a chase, I think it would be ok to have 2 seperate counters for Pallets and Snares. This also opens up an Add-on set for new stuff.
Teleport:
- Stays the same.
ADD-ONS:
- "Block"-Family: Reduces the Micro-Sleep-timer by 5/10/15/15s + the "Wake-up action" is 12s (or whatever the maximum was) by default. This creates a dilemma for the survivors: Do i still go to the watch? Do I get waken up by a mate, do I purposely fail a skillcheck or do I not care? Here I used the idea of the old blocks, which made the Dream Transition shorter.
- "Drawings"-Family: Is totally fine. Kid's Drawing should be 1% reduction per sleeping survivor instead of a meme add-on though.
- "Dress"-Family: Interacting with a Snare or Pallet causes Incapacitated/Mangled/Exhaustion for 15s/until healed/5s. These status effects are way more useful.
- "Claw"-Family: Increases movement speed after teleporting for 15/20/25s by 5%. Inspired by the old claws.
- "Rope"-Family: Makes the Survivors question reality. Creates Freddy illusions (f.e. Freddy standing, fake lullaby/TR, Freddy walking, fake teleportation effect, the metallic scratching of Freddy's glove) randomly during the Micro-Sleep Phase for 1/3/5s. The illusion's auras are visible to the killer. (similar to Doctor)
- Pill Bottle: Teleporting makes no sound and generators don't splash blood. The blood pool where Freddy comes out remains.
- Class Photo: After teleporting, the Aura of survivors is shown for 4s if outside of 24m. Inspired by the old Class Photo and Freddy's old Aura reading.
- Red Paintbrush: All Survivors start in the Dream World. Only Alarm Clocks can wake them up. The huge time waster or buff for the killer.
- Black Box: Reduces Terror Radius and Lullaby radius by 12m. Reduces maximum visibility to 12m. See sleeping Survivors' auras in up to 12m around you. Reduces movement speed to 110%. Keeping Freddy 115% while he is literally invisible outside of his TR would be hell....
I hope you like this.
Stay healthy.
Edit: Forgot the aura reading for black box.
Trapper: Something that lets him collect traps from far away.
Pig: Inactive traps also kill when trying to leave. This brings back end game piggy and may allow for some more diverse playstyles.
Myers: (keep in mind this post is OLD)
@LapisInfernalis said:
Since Myers is one of the 2 remaining Killers, who don't conform with the add-on rules (the other being Huntress), I thought of how I would do a little add-on rework for our Stalky Boi. This also includes some buffs to him as well since he's a bit outdated/ powercreeped. I tried to keep the original idea of the add-ons in mind while making them a bit more interesting.
These are just examples. Please give me constructive criticism and don't kill me, ok?
BUFFS
Evil Within I:
- Grants the Undetectable Status Effect
- Grants Detection Immunity <- The same as before the addition of the Undetectable Effect. To hinder Spine Chill, Object & Premonition to give any information on Myers. Makes early stalking somewhat easier.
- Slightly decreased Movement speed (110 %). <- (was 105%) To give him some extra mobility at the beginning and to get Stalk a bit easier
- Slightly decreased Lunge range (open time: 0.4 s). <- (was 0.2 s) I don't know the exact value Boyfriend's Memo adds, but I thought of this. i.e. Gives room for another add-on with Scratched Mirror.
- Regular Vaulting speed (1.7 seconds)
Why? Myers' EWI is more a hindrance than anything else. Good Survivors or a ######### map (looking at you Coldwind Farm!) can starve you of stalk, making it extremely hard to get to EWII. The slow MS and no bloodlust make it even harder. Therefore the MS buff to 110%. Detection Perks are quite problematic in EWI as well. Even if the Survivors can't hear you (except they hear your Darth Vader like breathing), they still get notified by Spine Chill, a very commonly used perk, even in red ranks. That survivor is GONE, before you have the chance to stalk. Same goes for Premonition or Object. Object still lights up, when you are looking at the killer, giving you a direction where he is.
But wouldn't that be too strong? No. You want this game to be a bit scarier, don't you? I loved the dread at the beginning of the match when you didn't know what killer it was. I was always on the lookout for a Myers sneaking around. I would like to have that back. By chosing a good positioning, you can make it really hard to grab you from the gen.
Evil Within II:
No changes.
Evil Within III:
- Regular Terror Radius (32 metres).
- Regular Movement speed (115 %).
- Slightly increased Lunge range (open time: 0.6 s).
- Moderately reduced Pallet (and Breakable Wall) breaking time (15%) <- Make him more dangerous. Like a litte Brutal Strength.
- Moderately increasing Pallet stun recovery (25%) <- Same as above. Like a little Enduring.
- Moderately increased Vaulting speed (1.275 seconds).
- When triggered, all Survivors suffer from the Exposed Status Effect.
- Evil Within III lasts for 60 seconds, after which it regresses to Evil Within II.
Why? Myers has little in-build ways of shortening the chase and he needs to build up his insta down every time. Oni i.e. can do this by hitting survivors during a chase and gets a lot of mobility during his Dash. I thought of making Myers a bit more dangerous, so that everyone should watch out and don't let him get his stalk! And for myself, nothing was more scary than Myers with BS, Spirit Fury & Enduring a long time ago. But now with the gen speeds and his insanely slow early game he needs gen regression or slow down perks like Pop or Sloppy. This is why I decided to buff EWIII with these effects. I'm not sure if they should stack with the perks or not though.
Stalking:
- The default Stalk Point requirement for each Tier is 5 Stalk Points. <- (was 6) easier to calculate :)
- Stalk Points are obtained by stalking Survivors.
- Each Trial features a reservoir of 40.4 Stalk Points distributed evenly amongst all four Survivors for 10.1 Stalk Points each.
- When a Survivor disconnects, the remaining Stalk Points of that Survivor are distributed equally to the other remaining survivors. <- So that a DC doesn't screw you over when needing a lot of Stalk (i.e. when doing the Evil Incarnate Achievement).
- Default Stalk range is 40 metres from The Shape. <- (was 2.5m to 39.85m) same as Ghost Face
- The Stalk efficiency decreases slightly with distance, ranging from 1 SP/s (100 % efficiency) to 0.33 SP/s) (33 % efficiency). <- (was 0.8333 SP/s at 100% and 0.08333 at 10%) It would be a bit hard to get "99ed" from 40m away in 5s so I thought buffing the numers would do something at least.
- This means that the Stalk Time requirement for one Tier of Evil Within ranges from 5 seconds (100 % efficiency) to 15 seconds) (33 % efficiency). <- (was 6s up to 60s) lessens the pain of stalking someone in the distance, without making it too strong.
- The Stalk efficiency decreases slightly with distance, ranging from 1 SP/s (100 % efficiency) to 0.33 SP/s) (33 % efficiency). <- (was 0.8333 SP/s at 100% and 0.08333 at 10%) It would be a bit hard to get "99ed" from 40m away in 5s so I thought buffing the numers would do something at least.
- Once The Shape reaches Evil Within II, he has no means to return back to Evil Within I.
- The colour of a Survivor's outline while being stalked determines how many Stalk Points or evil is left in them, ranging from white (Evil available) to red (Evil depleted).
- Use the Active Ability Button (CTRL) to unleash EWIII. <- You will never accidentally use EWIII again while trying to 99 it. No need to stalk the last bit. [Edit: This needs some audio cue (like that from Oni). I thought of that eerie tone that indicated him staking you when he came out in 2016. In the Wiki it's the tune which is listed at the Evil Within I section of Myers' page]
Why? His salking mechanic is outdated and inferior to that of GF. I can understand that it would be too strong to give him the same stalk speed at 40m like right in front of him. By tweaking the numbers, I think that his stalking will be better but not OP.
ADD-ON REWORK
Judith's Tombstone (Ultra Rare)
A large and heavy granite tombstone stolen from Mt. Sinclair cemetery, belonging to Judith Myers.
- Kill healthy or injured Survivors with Evil Within III.
- Kill the last remaining Survior in a Locker with Evil Within III. <- No more locker hopping to deny the Evil Incarnate Achievement. At least for the last survivor. Maybe make this standard with a new nice Mori animation where Myers pins the Survivor to the locker. Like in the movie.
- Disables the ability to Stalk with Evil Within III.
- Tremendously increases the amount of Evil required to reach Evil Within III for the first time.
- Slightly decreases (110% ms) The Shape's Movement speed in Evil Within II and III. <- (was -9% = 95% in EWI and 105% in EWII&III) Nothing is worse than being a slug in EWI with this. Still slower than normal, but better around large loops. PWYF would be nice to have but not a necessity. If this would be too strong with PWYF, make it 105% in EWII&III but not EWI.
"Here lies our beloved daughter."
Lock of Hair (Very Rare)
A cut lock of blond hair bunched with a black elastic.
- Tremendously increases (+40s) Evil Within III duration.
- Slightly increases (+2.5 SP) the amount of Evil required to reach Evil Within III for the first time. <- (was +5) Makes this add-on more viable. The Hair Bow was just better, because it added 30s for +2.5 SP.
Scratched Mirror (Very Rare)
A standing portable vanity mirror which has been violently scratched with a sharp metallic object.
- When Stalking, Evil Within I reveals the Aura of Survivors within 32 metres.
- Evil Within cannot progress past Evil Within I.
- Slightly reduces (105%) The Shape's Movement Speed. <- (was 105%) Yes, this is not a nerf or a buff, but since i buffed EWI MS to 110% I needed to adjust this. 110% with a 32m wallhack would be too much. Pretty much old Jumpscare Myers before the introduction of Undetectable without M&A being a necessity.
- Each Hit Score Event grants 100 % Bonus Bloodpoints in the Brutality Category and additional 200 % Bonus Bloodpoints in the Deviousness Category.
Mirror Shard (Very Rare) <- (was Rare)
A large and sharp piece of a broken mirror.
- Stalking a Survivor for 1 second in Evil Within II reveals the Aura of other Survivors within 16 metres around you for 4 seconds. <- Maybe a bit too strong, but hey: I changed the rarity.
Vanity Mirror (Rare) <- (was Very Rare) Is still not as strong as Scratched Mirror.
A standing portable vanity mirror in perfect condition except for a fine layer of dust and face powder covering it.
- When Stalking, Evil Within II reveals the Aura of Survivors within 16 metres.
- Evil Within cannot progress past Evil Within II.
- Moderately reduces (8m) the Terror Radius. <- Makes Dead Rabbit or M&A a nice to have, but not a necessity. I would say it should stack. You will still be vulnerable to Object etc though (no Undetectable!).
- Each Hit Score Event grants 100 % Bonus Bloodpoints in the Brutality Category and additional 150 % Bonus Bloodpoints in the Deviousness Category.
- Slightly decreases (110% ) The Shape's Movement speed in Evil Within II. <- (was -6% = 97% in EWI and 107% in EWII) This was a worse Scratched Mirror with only a little MS bonus.
Reflective Fragment (Rare) <- (was Uncommon)
A tiny piece of a highly reflective material most probably from a broken mirror.
- When putting a Survivor into the Dying State, reveal the Aura of Survivors within 8 metres.
J. Myers Memorial (Rare)
A glossy page ripped from the 1965 Haddonfield High School yearbook, one dedicated to the memory of Judith Myers.
- Moderately increases (20%) Evil Gain rate when Stalking. <- (was 25%) A slight nerf since stalking is overall easier.
Glass Fragment (Uncommon)
A tiny piece of tinted glass, probably from a broken object. It is impossible to determine its origin.
- Stalking a Survivor for 1 second reveals their Aura for 3 Seconds. <- (was only usable in EWI) i made it usable in all tiers.
Judith's Journal (Uncommon) <- (was Rare)
A journal identified as owned by Judith M. Myers. Most of the pages are defaced with frightening and disturbing drawings.
- You become obsessed with one Survivor.
- Considerably increases (40%) the amount of Evil gained when Stalking your Obsession. <- (was 65%) A slight nerf, because stalking is easier. I think the Obsession requirement makes it less strong without Nemesis and DS or For The People is not allways triggered, so is will be Uncommon instead of Rare.
You can only be obsessed with one Survivor at a time.
Memorial Flower (Common) <- (was Uncommon)
A partially faded and dried pink larkspur picked up from a gravestone.
- Slightly increases (10%) Evil Gain rate when Stalking. <- (was 15%) A slight nerf since stalking is overall easier.
Boyfriend's Memo (Common)
A "romantic", if slightly sleazy, note left around to draw the attention of a female lover.
- Outlines a Survivor when you are able to gain Evil. <- I thought of something like Feddy's outlining of a sleeping Survivor (from his POV). This is mostly to help newer players to understand when you can stalk and when an onject hinders you to do it. Sometimes you think you can stalk through that piece of junk but you can't. This is meant to help with that by adding some visual effect.
"The note is signed: D."
[Edit: Memorial Flower & J. Myers Memorial could both be changed to "Slightly/Moderately increases (+1.25/+2.5 SP) available Stalk Points per Survivor." If the increased stalking rate is too strong. This would give you 1 or 2 extra Evil Within III and would make stalking for some add-ons (i.e. Tombstone) easier if one survivor decides to hide all the time.]
Sorry for the long post.
Edit: I corrected the math with the stalking points. Hopfully.....
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@sizzlingmario4 said:
Delete Tombstone Piece and then buff Myers.
Tier 1 is just far too detrimental to him in its current state and maybe tier 3 could use a small boost too. Tier 2 is ok the way it is.
not delete, but ristricting it to just either give 1 mori and then block EWIII or give only a mori on survivors who have been hooked at lest once (or twice).
@WesCravenFan said:
Freddy is lackluster and I find his snares worthless. I'd actually rather have the original Freddy design. I'd lose more, but at least it is more exciting.
True. I posted an idea to combine the "new" elements with the old ones and believe me, I am still upset that they gave Sadako Undetectable but not Freddy. Seriously, why can I see his aura but not his body model when I'm further than 32m away while being awake?
@GreyBigfoot said:
Deathslinger needs some love. He never recovered after they nerfed his stealth playstyle and his ADS spam. I feel like it should have been one or the other, and not both.
I agree. The nerf to 32m is dumb. Especially when they wanted to make killers uniform across the bord (slow killer=24m TR, normal speed=32m).
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@OniWantsUrLocation said:
That change isn't nearly as bad as some killers expect it to be. First of all, we still don't know what the changed timing will actually look like. The devs mentioned a 0.25 second buffer after the animation to make it easier especially for "newer" players. But in the PTB you could blind the killer 0.01 seconds after the start of the pick up animation and still get the save in the end. But even if it is supposed to work that way: More flashlights also means potentially less survivors on gens. That's a possibility I'm very happy to accept.
And less medkits.
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@HugTheHag said:
Looks really good !
@Remedicist said:
That certainly looks a lot better imo. Nice improvement.
Thx guys!
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@HugTheHag said:
Maybe you need to find your niche ?
I do agree that most of my survivor games are miserable, with probably something closer to 15 or 20% than 50% escape rate. I'm still bound to play this role because I can't let my duo partners down and make them solo Q.
For killer though, if you don't play exclusively to win, you can actually control your mmr pretty easily and find a sweet spot where you'll have fun without sweating too much. Once you're at it, you can give hatch or gate to the last survivor to prevent your mmr from growing too much (plus they'll be happy <3), and you'll sometimes lose, which should somewhat anchor you in the same spot where you're having fun without having to sweat. It's quite pleasant !
True.
It also helps to determine when which role is the easiest. Killer at 11pm is so chill for me. But soloq during that time? Hell no.
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Jeff.
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@Ghouled_Mojo said:
People treat people like crap. We are all guilty of it on some level. Hopefully, we do better as we age.
Sadly some people never change.
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@Dionysus42 said:
BHVR character designers spontaneously combusting when they see someone without a side fade
I blame modern media on that. Shows like Vikings and video games like Skyrim portrait some weird haircuts to appeal to modern audiences.
@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/3255334#Comment_3255334
now that i think about it, yeah they are really common with survivors. to have there side(s) of there head shaved
I wouldn't say common. AFAIK, Meg, Nea, David, Kate and Jonah are the only survivors with a fade in one of their cosmetics.
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@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/3255038#Comment_3255038
That's not a fair exchange.
A fair exchange would be this :
When eruption goes off any generator affected cannot be stopped regressing for 45 seconds. Any perks affecting a single generator that are applied without any necessary cooldown will be applied when eruption goes off.
In other words : call of brine and Overcharge could be applied to the generator (potentially both) and when eruption goes off you can run somewhere else but that generator cannot be stopped regressing for 45 seconds.
Or Eruption could just always remove 25% generator progress instantly and then be blocked for 30 seconds and come back in a state of regression.
I just noticed that my phone bullied me. It should be "can't" 😅
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@MrDardon said:
I'd be for buffing the regression to like 12 or 14 % but nerf the "Useless status effect" to like 10 seconds.
That way it wouldn't be stronger vs solo and barely useful vs SWF but instead, it'd be almost equally as good vs both cuz 10 seconds of uselesness isn't that big of a deal. And it'd still remain quite good as a regression Perk.
This!
And they need to change that fully regressed gens can't still have Eruption (or Overcharge for that matter) on them.
Edit: a typo that changed the meaning of what I wanted to say completely.
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I also often get the feeling that 2 people are good and 2 are meh against a decent killer.
I also had problems when I was solo q due to my playstyle. Me going to get the difficult saves in the EGC or me looping the killer for ages often resulted in my demise (and still does). I have hope this new team ratin they want to add to the SBMM will help.
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@not_requested49 said:
https://forum.deadbydaylight.com/en/discussion/comment/3248191#Comment_3248191
Yeah I know and the mobile port has a lot of QOL and nice things that we don't have but I don't think BHVR seems too keen on doing so for the base game
Never forget that mobile and the main game are handled by 2 different dev groups.
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@oporopolist said:
Guys, this isn't an occasional game, or "matchmaking is going to have a tougher time". This is every game! They are facing experienced killers. I just watched one of them, (streaming to Discord), playing killer and they are facing experienced survivors who know how to loop a tile. This is ridiculous! The whole point of a free period is to try and get more people playing the game. Throwing them in as "cannon fodder" to keep the queue times lower for experienced players..... well, I don't have the words for the stupidity of it. My nephew and his friend have given up playing.
You should play KYF first with them until they understand the basics.
And then you can only check steam profiles. You will never know if you faced a console player with decent playtime. Also many players with decent time took a break from the game.
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Totally for it! Especially when the new last man standing mechanic will come
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@not_requested49 said:
https://forum.deadbydaylight.com/en/discussion/comment/3246706#Comment_3246706
Sure but a lot of suggestions on here go ignored so I feel like adding money into the equation would help get their attention a bit more
Also I know the community would complain alot but that outweighs the positive of profit for them
I have been posting here for about 3.5 years and yes, sometimes you think the devs don't read anything.
But you are wrong.
They just take their time.
And not always something works how they intend and they have to scrap it.
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I have over 5.4k hrs and I also think that the locker immunity is too much. It is so hard to pull off and is only done in swf.
You could argue that swf could bully the killer with this, which is true, but when do you meet these people? I only had one of these squads once and I brought Franklin's. Simple solution. Lightborn is also a good alternative with this and depending on the killer some addons also help.
The easier solution would be to limit the double locker spawns that were added with Dredge or block visibility on some of them (so you don't get the angle anymore without the killer using FOV enhancers)
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@Yatol said:
https://forum.deadbydaylight.com/en/discussion/comment/3246142#Comment_3246142
That wont happen, a replay function is a different beast from restricting resolution modifications.
True, but you never know.
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@not_requested49 said:
https://forum.deadbydaylight.com/en/discussion/comment/3246124#Comment_3246124
Of course you wouldnt and most dont really want to either, but BHVR wont implement it anytime soon if it did not net them any money from it; from their perspective, there would be no point
And with how popular the game is and how many would love to have such a mechanic (especially those with tons of flans/event cakes on a single character), they would 100% profit from it
Sure but that doesn't mean the community will just take it without complaint. They have a similar system in mobile, but there you actually need to play the characters to level them up.
And we are not talking about EA here.
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@JPLongstreet said:
Sadly the devs have said many times they would have had to code the game originally with a replay system in mind. It's too late now. Maybe in DBD 2.
Like they said with the fix for stretched res?
It just needed one guy here on the forums to show them how to do it.
We just need someone like this again.
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I asked exactly this after some days of the start of the event. I have over 200 ADRs on my main and they become more and more.....
I just want to keep 1 of each for my collection.
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This would be P2win or P2play depending on your view.
And while I like your idea, I would never want them to do it for auric cells. Shards maybe but nothing more.
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Syringes? Fine.
Iri Tombstone? Fine.
Iri Tombstone with perma EWIII? Fine.
Perma EWIII? Fine.
Purple Tombstone? Needs a nerf (e.g. can only mori 1 person and no more EWIII after that or only people who have been hooked once or twice).
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I had TrU3Ta1ent as a killer twice and once as a survivor when I was in a 3man swf. And I remember that he was complaining in the stream that "we were slow and not optimal" (we all had to do dumb ######### for the archive).
This "incident" is also the reason why I want other people to see what challenges someone needs to do.
I also encountered Otz twice (although not as Trapper sadly), The Kller twice, Monto and his GF (when he was here in Germany), Dhalucard and Entity's Left Hand (which was a very scary Trapper experience on Hawkins).
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@Killing_Time said:
https://forum.deadbydaylight.com/en/discussion/comment/3241136#Comment_3241136
Unpredictable pathing
LOS blockers
Gen rush
1) OK.
2) what do you do on Autoheaven?
3) OK in a swf, but solo? You can't count on random doing gens.
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Normal nurse? I play.
Nurse with Starstruck, Lethal, AA and Darkness Revealed on Midwich? No. But I will die on hook and not DC.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3243621#Comment_3243621
well it happened to me with much less hours. The main reason is if killer wants to deny hatch at all costs and other survivor want to wait out you dying at all costs. Sure the game progresses, but it can take above 30mins (killer decides to do this from very first moment, not slugging you) if you actively try to make it as short as possible. Not a fan. Not a fun for me.
I wouldn't be a fan either. But I would just afk and maybe drink a tea or make some homework, watch YouTube etc.
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@Nos37 said:
You can't bleed out if the killer picks you up, you can't die if they never hook you, and you can't escape if the other survivor is there to watch instead of doing gens
Even then you slowly die. It just takes longer than 4min.
But this behavior suggests that maybe you did something wrong in their eyes (maybe hiding too much?). Or they wanted to farm and you didn't understand?
What they did is not OK, but tbh your situation is so rare it never happened to me in over 5.4k hrs.
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@Nos37 said:
I had a match yesterady where a Myers and Yui took my game hostage. I should not get some degrading label just because I didn't want to go AFK for 2 hours until the match auto-ended.
How did a survivor AND a killer hold you hostage?
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You are not alone.
Although some things you mentioned just happen because of the way hitboxes work. They look like a pillar and especially when you are injured (and lean forward) your hitbox doesn't change, so you get a lot of instances where it looks like you should not get hit, but your hitbox said "no". Same goes for 360 or dodges, if you do tight turns your hitbox doesn't really move out of the way so killers like Huntress or Wesker can still hit you.
And don't forget that some instances with Wesker's power are still a bit bugged (partly because his dash becomes faster than a Nurse blink in the end).
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@Jangles said:
Team Eternal are like the best in the world no? Using maps and clock callouts. This is like the delta squad of the survivor world. My SWFs comms are a mix of swearing and AHHHHHHHHHH.
Exactly what I wanted to say.
Me and my friends don't use clock callouts but a similar system. We just say the center of the map is where the pov is and then we call "right/left of shack/main" or other landmarks.