LapisInfernalis
LapisInfernalis
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@TicTac said:
Only the basic versions like the brown medkit and toolbox and the yellow flashlight without addons.
Like this every survivor brings an item and learns how to play with it.
Of course most players have many of the basic versions and could bring them every match if they want, but this change would still increase item usage:
- there are many hoarders who dont use their items
- some people dont even want to use basic items bc they would get wasted (early dc or another unwinnable situation)
- new players forget to equip items or dont have any
If everyone had an item it has its benefits:
- clearer data which item is the favorite and how they affect matches
- every survivor learns to play with items and how they can use their full potential, not many can do flashlight saves for example
- basekit-counter (flashlight) for killer power (Zombies, Artists crow), shortens the gap between basekit and full-stacked survivor
Its not really an important change, but it could be interesting to test.
Having a flashlight does not making me use it. If I am a Gen jockey I will probably never ever get any use out of it. And many new players are just like this.
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and for certain challenges it would help to know beforehand. e.g. "survive while x other survivors escape", "escape with item from basement chest" or "cleanse x totems"
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@Taxman232 said:
https://forum.deadbydaylight.com/en/discussion/comment/3031271#Comment_3031271
That's another thing re the Spine Chill nerf, it really doesnt take into consideration the hearing or vision impaired players. Get rid of the vault speed but leave it as is otherwise (in my humble opinion).
The Devs said in their stream on Monday that they will change SC's nerf because of this feedback. It won't be in the PTB because they couldn't do it on time.
Now Spine Chill will activate like the current live version but only inside TR. This means no use anymore against Myers, GF etc. A part of me (the one that likes Myers) is glad that this will be the case. The other part of me (who has difficulties seeing almost anything on Autoheaven; not being colorblind or similar btw) hates it.
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@Valik said:
https://forum.deadbydaylight.com/en/discussion/comment/3032010#Comment_3032010
I think we're in agreement.
You can no longer gain distance in the open - but as far as vaulting and pallets are concerned, the perk has been buffed.
Let's see but I think that the window is just tighter.
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@jeremycarinio said:
https://us.v-cdn.net/6030815/uploads/BWW9EZWQDC3R/untitled.jpg
llook at that ***king hitbox. :) now, tell me if its accurate. (this is my game TODAY)
I feel that. That happens to me quite often as well and I don't have bad ping or anything. (I have 40ms)
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@kaneyboy said:
https://forum.deadbydaylight.com/en/discussion/comment/3031543#Comment_3031543
yeah and usually missing but counting as a hit LOL
True
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@Valik said:
https://forum.deadbydaylight.com/en/discussion/comment/3031532#Comment_3031532
I don't think you understand - the 'distance' is exactly the same.
"the "dash" no longer covers distance. You will be the same speed as you are running, but will be invincible for 1s."
Dashing with invincibility for 4m - or moving forward with invincibility for 4m - the only difference is 0.5s worth of 'movement time'.
You can DH to pallets and windows just as reliably (If not more so) than before.
You cannot gain distance in the open, or in a loop outside of pallets and vaults - but when it comes to approaching vaults and pallets, it's effectively the same.
I meant that you won't gain distance. Now it is about 7m, after the update it will be 4m. So it's the same distance you move anyway (because you move at 4.0m/s).
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/3031536#Comment_3031536
Omega blink nurse has been there since beginning and dev never fixed it.
Even mandy said it's just working as intentional.
Calling it a bug just shows how people never really even played or knew about nurse.
Maybe our definition of Omega Blink is different. Some use this to refer to the range addons in general. Some (including myself) reference the hidden bonuses in the addons those addons had, like faster blink, faster charge etc.
They removed these hidden effects with Nurse's rework a long time ago. Then the blink speed was bugged with 5.5.0 I think. They patched it in the next big update only to bring it back as a feature.
And just assuming that I never really played or knew Nurse is just ignorant. I have been part of this community for almost 4 years now (and 5k hrs). Yes I am no nurse main, and I play her mediocre at best but I faced her long and often enough to tell. I also read every ######### patch note the Devs put out there.
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@jeremycarinio said:
https://forum.deadbydaylight.com/en/discussion/comment/2841149#Comment_2841149
thats exactly we are questioning, because huntress and nemesis hitboxes have a size of bus.
Yeah.. The game can be accurate with hitboxes if you see Tricksters knives or Slinger's spear passing through tiny holes
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Thank the Devs for shadow buffing range addons (the killer used both) recently. They literally brought Omega Blink Nurse back.
If you are not aware: Omega Blink is a term for the range addons back when they made EVERYTHING about blinking better and faster, making them insane. They nerfed it when nurse got reworked, but about 6 months ago there was a bug that the blink speed with these addons was increased. They fixed it, but brought that bug back as a feature in 6.0.0
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@Valik said:
https://forum.deadbydaylight.com/en/discussion/comment/3029874#Comment_3029874
Overall I agree, but it's a bit precarious.
If you're talking about under a second difference, it's effectively the same.
If you're talking about using Dead Hard while nowhere near a pallet or vault in a loop, then yes - you are correct. In the sense that you must be in the same general location as a pallet.
To give you an example, using Dead Hard while in the center of shack to make the window or pallet is precicely the same, perhaps even stronger - and the variance is fractions of seconds with the standard deviation of a few meters. In this sense it's exactly the same. People typically wait until this location to use Dead Hard anyway to be both safe and ensure the accuracy of their direction.
Using it before being in the middle of the shack will not be as powerful - yes you are correct.
When I say 'the window is smaller, the player already reaches' - I'm saying that using the perk to get to a vault or pallet is basically the exact same, which is the primary use of the perk to begin with.
It seems like when you say 'the window is smaller, the player already reaches' - you are talking about when players use DH mid-loop away from pallets and vaults, or in the open.
If so, we're coming from it from two different definitions.
You are correct, in that using the perk outside of the established safety of vaults and pallets is a lot more demanding. Yes.
I'm not incorrect, in that using the perk in the same ideal place as before is precisely the same as it is now, if not more powerful. Yes.
I'm starting to think this was a misunderstanding, I even said earlier that using the perk mid-loop absolutely could fail as it couldn't before.
How I understand it from the clip in the dev stream yesterday, the "dash" no longer covers distance. You will be the same speed as you are running, but will be invincible for 1s.
So you can use it right at the pallet when you usually would get hit because you don't make the stun in time, but you can't DH to the pallet/window anymore.
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@Taxman232 said:
https://forum.deadbydaylight.com/en/discussion/comment/3030560#Comment_3030560
I can appreciate where you are coming from. I started playing around the same time and being an absolute noob I ran Spine Chill and Self Care because I was terrified of being grabbed of a gen. I have played probably about the same time with and without Spine Chill now but enjoy the situational awareness it gives you in chase, when hiding, gen-jockeying or the extra few seconds head start as the killer approaches. With more and more "stealth killers" being added in (Sadako, Ghost, spirit, myers, pig, bingbong) I dont think this is a healthy change.
DS is a game changing perk but it is such a necessary one. The last 5 games I have played I (or one of my team mates - solo q) have been tunnelled and camped by the killer everytime. DS is almost not a thing after the last nerf, this further nerf just means no one will run it and there will be even more tunnelling sweaty killers out there.
There will be people using DS and OtR together. Get hit fast and then go into a locker.
Seriously: if OtR goes live like it is, it will be the new DS. And even better since the killer either has to grab you or has to wait 80s. This is more difficult then just slug.
Since I play both sides although much more survivor, the spine Chill nerf is a blessing and a curse at the same time.
As someone who loves Myers, Spine Chill + SB is a real pain to deal with, so I'm happy it gets nerfed. But on the same hand I'm unhappy because SC is the only useful perk for me to notice GF on a dark map. I have problems seeing dark killers (or Survivors) on Autoheaven, although I'm not colorblind. Without SC I would only know that the killer comes because I see the red light moving....
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@Taxman232 said:
https://forum.deadbydaylight.com/en/discussion/comment/3029990#Comment_3029990
Cant say I am a fan of the spinechill rework not working against undetectable - cannot see it being run much by anyone anymore.
Also as a non-DS user, if you want to stop tunnelling this is the only real anti-tunnelling perk and it is being nerfed further.
I started to play almost 4 years ago. The only stealth killers were Wraith, Myers and Pig (not counting Freddy, although he could have been considered a stealth killer), of which 2 could be detected with everything aura related and Spine Chill/Premonition while having no TR. Only EWI Myers had something similar to current Undetectable but had a TR of 6m (that's why M&A was so popular on him back then). But there was a huge difference: Myers could not be detected AT ALL. No Aura, no SC or Premonition. Nothing. The perks would not even light up or anything (Object of Obsession). Therefore I just assumed that "It' s a Myers" at the start of the match until I knew better. I learned to position myself well so he could not grab me or anything. I was constantly spinning my cam around. Mirror Myers was so much scarier because of this.
It will be hard to get used to it again and I will get screwed over by Ghost Face on Autoheaven a LOT, but I will manage. Just need to get the rust off :)
About DS: I have used DS for... Ages. I started to use it when you needn't be hooked to get it activated. Back then I used it to get better in chase, since being the obsession could be quite dangerous (contrary to today). I never really stopped using it, because it was necessary to get away from basement camping bubbas, hags or trappers (or farming teammates.....). I have tried to play without it, but I got frustrated after getting farmed and then tunneled out of the match...
But this is not the point. In all that time I noticed that there are many killers out there who don't give a ######### about you wanting to have some fun too. You get BT, hit them with DS and they still tunnel you out of the match. Just because they can. I learned just to jump into lockers (even without DS) if killers tunnel, so they can't slug you. So they need to either leave you, get DSed or waste 1min of their precious time until DS runs out. You can still do that.
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@Taxman232 said:
As a survivor main I am largely content with the proposed changes being made across the board. I do however have some thoughts on a few reworks that arent quite right/need some clarification:
* Spine Chill - I agree with removing the vault speed boost but think the "line of sight" function ostensibly makes this perk pointless to run.
* Iron Will - I am fine with the tiered noise reduction but dont think that this perk should be impacted by whether or not you are exhausted. This paired with the Spine Chill nerf is a big hit to survivors who enjoy a stealthy game play.
* Off the Record - this is a game breaking buff and I dont think healthy for the game.
* Botany Knowledge - too big a buff
* DS - end game is already a super tunnel and camp heavy period. Taking away a second chance perk is just a sure fire way to be tunneled to oblivion.
*spine chill: they said in today's stream that it won't be tied to the LOS, but the TR once it hits live servers (they didn't get the change before). so it will be useless against undetectable (finally), but people who use it because they are hard of hearing can still use it.
*iron will: I'm fine with the exhaustion stuff, but that's personal preference i guess.
*OtR: I fear so too. It probably will be overused in the PTB, but let's see....
*botany: yes.
*DS: i escaped because I had DS still available...... many many times. I lost count. It is a serious problem for killers who don't tunnel (like me) and are therefor heavily punished for it in the end-game. I had many matches where I had 6 hooks and they all got out, because 2 people still had their DS in the end....
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@White_Owl said:
I think it's ok that female survivors are a bit louder than males since they're smaller, so it balances out, but aside that there shouldn't be such huge differences. Playing someone like Jeff gives you a huge disadvange and nothing to compensate.
The only fun thing that happened when Jeff was new was that you could scare other Survivors with the Corpse Paint cosmetic.
I hasd many people who thought I was Myers.
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@Bwsted said:
https://forum.deadbydaylight.com/en/discussion/comment/3024859#Comment_3024859
I don't remember the exact timeline of the changes. 3 sec is nothing, though. Probably, who buffed it at 5 sec is no longer part of the decision process and those who are have little knowledge of gameplay. Or, they intentionally overnerfed to shift the meta. Which,by the way, is not the correct way to encourage variety. It only encourages a different set of meta perks.
Yeah... If Off the Record goes to live, it will be a ton better than old DS: works multiple times, has a duration of 80s and works during EGC
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It's kinda funny how they first nerfed it back in the days from 4s to 3s when Enduring was no longer affecting DS. They said that 4s were no longer needed but then a short time later they buffed it to 5s because high mobility killers could easily counter the 3s stun. The problem was (and still is) that you need to get to full speed once you hit the ground and that 3s were not enough.
And now they nerf it to 3s again, because it's "no longer needed"
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You can still get the adapt with 3k as long as you do it after the rank reset (lower requirements for 2pip) and get 10 hooks.
Adept doesn't need a 4k, but a 2pip.
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@MrCalac123 said:
https://forum.deadbydaylight.com/en/discussion/comment/3019653#Comment_3019653
It lets you know when a Killer is looking at you, such as Myers or Ghostface.
I agree it is bad now, but it deserved the nerf. No reason to have a perk that counters Killers that are C tier at best.
It still counters Killers which are C tier at best and who needed the nerf the most. Myers and GF both need LOS to stalk which still enables the perk. Every other stealth based killer could effectively crab-walk to a Gen. And let's be honest: Wraith is fast enough...
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@RakNieborakYT said:
https://forum.deadbydaylight.com/en/discussion/comment/3019492#Comment_3019492
And i don't get why they buffed back these days. It made stridor useless as hell. Now it is not gonna be that useful cuz you hear them already, kinda good for new players, but not the experienced ones.
It will still make now common mindgames vs spirit completely vanish. Tracking with sound is very easy. Juyt hear where they are and bam, you get them.
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Corrupt: killers who really need it are Myers, Trapper, Hag etc. They still profit from it. Only killers who get fast kills anyway like Blight or Nurse won't profit as much from it anymore.
Sabo: the perk has a cooldown. And even with breakout and other Sabo stuff, you can still slug and capitalize on their altruism.
Botany: keep the 50% but only while healing others without a medkit/perk. No stacking with CoH, DM, Self Care or a medkit.
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@Munqaxus said:
Buffed Thanatophobia on Legion, Plague, Blight, Wraith and Nurse will be insta-wins now. What a stupid perk to buff.
Botany Knowledge was buffed so that when paired with nerfed Self-Care, it gives the same bonus healing. The problem is it makes Botany Knowledge required if you run Self Care. So solo-queue now has to run 2 perks instead of just one.
This whole patch is screwing over solo-queue. Good job Devs, glad I switched over to Killer.
Why even use self care? Ideally you only heal 2x anyway. And that can be done via CoH, a teammate or medkit
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Better keep attention. Then you don't get grabbed.
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/3021446#Comment_3021446
I thought that's not a problem, but yeah it might be problem for hiding although hiding itself is pretty eh.
I have gotten used to not fitting behind every tree or half high loop perfectly as Jeff. That makes it even easier once I play a small character.
@Marcavecunc said:
https://forum.deadbydaylight.com/en/discussion/comment/3021447#Comment_3021447
I mean technically, someone bigger is harder to spot than someone smaller.. but I feel like characters' "colours" for a lack of better term is more problematic.. Yoichi's default bright yellow raincoat makes him an instant no for me, vs someone with darker clothes. But I can see how that would be attractive to survivors who want to get chased. I don't.
My friend is like this. The first thing she does for a new Survivor is to buy the darkest skin in the shop she can find.
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@DaddyMyers_Mori said:
https://forum.deadbydaylight.com/en/discussion/comment/3021393#Comment_3021393
Yeah, but they won't. So there are survivors who just need Iron Will, which is really bad with those changes.
We can also talk about sizes of survivors, why that is different I have no idea.
Because people are not the same.
"So why do you complain about how loud they are?" - Because sounds they make are the same across all maps. Size (and cosmetics) is something that depends on the map. Being a Claudette is better on dark maps, but a great nerf on Ormond. Being Jeff is not so bad on the Saloon or some new maps with large bushes/trees but worse on mps like Autoheaven which have a lot of these half height loops (they are not high enough to hide behind as Jeff).
Or, as a certain little green guy with pointy ears said: "Size matters not."
This is very hard to balance, but sound can be balanced. And sound is very important in the game.
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@konchok said:
https://forum.deadbydaylight.com/en/discussion/comment/3018984#Comment_3018984
Even if someone DCs or dies on hook, the bonus is lost as soon as the individual with the bonus is hooked. And the game is down to just 3 survivors, which is usually a guaranteed loss. The changes are only really affective in a situation like I listed where a killer has tunneled one person out and is trying to secure the kill on the second. Or when a killer is only going after 2 survivors. For example Surv1 and Surv4, but ignoring Surv2, Surv3. But like I said before as long as a killer is spreading hooks then the bonus does not come into affect.
What I mean: what if the killer didn't tunnel etc but a survivor thinks that "my team is trash" etc and suicides on hook. And I can see swf abusing this
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@ThatOneDemoPlayer said:
If they had to nerf Spine Chill, then it shouldn't have activated when the Killer had the Undetectable Status Effect, not made the Perk LOS dependant
True. Because the 2 killer who need a SC nerf the most are Myers and GF... who need LOS to stalk you....
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/3019554#Comment_3019554
I have never seen Tier 2-Iron Will-Users, because the Perk is useless at Tier 2.
Except if you are Ace.
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My only problem with the nerf is that some survivors will suffer more because of this: Ash, Jeff, Bill, Jane, Haddie etc. They need to make the volume of the grunts of the same across all survivors
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@RakNieborakYT said:
Iron will should've never had multiplied numbers. Now cuz of this they made the numbers down. This means that Stridor will now never be used anymore cuz you always hear them now.
I really think that some Spirit players will use Stridor again. The problem after the Stridor nerf was, that its debuff was no longer additive but multiplicative. And 0*150% is still 0. Now it will be 25%*150%=37.5%. And now you don't even notice anymore that the killer has the perk... Great...
@Shaped said:
I kinda forgot about this.
Now I don't feel like playing Jane ever again for example. Can't stand her injured noise.
Never liked Ace much but now I might play him more lol.
I will still play Jeff but yeah.... I truly understand.
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And what about someone DCing/dying on hook right after another survivor got the bonus? There are people out there who would do this to take advantage of a perk like this.
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@Caleegi said:
If vault speed was such an issue I dont get why they didnt just remove that but still let it alert you like normal. The perk is now useless.
Especially indoors (or even in a jungle gym) where you needed it most
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I'm fine with the vault speed gone, but letting LOS decide if it works or not makes it almost useless in indoor maps and houses and even sitting on a gen in a jungle gym. This scenarios where it was the most effective. I don't need help so know if the killer comes on Autoheaven, I need help on maps like RPD or Lèry's when there is a Wraith with silent or global bell.
And the 2 killers who suffer the most from SC (Myers and GF) still suffer from it, because they need LOS to stalk.
Maybe keep the LOS requirement but only up to 8 or maybe 12m around the survivor after which it triggers like before. So people have a second to react. This helps the stealth killers, but doesn't cripple the perk.
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@Rogue11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3017366#Comment_3017366
DS is supposed to be an anti-tunnel perk. If the perk does nothing to prevent being tunneled, why does it exist? And since the devs wrote a lengthy paragraph about how survivors "can switch up their perk loadouts without fear that camping and tunneling will cut their next match short", why nerf the most effective anti-tunnel perk? Because 5 seconds of BT and an extra 1.4 meters of distance will stop a killer tunneling? LOL
Nothing will stop a killer from tunneling ever. People who think that need to finally wake up.
But: these 5s will make it harder for the killer to capitalise on hook farms where the unhooker doesn't have BT. Usually the killer would go around the unhooker to get the person from the hook and prevent bodyblocking. This is what is harder to do now. And this is what was so frustrating about getting farmed. You can't decide if you want to get saved or not.
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@Rogue11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3017267#Comment_3017267
Terrified? No. Are they both absurdly broken, meta, and entirely absent from this update? Yes.
I'm not even sure what your point was btw..
So why should the killer be terrified of your 5s BT? Usually survivors don't. fear anything the killer has too.
Why Blight and Nurse are not in this update? because the killers themselves are not OP or broken. Bugged, yes, but not broken. Are some addons of these killers too strong? yes. (the recently confirmed not-a-bug-but-a-feature range addons and alchemist ring/blighted crow).
Please seperate addons from the killer before you scream "OP pls nerf".
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@Firellius said:
DS, possibly the most counterplayable perk in the entire game, got a double nerf with no compensation.
-Clearly-, the devs want Off The Record to simply take its spot, since it now serves roughly the same function, but for a little longer, and it works off every hook, including EGC unhooks.
Yes, DS has counterplay. But let's be honest: What choice do I have? Attempt a 12 hook match and have a very hard time against good teams or tunnel someone to death and have an easier time.
I don't like tunneling and I only do it if i really need to (aka 3 gens pop in 2min or during the EGC), but DS still messes with a lot of things. Especially if you are too effective and hook more people in short time. And even if you don't face a DS during the match, you will get stabbed during EGC. I've seen it and did it myself a hundred times. I lost count how many times I escaped, because I had DS. It is good that this is gone. I don'T like the 3s stun though. THey had it this short years ago, before they changed it, but they buffed it to 5s because you staggered after getting from the killer's shoulder and could not get the full momentum quick enough. So maybe a compromise of 4s?
And I guess that OTR will get nerfed quickly too. Although even that perk has counterplay, since Endurance doesn't work if you get grabbed. So pallets, non-fast-vault windows and Traps are your best friend.
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@Rogue11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3015160#Comment_3015160
https://us.v-cdn.net/6030815/uploads/KI8XVAPHZRY7/download.jpeg
Thanks I'm sure that will help against Nurse and Blight. Oh and I'm sure they're terrified of my 3 second DS stun as well.
Well you are not terrified of the killer either, are you? Are you terrified of Omega Blink oe Alchemist Ring?
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@TAG said:
Use the new Off the Record if that bothers you.
yeah, i read the effect and the numbers and thought: "That is even better than old DS"
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@nikodemo said:
https://forum.deadbydaylight.com/en/discussion/comment/3016219#Comment_3016219
They absolutely are, unless you think they can finish the whole game under Chain Hunt XD
that is not an objective in bhvr's eyes
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This is why the duration should be buffed to 60s. this gives time for the down+ a jump scare
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You are not doing an objective.
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@Mr_K said:
RIP Roman Numerals.
That would get out of hand if prestige is indeed infinite.
Imagine a P388 nurse: CCCLXXXVIII
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3010196#Comment_3010196
If this icons comes to game, we will see those topics:
- + I am prestige 0 but i played against p20 players
- + Why i am always playing against +p10 players, matchmaking is broken
Because there will always be people who don't understand that this is not how MM works.
@YOURFRIEND said:
I look forward to continuing to not prestige.
Good luck with continuing to grind to get everything. You know that you won't lose stuff anymore, right?
I did that maybe a handful of times. In 4 years and 5k hrs.
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That would certainly make Iron Will on chacacters like Jeff, Bill, Ash and Haddie not a must-have
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@Jasonisanicefella said:
https://forum.deadbydaylight.com/en/discussion/comment/3013900#Comment_3013900
You can still have a good killer who doesn't break the rules of the game.
Nurse can be strong, but in line with the current rules.
You cannot have a killer who can, largely, ignore maps. She can be as good as blight, or spirit, but her current skillset is game breaking and it needs to go.
So what do you want? A 110% killer with 1 blink which has a max range of 15m that can't pass through walls?
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@shinyhero850 said:
Hello everyone,
I have spent time brainstorming on a few ideas that could improve the Dead by Daylight experience post-trial overall. The points below are a few things the Dev team should consider...
- Replay system. (Ability to go back and rewatch matches)
- Match History (Ability to track how many times you escaped, died, and your score)
- Blood-point break down for Team (Ability to see Team survivors score in all 4 categories at end of trial)
These three improvements are just a suggestion and I think most of the community would appreciate the quality of life improvements after the trial is over.
Kind regards,
Laurie Strode ;)
1. Sadly the Devs already said that this would need them to rewrite the whole game from scratch and they won't do it. (I still don't understand why, because games like PUBG implemented it afterwards too and it worked. Maybe it's an engine thing or spaghetto code.... )
2. Since they have the data anyway I would love to see this. Also add random stuff like totems cleansed, chests searched, playtime etc. So that every player has a dbd profile in game that you can visit (right now this is steam only as far as I know).
3. This would tone down the "you only have 12k, you did nothing" salt (but certainly create another one). I heard complaints because I only had about 10k, but looped the killer for ages.
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@lemonsway said:
https://forum.deadbydaylight.com/en/discussion/comment/3011250#Comment_3011250
It's not that difficult, it's just that the game is for casual people, casual people don't want to spend time learning how to play. It's why the tutorial sucks and always has sucked and always will suck. All you learn is DO GENS.
Isn't that a problem of many people nowadays? That they are not willing to learn? If everything is ez, then it is boring. Sure dbd should not be like Dark Souls or Tarkov, but you should at least use some of your brain cells in this game.
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I would like that as well although for perks/killer actions. It could be combined too.
And you could make an option if you want to keep it all on a single button or if you want to split.
Perks/actions which are all on E:
DH, 4ThePeople, Boon, Any Means Necessary, Blast Mine, Clairvoyance, Pebble, Flashbang, Repressed Alliance, Syringe, Styptic, Glass Bead (+ any I missed)
Now imagine you want to use the Blast Mine together with repressed alliance... Everytime you place the mine you block the Gen too (once both are active). It would be great if one could use separate keys.
Also another reason for this: once you rebind something to another button (for me skillchecks are easier on M4) that can cause some stuff to get wonky if you bind other stuff to the same button (I can react faster on M4 so DH goes to M4 too). So everytime I use e.g. Repressed alliance and forget to change it back to E, I block the Gen once I get a skillcheck. Or I have to live with inefficiency when using it together with DH.
You could say that this is my fault, but why limit the players choices because everything uses the same button?
Console players have a bigger problem, since they can unintentionally drop pallets when they want to self heal. Same goes for PC players who want to unhook but use Self Care instead....
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@ihateboons said:
https://forum.deadbydaylight.com/en/discussion/comment/3005972#Comment_3005972
They tried that whole not being detected with Spine Chill and Premo a while ago before GF was even announced. The community revolted.
I learned to position myself well in case of Myers being around, until I knew it wasn't him. How difficult can that be?
I am around since September 18 btw.
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DMS is fine, the combination of it with PR is a bit busted on some killers, since it guarantees at least a proc.
The only change I would make to DMS though would be to remove that it blocks the Gen if one of 2/3 Survivors either miss a skillcheck or leaves the Gen to e.g. go and rescue.