LapisInfernalis
LapisInfernalis
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I only know that I would put Myers' Tombstone Piece in that category.
And else, I would say that any addon that gives Nurse 0 cooldown besides fatigue would be a nightmare. Or more than 3 blinks.
For Wesker I could imagine it being something that makes it possible to instantly hit after a vault with his power.
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@kizuati said:
https://forum.deadbydaylight.com/en/discussion/comment/3217187#Comment_3217187
Yes,coding is difficult. However the original game was made in UE4 blueprints and the current codebase is still based on that. UE4 equivalent of Scratch is a good indie dev thing,but BHVR has long gone past being a small indie company.
True, but that does not always mean that the programmers know everything about an engine they didn't create.
This is the reason why I like Bethesda's Creation Engine so much. It has it's flaws, sure, but the Devs know what they can do with it.
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@kizuati said:
https://forum.deadbydaylight.com/en/discussion/comment/3216866#Comment_3216866
if they did a major code rewrite they would
a) improve performance
b) nip 99% of cheating in the bud
c) make the hits make sense
Rewriting code is not easy. I don't code myself, but one of my friends does. And some things won't work the way you intended if you improve the code because some awkward ######### happened.
And we can never forget that while the Unreal Engine is a good engine, it is not perfect or optimal in some areas. We might be at a point where certain things this game would need cannot be done. Or, what also can be, is that the Devs just don't know how to do it. (Remember them saying they could not fix Stretched Res? They couldn't until a community member showed them how.)
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@kizuati said:
https://forum.deadbydaylight.com/en/discussion/comment/3215755#Comment_3215755
yeah that's what the mid chapters are supposed to be but we get really small mid chapters all the time. if they started doing two mid chapters worth of content at once it would be decent
I think they are occupied to fix the cheater problem atm.
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@Merudo said:
Wait what? It's no longer multiplicative? Are you sure about this?
Yes. The Devs stated that it was a bug. When the incentives were live the first time they were multiplicative and could give you about 300k BP per match if everyone used an anniversary flan
@fulltonon said:
It was multiplicative during first release period and somehow changed to additive on actual implementation, just why.
Additive 100% bonus is DEFINITELY NOT big enough to be an incentive, especially when it's on survivor, it should be multiplicative to offering bonuses.
I also want it back. 300k BP per match are just awsome.
@AMOGUS said:
https://forum.deadbydaylight.com/en/discussion/comment/3215602#Comment_3215602
Don't forget that they made things in the bloodweb cheaper. It takes like... 200k to 300k (maybe 400k?) less BP to get a character from lvl 1 to lvl 50 + prestige.
It no longer takes a mil bp to get a prestige level for a character atm.
Before the change it was about 1.7mil BP for one prestige, now it's about 1.1mil.
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@Dwight_Fairfield said:
A scratched mirror Mikey on Shelter Woods managed to get a 2k? What a chad.
I had some not so intelligent teammates and he camped most times. It was a trade in most of these cases. It would have been a 1k but one decided to get the person on the hook.
I was just lucky because I had Deliverance.
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/3216325#Comment_3216325
I get he was strong slowdown wise but they really did not need to destroy most of his kit.
He was exciting to go against tbh.
True. They completely destroyed his basekit for no reason.
The only thing that needed to go was Forever Freddy.
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@JustAnotherNewbie said:
It's interesting that kill rate for soloq if you have a tunneling killer i a little over 3k (if I'm being precise it's 3.2k)
But for SWF it's 2.8k. I wonder if having a friend meant they could take some attention away from you and come help you?
Like if 3.2k is the real rate for tunneling in soloq and you want to win, that is the way I guess. The winrate for soloq for killers is 61% using this strategy and 60% for duo-SWF according to your stats.
It is true that many times when I died, I died because the killer tunneled someone out early.
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@Maelstrom808 said:
https://forum.deadbydaylight.com/en/discussion/comment/3216334#Comment_3216334
Oh I believe it. Seems like most people in the game can't understand how much the experience can vary depending on a LOT of factors. Hence why there are so many arguments with wildy opposing points of view.
It also depends on MMR (which we don't see). I also use a very strict definition of tunneling. If the killer got someone 2 times in a row but then not again till the end, this would not be noted as tunneling (although maybe many would call it this way). Only the real hardcore tunneling is mentioned here.
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@Maelstrom808 said:
https://forum.deadbydaylight.com/en/discussion/comment/3216297#Comment_3216297
My experience matches his, and I'm in the American mid-west.
Tunneling and camping here depends a LOT on the region where the killers are from. West and central EU often play more chill, while eastern EU killers often sweat like hell.
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@IlliterateGenocide said:
You like Wesker huh, he seems really popular recently
He's my new Main. The only Killer I can truely enjoy (even with all the bugs he still has), since they gutted Freddy some time ago. I also like Myers, Pig and Pyramid Head, but they are either not strong enough anymore to really keep me from getting frustrated sometimes or were not completely what I was looking for.
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@Irisora said:
Only 13 tunnelers in 50 games in soloQ? Interesting I would have expected much more. In my region it would probably be around 35% of the matches and maybe more.
Maybe I was just lucky during the time I collected the data. Or maybe the killers didn't want to tunnel or chase me at all because I have 5.3k hrs. Who knows.
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/3216036#Comment_3216036
Yeah, this post is also a year and a half old, Freddy had some additional nerfs other than the addons, some introduced after this patch went live. Gotta be careful before judging things.
As for the addons listed:
Yeah, Spirit has 2 addons that are a bit strong, but thats it, almost all her addons used to be A or S tier, now she only has 2 A tier addons.
Nurse is likely going to recieve an addon pass or a mini rework(turning her blink hits into m2 attacks) or both before 2023 arrives, if not at the start of 2023.
Blight's addons are on the rework list
Freddy's addons used to all be S or A tier on an A tier killer. His basekit was already powerful and his addons were simply disgusting at slowing down games or downing people quick. Games against him were almost guaranteed to be boring and that deserved to be gutted. They did it too much, sure, but it did need to be done.
Similar argument for window setups, pallet spawns, perk nerfs etc. If its a guaranteed snooze, its always a lose.
Oh I was a bit blind I guess XD.
True, Spirit's addons were almost all insane, but 2 S tier addons on a S tier killer are 2 too much imo especially since the Iron Will nerf. I really don't mind a lot of Nurse's addons (even recharge and range), the just need to get adjusted a bit. I'm just sick of Nurses who stack insta-downs or slow downs like Starstruck and Jolt, so I hope they will make her blink hits M2.
Freddy's slow down addons were terrible for the game, true. I never really used them, because of how boring they were. Now his addons are mostly trash, his basekit is nerfed and the perk changes also hit him hard. I would love if they would bring back more of his old kit from before the rework.
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@Bard said:
https://us.v-cdn.net/6030815/uploads/DGYA3IJSTL3L/my-image-284-29.png
S tier
Oh wait nothing
A Tier
Being really generous here.
- Drawings: Teleport CD isn't bad.
B Tier
- Class Photo: Can fake people out sometimes, but also stops you from faking people out.
- Pill Bottle: Mild stealth buffs.
C Tier
- Jump Rope: Stridor. Kinda nice, not super useful.
- Swing Chains: Depends on how good your headphones are. Not terrible, but not the best.
- Black Box: If they 99 an exit gate and try to run out after a save, this can cheese you a kill on the last survivor as all their friends escape. You still lose, though.
D Tier
What a great set of tools that amplify the core gameplay pattern of this killer.
Great job.
I'm not even gonna bother with this steaming pile.
As an old Freddy main I agree on most placings. I always prefered fake pallets to snares, but that was personal preference, and I know that they are weaker than snares.
I would place Pill Bottle and Photo to C Tier because they don't do ######### if not combined with other perks like M&A or they remove the one skillful part his teleport had. Once people know you have the photo, they will mostly stay on gens too, so the DMS combo doesn't work most times.
For me all ropes are bad, because it's only for survivors in dream and most times you are chasing them anyway (and Iron Will is barely used nowadays).
Red Paint Brush is C tier, because it makes survivors waste a bit time at the start, but nothing more (30s clock anti sleep) especially if survivors ignore the dream world.
I made a rework for freddy's addons a while back. what would you say about this?
@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.
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@Predated said:
Ah yes, because an A tier killer needs S tier addons. Preferably, D tier killers need S tier addons where S tier killers need D tier addons. This is fine
Hmmmmmm.....
Spirit: MD Ring, Amulet
Nurse: Recharge and range
Blight: C33, Ring, (Iri tag)
Plague: Black Incense
and btw: Freddy is not A Tier anymore. he was, but now he's more like low B/ high C Tier for different reasons (multiple nerves to his kit)
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@ReverseVelocity said:
I still think there should be an option to make the Flashlight beam itself invisible to yourself. This would keep flashlights untouched gameplay wise and probably do a better job at preventing flashlights from triggering photosensitivity
some people get headaches because of the sound they make when using the mousewheel macro. This can also make you overhear important noises, so I'm kinda glad the macro flashlight is gone.
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@skylerbound said:
I’m just a p19 on my yoichi(working to 100) and I already get so many killers dodging the lobby and I have gotten two killers that told me they tunneled me out because of my plvl.
I know that feeling. Sometimes I think people just hate me because I'm a P34 Jeff with 5.3k hrs. Or because they think they are so good if they facecamp me for no reason.
I can only think that if I didn't invest a ton of BP into Wesker (P16 right now) and put both Ada and Rebeca on P6 for their bloody cosmetics, my Jeff would be..... idk P50 or something. I have seen people with less hours and skill have higher prestiges. It just shows who your main is or who you don't main. Nothing more. People finally need to get this.
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@FlameLickVA said:
https://forum.deadbydaylight.com/en/discussion/comment/3215768#Comment_3215768
I really don’t know what else to say besides yikes? Maybe they’re leveling a survivor they dont play?
All I want is just lobby shoppers to take an L so I don’t have to wait through 10+ dodgers to get a match (currently at 20, and counting)
I'm sorry for you. I have over 5.3k hrs (public profile too) and my Jeff is on P34 (he would be higher but i also invested a ton of BP into Wesker). And I get also dodged a lot of times. Either because of my playtime or because of my Main's prestige.
I only dodged a P77 Nea once because I faced her and her team a day before and I did not have the nerve to face their annoying playstyle again.
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As a Jeff main I can definitely confirm that Jeff doesn't have an upturned pointy nose.
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Can confirm this. It's pretty rare, but very annoying when it happens.
I also tried different stuff, moving, looking around, not moving.... all won't work.
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can confirm this too.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3214636#Comment_3214636
"Clearly you are not a killer main" - That's right. But that does not mean I don't play killer. And I know there are unfair things toward killer (e.g. hello to 2 lockers next to each other with 2 people with flashlight).
"Killer mains are quitting because they too noticed how hard it is to play" - Yeah. Killers don't want to play the game. That's why I have almost nonstop 100% survivor incentives. It's because survivors want to play the game but there are no killers to play it. Also most of the killers camp and tunnel which catapults them into MMR range where they can't catch a single survivor. But that's on most killers, because they use cheap tactics. So of course they will meet people who are capable of denying them this tactics from some point (by e.g. never giving them single hook) - and suddenly, the game is again too survivor sided and all maps are survivor sided and everything is stacked against them and all this. Well I don't camp and tunnel and I don't win all games. But I win more then I loose - which is not the case when I play survivor (and no, I also don't genrush. Exactly for the same reason why I don't camp/tunnel).
"Oh wow, they nerfed Dead Hard poor you" - Well. I am not DH user and wasn't using the perk. It relies too much on killer's ping (making it never activate even if I used it at correct time). And it's not rare that I get someone 2000KM away from me, because BHVR decided it's bad idea to provide separate server for russians. What I am complaining about is +10s on gens (and no compensation on hooks - in 6.1 you could facecamp 2 people to death before all gens were done and then still have whole endgame to get another kill for free effortless win), +10% hit recovery (this one is huge and the biggest problem IMO with conjunction to all the survivor timers having 0 change), -10% survivor speed after hit, +10% pallets, every 2 weeks missing pallet from some map, silent buff to nurse (stuns are now worse then her missing M1), stronger survivor maps getting rework but midwitch is fine the way it is (I am just waiting until they change it - add some hooks and otherwise leave it alone). Also I don't know why they buffed bloodlust timing.
And this is just on top of my head from last few patches. And I don't even count healthy stuff like buffing legion and ghostface or removing infinites. And yet all I can read is like it's too much nerf to killers all the time. The official numbers stated from balanced 49% to imbalanced 61%. And killer mains still have the audacity to say that the game has become too much survivor sided. Yeah buffing killers so that survivors die in more then 3 out of 5 games is definitely survivor buffs. Wake up please.
Well. I am not DH user and wasn't using the perk. It relies too much on killer's ping (making it never activate even if I used it at correct time). And it's not rare that I get someone 2000KM away from me, because BHVR decided it's bad idea to provide separate server for russians.
That is the exact reason why I also prefer SB over DH. There are so many killers from Russia in EU central (Frankfurt) that you can never be sure if you complety wasted a perkslot for bringing DH. This is also a reason why we should be able to see the killer's ping in the lobby.
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@KillingWithAWrench said:
Hello Honorable Developer(s),
I just want to thank you for the good fun years you've provided us in developing Dead by Daylight. I just want to give you my honest feedback which is also the reason I am leaving this game.
I've been a killer main for the past 4 years and probably played survivor a handful of times, I just enjoy playing killer. But in the recent two to three years I will say, and I know you might disagree (along with a lot of people in this community) but this game has become too unbalanced to a point where you enjoy a game if you're playing against solo survivors or beginner survivors.
I just want to give you my feedback on what I believe needs fixing on the killer side and why I have decided to lay my weapon down for a while.
Needed patches for killers:
- Increased FOV (Field of View) to at least 110 degrees.
- - It's extremely hard to see what's on the ground which tends to make you get stuck from progressing forward, extremely annoying.
- - Survivors literally hide under your nose, confuses you. I've heard people tell us to use "Shadowborn" but we're literally using a perk slot for a setting.
- Too many advantages for survivors.
- - Still, after the perk overhaul it's extremely hard to avoid gen rushing, which will lead us to camping and tunneling.
- - SWF groups are literally unbeatable. You'll hardly get a single kill.
So the reason I am leaving is because this game has become too stressful rather than fun. I've been playing since 2016 and can say that the game was at it's most balanced state was mid 2018.
Thank you again for the fun times.
How do you consider a time when old DS, Object, DH, infinites, god windows, unnerfed toolboxes and insta heals existed balanced? Or are you a Nurse main?
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@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/comment/3213489#Comment_3213489
Spine chill is 100% better against stealth killers before you could at least look away now it goes off even if you don't have a TR.
Which should not happen according to the Devs.
But it is bugged since the 6.1.0 ptb and people are abusing it.
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@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/349129/auto-dh-must-be-easy-to-get-huh
I actually caught someone using it the other day on accident I made a stupid swing while David was on the other side of a small wall and he DH. I was like oh really.
I also faced some auto DHer some days ago. Was speedhacking too. Now they are banned.
I didn't even notice their auto DH until I reviewed the footage and was like.... "wait a minute nobody sane would have DHed there. I would not have hit anyways or you would have dropped the pallet...."
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If I text in German, the filter always censors important words like "wenn" or "dann" ("if" and "then") witch makes it sometimes weird or difficult to even understand what I mean. It filters character names like Claudette as well.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3208597#Comment_3208597
Why?
If your talking like a couple times a second sure.
But macro's and scroll wheel keybinds shouldn't be allowed.
True. This would also fix mouse wheel Hag.
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@HoodedWildKard said:
They should do a stealth patch so that it empties the torch if you do it lol
That would be so great.
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@dugman said:
Continuing a series of threads about the least popular perks on the aggregate site Nightlight, next up is Freddy's perk Remember Me (0.57% usage)
Remember Me - You become obsessed with one Survivor. Each time your Obsession loses a health state, you increase the opening time of the exit gates by 4 seconds up to a maximum of 8/12/16 additional seconds. The Obsession is not affected by Remember Me. The Killer can only be obsessed with one Survivor at a time.
Slowing down opening the Exits is in principle not a bad effect. In fact, No Way Out is the #11 most used perk and it likewise slows down the survivors opening the Exits.
The problem with Remember Me, though, is 16 additional seconds just isn't a huge amount of time. No Way Out is popular largely because it can stall the Exits for a full 60 seconds (on top of giving a useful noise notification which gate the survivors attempted). Compared to that Remember Me delaying the gates 16 seconds, and only for the non-Obsession survivors, with no other effect is very, very weak.
On the face of it one way to buff Remember Me would simply be to extend its duration to 60 seconds to match No Way Out. (No Way Out would still give the noise notification while Remember Me would still not work on the Obsession so those are kind of a wash.) However, there is a possible problem with that approach, namely that these two perks would then combine to stall opening the Exits a full two minutes which might be too much of a delay.
I think a more interesting approach that gets around the possible problem of stacking too much with No Way Out would be to make Remember Me do something different from simply stalling the gates. For example, maybe if the Killer has No Way Out then the Exit gates, in addition to taking 16 seconds longer for non-Obsessions, would also regress if left unattended. That way Remember Me would become a possible counter to the survivor strategy of 99% completing Exit gates. And if the gates regress when not being actively opened, that extra 16 seconds becomes a bit more dangerous since it means the survivor has to actually stay on the gen that much longer all at once to actually open the door lest they accidentally allow it to lose too much progress while they are hiding or running off somewhere else.
No Way Out is just basically what old Remember Me was, just better and without needing to tunnel.
What makes me mad is that they nerfed Remember Me when the EGC came out because "it would be unfair for the last survivor after hat has been closed." Old RM only added 30s to the gate. Nothing compared to NWO. But instead of making NWO only work after all gens are done it will definitely kill you if you are really unlucky: 60s NWO+20s gate + getting to the gate in the first place = probably more than the 120s timer.
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@lemonsway said:
There's more Teams because SoloQ is infested with low skill survivors which just makes good survivors not wanna play in SoloQ. Those survivors will instead just try to find Discord channels where they can group up with people so that at least there's 2 people who can work together instead of 4 Potatoes going like headless chickens.
I don't blame them but at the same time the giant boost in team quality is undeniable. I still do all of my survivor matches as SoloQ because i still dream with the day where MMR matters. IF it's gonna be in the game then it has to matter! I hate MMR as it is implemente and because the game clearly doesn't have that manny players to warrant it. BUT it's here so the game has make it work.
AND for those that still do SoloQ then a strong Medkit or Toolbox almost becomes mandtory cause at least you can rely on your own skill to make good use of that toolbox or medkit. And pray to god you're not the first chase or if you are then you're praying to get a decent loop to play while people are doing gens. And obviously you're gonna bring an exhaustion Perk so that's already a harder chase for killer. As killer you don't want a long first chase, you want a down quick to minize the effects of survivors spawning scattered and touching multiple gens.
That's why Discordance, Corrupt, Lethal Pursuer exist. DIscordance and Corrupt have counters outside of using survivor Perks. Lethal Pursuers only counter is with Perks. Distortion, Object of Obsession for example or just hope you're not the one the killer goes for.
SO SoloQ is in shambles and people are grouping up so team efficiency does go up already but each survivor is still allowed to bring whatever... Which means you're just multiplying all the gains from being a SWF by an enormous amount. Therefore you get all the sweaty PainRes DMS Deadlock Overcharge killers...
Then the cheating survivors come in and ruin the game for not only for the killer but for the rest of survivors aswell.
The solutions are obvious. Start treating Survivors as a Team regardless if they're an actual SWF or not and impose limits on stacking effects. Make MMR matter by seperating brand new players from veteran or decently experienced players. Make the MMR Cap higher and introdue 1 new soft cap on top of the new player protection. This way new players only start mattering to MMR after they've had enough matches to where they are presumed to have an understanding of the game. Give Custom matches Bots so people can practive looping or getting the hang of playing a specific killer. It's been long enough BHVR cmon...
Ensuring there's better players ready to enter the MMR queues, making SoloQ life better for everyone without adding UNNECESSARY BASE KIT PERKS LIKE KINDRED. We need better players not more hand holding. And Cap every teams potential so that every team be SWF or not is on a very similar level of efficiency where individual SKILL makes the difference instead of just stacking OP stuff.
Same ######### for killers. Stacking 4 slowdowns or forcing survivors into Pentimento via Plaything is CHEESY AND UNHEALTHY FOR KILLERS!
I play with Plaything and Pentimento on Wesker and there are some teams who just ignore any plaything. Or boon it. And that is exactly the counterplay. Just don't touch it.
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Some say the increased usage of Prove skyrocketed because it's the only survivor perk still giving BP faster.
But I think it's because Gen times were increased and chase (as well as camping) was made easier for killer.
The only thing hyper focus really needs is that it doesn't work with toolboxes and it isn't additive with Stake Out. Like Autodidact and medkits.
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@toxik_survivor said:
https://forum.deadbydaylight.com/en/discussion/348321/new-red-forest
You may know or not but many maps used to have that green tint back in 2016-18 until it was removed. The azorvs and mothers dwelling were green tinted, McMillan was blue tinted and corn maps were a dark yellow tint. I personally like your design and believe that there needs to be brought back tints and these type of aesthetics into the game. I've shared this photo a few times but this is when coldwin graphics where at its best
https://us.v-cdn.net/6030815/uploads/D12LL9HP3TKG/screenshot-20220628-160839-youtube.jpg
Actully spooky and not bright. Completly opposite of today's coldwin and so much better. As you can see there is a blur to the background and this added so much atmosphere. It's hard to tell in the photo. But with the photo you currently have it would be cool to see what this blur in the distance would look like on that photo. (I assume you are using a editor that can add blur to the image)
I started to play dbd almost exactly 4 years ago, and I remember old the old coloration. Yamaoka was also more green brown if I remember correctly.
I can try to make a version with blur. But I can't guarantee that it looks good. My talents are not with Foto manipulation but with drawing in general.
@WeakestNurseMain said:
Neat, though I'd prefer if in the lore the U.S military raided the entities realm and just nuked this map along with Badham, the Game, Cowshed, and a whole bunch of other maps.
These maps should get adjustments to mumber of pallets and tile distribution.
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@Nos37 said:
It's that time of year when everyone plays GF/Myers...
3rd match in a row now where my teammates fed Myers and Evil Within 3 gets popped after only a split second of being stalked and I'm the one on the hook waiting for EW3 to end so someone can finally come rescue me (only to feed Myers again).
His power should only expose survivors he has stalked. The longer he stalked them, the longer they're exposed. Sick of the way his power works currently.
So you want Myers become a worse Ghost Face?
The problem is not Myers' power, but that people forgot what not to do vs him, because he's so rare. I never really had problems with him. In soloq or not.
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@randonly said:
I like the current look of the red forest and swamp, I just think they could give it a little polish and add some "breakable walls" that the devs love when rework old maps.
This more green look in the last photo I wanted it to be a new map, just like sadako's lobby when she came to the game, a kind of swamp with another name and a well in the middle.
As for the first photo of the orange/yellowish, the maps of the farm and the salon are enough, I'm not a big fan (and there's the map of artist too)
I thought a while about what you said about the middle picture and yes, this particular atmosphere would be cool for a new map. I always had the idea of including radiation as horror element to dbd (also with an original killer) but I never had the courage to do so, since the disasters are still in people's minds.
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Personally I think Nurse is the most evil one, although only her Tome lore made her that way. Before that, she was more of a tragic character.
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@randonly said:
I like the current look of the red forest and swamp, I just think they could give it a little polish and add some "breakable walls" that the devs love when rework old maps.
This more green look in the last photo I wanted it to be a new map, just like sadako's lobby when she came to the game, a kind of swamp with another name and a well in the middle.
As for the first photo of the orange/yellowish, the maps of the farm and the salon are enough, I'm not a big fan (and there's the map of artist too)
That Sadako background should be part of a Swamp map maybe. I mean there are already areas with trees, so this would be cool too.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/3203806#Comment_3203806
I actually see you as being pretty constructive with your comments tbh, if that's any consolation.
We definitely listen to feedback, we can't always respond on feedback (or I'd be here even longer than I currently am!) and we can't always action every bit of feedback we get - we do pass this feedback onto the relevant teams however, and ascertain how beneficial to players/the game things actually are. It often leads to further discussions and something else might come out of that as well.
The upcoming PTB for instance, is a big test - its not scheduled for going Live in the next release as is our normal way because we appreciate this is going to be a big change and we want the feedback in advance on it, because as many know, there's not a huge amount of time between PTB and release for changes to be made, and we do want to make sure we address players concerns on the Mori Finisher and everything associated with it.
I also try to be constructive too and when I see that some of my ideas for reworks or new killers seem to make it to the game in one way or another it is always a nice thought.
Thanks for that.
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Maybe this is why there is nothing "big" coming this midchapter.
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@StarLost said:
Exponential isn't a problem, as there's counterplay (although Eyrie needs the totem spawn at the top of the main structure removed, ditto IWOM).
Unbreakable...yeah. I foresee people abusing the spots where you can go down and be impossible to pick up/hook with this to troll games endlessly, much like Boil Over+No Mither on release. Twins are going to be completely useless too.
This is why i think they let us test it now. They realised that they don't think like the community and that we will find ways to break their stuff. It was with Boil Over and later with Endurance stacking. So I think they want to see how broken it is so they have enough time to fix it.
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@GillyBeannn said:
Unbreakable and Exponential stacking to allow yourself to recover in 18 seconds. This is very ridiculous and should not ever come to the to the PTB and live servers. I am open to the 45 seconds to picking yourself off the ground, however, Unbreakable and Exponential should stay as they are and make them no longer stack with each other.
Ex:
Current Unbreakable with the new recovery time won't pair with exponential anymore.
And to not kill Exponential by itself since it's supposed to be a Boon. put it back to 100% or even nerf it to 50%
The fact that the upcoming update is going to make Unbreakable a lot better than Boon:Exponential by itself is ridiculous to me and Exponential will only see its uses, is when paired with Unbreakable. should not be a thing.
Like I said, I am open to the PTB changes that are going to experiment with built-in Unbreakable, but this is the #1 flaw of this change that needs to be addressed immediately.
I would rework these perks entirely.
What is the purpose of soul guard? Get BT when you get picked up? That is so situational. No Mither has become completely useless. Exponential is just an AOE Unbreakable with worse numbers. And Unbreakable is meta again.
Rancor is just meh now....
The only perk which stays remotely the same is Devour. Although I'm sad about the mori's though.
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I would remove them tbh. And reward players with BP for each mori they own.
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@MikaelaWantsYourBoon said:
Add screenshot or you are liar (joking).
Congrats btw, i don't know how people are that fast. Or maybe just i am so slow :(
4man swf, 4 flans, prove thyself, maybe something like DS and Deliverance too. With Matchmaking incentives at 100% they get at least 524% BP. If you calculate it with about 25k per match that's about 130k per match. And if you get even more (let's say about 30-35k then you get 150-160k per match.
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@Xord said:
https://forum.deadbydaylight.com/en/discussion/comment/3199766#Comment_3199766
Kind of the same logic as trickster. You can be good or bad, at some point, Myers will never do anything on lery, and survivors won't be able to do much against him in open maps.
And yes, I said it myself, Myers playing those will derank and gain little bloodpoints.
But there is an achievement litterally forcing you to play those...
I know. I did that 4 years ago when hatch, infinite, insta heal and old DS were a thing. I still do it but I don't care. I have enough matches where gens get done before I get the first kill.
Survivors are just not that alert vs Myers anymore. It's almost like old Freddy. If you knew how, you could capitalize on Survivors thinking they were invulnerable.
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@The_Krapper said:
https://forum.deadbydaylight.com/en/discussion/comment/3199779#Comment_3199779
New people don't come to the game through content creators they use them to learn once they found the game, lol not trying to argue but I'm just pointing out that nobody goes searching for dead by daylight on twitch if they don't even know what the game is
I did. Although not through twitch directly, but because a famous German streamer played dbd with his group back in 2016 for a while (their group was known to bring players to a lot of smaller games). I was just watching his content and got interested in the game after a while. Sadly I could not bring myself to try it till 2018 since I was more of an RPG player and did not know if I would like multi-player and horror in general.
And I'm not talking about the big dbd streamers, I also talk about small streamers who get harassed. But it doesn't matter. What matters is that cheaters ruin these peoples' income.
And what would you say if you were a construction worker and some kids were always making chaos at your construction site? You would probably care. But why should I then? Maybe I am just an office worker who will never have anything to do with it. I still care, because it's important for other people.
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@BenOfMilam said:
It would be nice. All my killers have a flashy red background, except Wesky boy bc he could never get one.
All my survivors have this, but killers are a suisse cheese.
I habe custom icons anyway so it is just a red glowing border
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@Reddy said:
https://forum.deadbydaylight.com/en/discussion/comment/3199747#Comment_3199747
Why would I be? I mean if you become a streamer, it's a risk you gotta take.
They gave private profiles, hidden names and anonymous mode and even delayed matchmaking, idk... seems like streamers issue, 1% of playerbase. Rather deal with camping and tunneling, devs, that touches entire playerbase.
The problem is that it may not bother YOU or ME but if content creators stop playing the game right now because cheaters make it stressful for them (e.g. Otzdarva) it hurts the game's publicity. Fewer people will know about the game and fewer new players will come which means: less money for new content in the game.
We don't want that.
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@Reddy said:
I play for 1-2 months and I got red rank last month, and I didn't meet even one cheater. What do you have to do to meet them?
Be a streamer or have high MMR rating (not the grade that is displayed in the tor right corner. MMR is an invisible number)
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Bubba. I maybe played him 2-3 times in total. I just dispise everything about him and that he stands for the most boring playstyle in this game.
I also don't like loud killers like Oni, Dredge, Demo or Nemesis. The only exception to this is Pyramid Head.
Twins and Hag are also low on my list.
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@Xord said:
https://forum.deadbydaylight.com/en/discussion/comment/3199754#Comment_3199754
It's not so much about being "unfair to pay the price of someone else", but rather that a good Myers will stalk regardless of how good the opponents are. Emptying 3 survivors completely isn't that hard, it is a bit map dependant though.
You also have no way of knowing for sure (unless you're a very experienced SFW and are able to share how many seconds he stalked), and once he takes the first kill, the game is over.
The main problem isn't exactly about it being too strong or not (I mean, a very good nurse will still score better than a tombstone myers). The problem is that it guarantees a void game from the survivors, no matter how they play, they won't make any bloodpoints and will probably derank, even if they escape. It's not fun.
Honestly, the best counter isn't to get into lockers. The best counter is to just accept it, let yourself get killed, go on the next game and hope that he was just doing the achievement and now he got it, he will stop using this build, because honestly, this built is absolutely 0 fun to play, will also result in a void game for the killer (low BP and -1), overall, if it wasn't for the achievement, nobody would play that.
Myers will also derank if he doesn't hook someone and maybe won't even get the BP for the addons back.
I really don't understand what's it with survivors nowadays who are not able to starve him. How difficult is that?
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@WesCravenFan said:
I have never encountered a hacker in over a YEAR. Where do you FIND these people?
High MMR, streamers, or random.
I have been pretty lucky too. Only facing 4 hackers I was aware of since the hacker wave in November. 1 screaaaaam-speedhacker, 1 insta gen dude, one with impossible flashlight saves and 1 terminator bot spirit. Then there were about a handful of instances where I thought the movespeed was odd but after I reviewed the footage it was fine.
On survivor side I'm basically fine because my playstyle leads to a mid MMR (often sacrifice for the team). And on killer side I only faced hackers as spirit because I was playing her a bunch.
It's just a matter of time when I get a hacker as Wesker.
