Lastchild
Lastchild
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If you don't care about winning or losing at the end of the game, then losing voluntarily shouldn't bother you :
The best way, at the end of the game, is to make noise near a hook and wait for the killer arrives, then you get hooked.
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@Archol123 said:
https://forum.deadbydaylight.com/en/discussion/comment/3260787#Comment_3260787
I play mostly killer and played Nurse for like 3 months at the beginning of the year until I got semi decent on her... I play her mostly without addons... What you don't understand for whatever reason is that the nurse only has some form of counterplay because she is slower than the survivor... Because she has to use her blink to gain distance... For some reason you want to nerf nurse by removing her counterplay... The nerf is obviously in the interest of survivors so the main goal is to make her less opressive but keep the counterplay... Your idea only makes her somewhat less opressive, but completely removes her counterplay... Because when she does not has to blink to catch up and is even faster than when she blinks by just walking she just becomes boring...
You did not once elaborate why this change would make it better for the survivors... Besides the point of no basic attack perks, which could be used without turning her 4.4 m/s... You don't decide which opinions count or do not count especially when you yourself don't even understand or want to understand the basic problem you bring to nurse by turning her 4.4 m/s...
Nurse is the most unique killer in the game, the only killer that relies on line of sight to that amount, that can be countered just by running in a different direction than she expects you... And you want to turn her the same thing as many other killers already are... Medium range anti loop with basically no much counterplay: Line of sight doesn't work anymore because she can just follow and windows and pallets dont help because she can blink... And she cannot even blink long distances because she does not have the 2nd blink to correct which is why she would only ever blink short where she can guarantee a hit as this would be the most optimal thing to do...Congrats dude...
I play both sides and have an interest in making a killer fun to play and play against... Both people should have an option to outplay the other one and with your idea that's just no longer the case... Nurse does not need to predict where the survivor went because she can just follow to catch up without blinking and the survivor must just hold w because no tile in the game protects him... I don't see this as an improvement gameplay wise...
I was at least trying to show you the flaws in your argument/idea but for some reason you just kept stating that it was the ideal thing to do without even trying adress my arguments... But if that does nothing anyway then I can just keep it shorter... Your idea is terrible man, and if you cannot understand why that is you might want to think about it again, because it is pretty clear...
Outside the line of sight for counterplay, if the argument you insist on is:
- "The killer will become boring to face."
So all the killers have to be redone (if we have to take into account each personal opinion of a survivor who finds this or that killer boring)
Personally when I play survivor, I find it boring to face the cannibal but I still play against him.
And when I play cannibal I understand why his power hasn't been changed again.
Which means that I haven't yet found a viable idea for the cannibal to be comfortable as a killer and against survivors.
To continue, I told you that if boredom is taken as an argument, all killers are to be thrown in the trash and DBD is closed because bot killers will be too easy for survivors to avoid.
Now even though you've become personally comfortable with the nurse, other players haven't, so I'm suggesting that the nurse only have one Blink and a Speed of 4.4 m/s in compensation.
Currently no one likes the nurse as she currently does.
By nobody, I'm talking about the majority of players who are killers and survivors, I took into account the opinions of both parties that's why I proposed this project.
Objectively the idea I presented still seems viable to me and if we adjust the 3 blink times we can make it comfortable for all players whether they are survivors or killers.
What makes the nurse too strong is precisely the fact that she has 2 blinks, that she ignores walls and these very short cooldowns.
In compensation, you have to bring something so that the killer player can continue to play it during the game.
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@Archol123 said:
There is a brown addon for her which makes it easier to play her for starters... And i find it somewhat ok to get decent results with the addon... But I agree it takes some time to get used to her without it... If you nerf her blink by increasing fatigue and blink recharge... Why would you ever use the blink outside of chase to get a hit?? As I told you before With 4.4m/s base movementspeed she is already faster than by using her blink... So there is no reason to use the blink for map traversal anymore... Unless you want to up or down from a building or lower and upper floor...
The whole idea of you nerfing nurse is to make her more accessable to play against... So how can you tell me now I should consider the killer players? Your plan makes her boring to play as and against... Therefore the idea is just not good... A killer that just loops normally and uses their power at windows or pallets is nothing new or special... There is like 5-10 of this sort... So why do you want to turn the nurse into one as well? She is one of the very few killers with unique play and counterplay... I would really like to keep that uniqueness in a game where many killers have the same counterplay: Predropping, holding w or just reaching a high wall to hide behind...
And no we don't just stick with that terrible idea you presented...
You do not play killer, and even less the nurse to understand the interest of a Nurse in 4.4 m/s who is not forced to systematically use her power to obtain a hit.
This is why I realize that your reaction is disproportionate and too close to the point of view of the survivors.
Your opinion doesn't count.
I was wrong to pay attention to you.
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@Archol123 said:
https://forum.deadbydaylight.com/en/discussion/comment/3260469#Comment_3260469
I did see those... But then again... it does not change that she will be boring to go against... She follows you normally, as she is faster walking than blinking and then takes her safe hit when you are locked in animation, which offers 0 counterplay... How is this more enjoyable then trying to make her blink wrong?
This option is just not viable, and stating it is is just plain wrong... My goal is keeping her unique counterplay as I just don't want another killer that has a low- medium range anti loop power... There are enough of them... Nemesis, Pyramid Head and so on... You would basically turn her in one of those...
My suggestions regarding the nurse rework take into account survivors but also new players who would like to try the killer
Because you forget that it is quite simply hard to master at the base.
What I propose to you is to keep the idea presented but to adjust these the following parameters:
Fatigue duration : The duration of stun after a Blink
Blink recharge time : The recharge time of a Blink
Blink charge time : The time required to charge a Blink
These parameters can be nerfed to force the nurse to walk more often while hunting and fly more often to browse the map.
Currently :
Fatigue duration : 2 seconds.
Blink recharge time : 3 seconds for 1 charge.
Blink charging time : 2 seconds.
These data can be adjusted.
But let's stick with the idea I presented, you still have to think about killer players, not just survivors.
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@Archol123 said:
https://forum.deadbydaylight.com/en/discussion/comment/3260430#Comment_3260430
That sounds terribly boring man... It's basically the same thing I critized about the first idea... Nurse chases normally and takes her safe hit when you vault a pallet or window or drop a pallet... Really not much of a fan...
There is no objectively more viable idea than this.
You have to see the whole thing and all that it entails.
Firstly a killer at 4.4 m/s is comfortable walking.
So the probability that a nurse in 4.4 m/s faces more than M1 and less than M2 + M1 will increase.
This will increase the joy of the survivors who will face a Nurse, because they will see less Nurse using their power to hunt, but more to move.
After nothing prevents the player from when to use his power to hunt.
But the interest will be much less present.
Then you did not take into account:
- Maximum blink load: 1
- Blink attack is a special attack.
The Nurse will never be able to use her power to apply effects like Startruck, NOED, Sloppy butcher etc... She will have to walk.
I wonder why such important information did not "alert" you.
You don't realize this is the best option because any other idea is just to prevent killer players from playing Nurse, see remove it as no longer of interest.
You need to see the 3 points as a whole, not separately.
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You two are going away for nothing, here's the only thing for the Nurse to do :
- The base movement speed increases to 4.4 m/s (instead of 3.85 m/s.)
- Maximum blink : 1 (instead of 2)
- Blink attack is a special attack.
It's not more complicated than that.
No need to make mountains for the Nurse.
This idea is currently the most viable and simple to implement.
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@Johnny_XMan said:
Cuz why not..
https://us.v-cdn.net/6030815/uploads/W2NCG172M1FF/feng.png
Come on BHVR I know you can do it 😏🤭
Disgusting
You must delete this now for the Community Healft.
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@not_requested49 said:
https://forum.deadbydaylight.com/en/discussion/comment/3259684#Comment_3259684
If only that was true
I hope ....a day.....before.....2030....
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I mean :
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What you are asking is tricky.
And the solution to this is also tricky.
The only solution to the problem you seem to be raising is adding bots (survivors/killers) as players in public games.
Advantages of Bots:
- Greatly reduced lobby search time for both roles.
(Which will reduce the probability of crossing SWFs)
- Always available to play, at any time.
- Prevents DCs and AFKs.
- Prevents toxic behaviors: (Block a survivor in a corner, kidnap the killer by refusing to make repairs while remaining hidden)
- Does his job without ever complaining.
Disadvantages:
- Don't know loop.
- Survivor: Lowers the palette instantly.
- Killer: Runs on the survivor without thinking.
- A bot can be very annoying to face (Victory too easy for the player facing them).
- Humans like to come together to point out communal causes, (Even if it sometimes takes the form of harassing a person) Killer bots can deter SWFs from launching the game.
- Players who buy skins in the game are mostly MainSurvivors.
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By surviving it is not complicated to counter all the killers.
One strategy:
- move away from the killer and hide.
That's all.
I am generalizing but apart from deactivating the Trapper's and Hag's traps when you come across them, you have nothing else to do while surviving to resist a killer.
We are not going to teach you how to use the walls to slow down the killers, you already know how to do it.
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The counter on the hook for killers is a good idea because it would allow killers who want it not to tunnel by accident, period.
You've done thousands of lines but this is the only viable answer in the end.
We know that the counter will help the killers who basically want to be nice to the survivors.
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@Clockwork_Enigma said:
Iron Maiden (Current)
- You open lockers 30%/40%/50% faster.
- Whenever a Survivor exits a locker, they will scream and reveal their location to you for 4 seconds, and will be afflicted with the Exposed status effect for 30 seconds.
This doesn't seem to make sense in the current context of Dead by Daylight. Killers shouldn't rely on a perk like this to modify something as trivial as a locker opening or reloading animation, and the scream reveal is also redundant.
Most of what Iron Maiden's first effect does shouldn't even be part of the perk in the first place. It should just become common for all Killers to have the reduced opening and reload time that the effect applies it with, with the only exception being whenever the Killer finds a Survivor in a Locker.
It wouldn't be much of an issue to just implement those conditions and it wouldn't just cause a sudden imbalance of the game now that characters can open empty lockers faster or reload faster. It'd just be equivalent to a nice quality of life improvement, especially since some parts of the game now apply to Lockers more.
So instead of Iron Maiden being the way it is, just make the first effects mostly base kit and do the following effects instead to give it some sort of relevancy.
Iron Maiden (ver. 5.0)
- Whenever a Survivor exits a Locker, they will always perform a fast exit and have their aura revealed to you for 3 seconds. Afterward, they are afflicted with the Exposed status effect for 20/25/30 seconds.
- This Perk will not nullify the effects of Head On.
Additional note: Iron Maiden will now have an active duration timer for the last Survivor that activated the perk.
Iron Maiden is fine in its current state.
Your suggestion regarding aura reading when a survivor exits the locker is a nice buff though.
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@Blink0925 said:
https://forum.deadbydaylight.com/en/discussion/comment/3249785#Comment_3249785
Because I have to. I literally have to otherwise I dont pip
I rephrase my question:
What drives you to play under stress when you can play without any stress?
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@Blink0925 said:
Hello BHVR, I am writing this because I believe that you guys should take a look into reworking the pipping system. Currently, myself and my friends find it harder and harder to pip. I find that if I do not play an absolutely perfect game, I barely single pip. I feel like I have to camp and tunnel every match to try and pip, but if I do that, I don't pip. If a person DCs or kills themselves on hook, everyone else gets punished. I dont want to feel like I have to play a match in a certain way that I find unfun to pip. I dont know what you guys could do, I am not an expert and have no idea about any of the system, I just wanted you guys to know how it has been lately. Thank you guys!
What is the main reason you sweat so much to earn pips?
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It's just another post about the blood web that will not be taken into account by BHVR
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Nothing will change.
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@AssortedSorting said:
https://forum.deadbydaylight.com/en/discussion/comment/3242854#Comment_3242854
Even non-paying customers provide a benefit to the game. The game needs a large player pool to have a healthy queue. So you offer alternative routes of earning in-game rewards via a time-investment (shards). This helps queue times and helps paying customers have better matchmaking times and have a larger pool of players with whom to match with, likely increasing the chance of a more balanced matchup for everyone.
Certainly, but if these players would spend money, they would become as important as those who currently do.
Because if no one spends more money, BHVR will not be able to guarantee the good maintenance of their servers, for lack of funds to support the costs.
Even if there were plenty of players.
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@zHypnotism said:
https://forum.deadbydaylight.com/en/discussion/comment/3242854#Comment_3242854
What the actual fvck? are you blind to any logic i made? I am not talking about the increase in speed of buying the levels or the actual time spent in the application, i am talking about THE GAMES PLAYED in order to RECEIVE BLOODPOINTS in order to LEVEL UP THE BLOODWEB decreasing, reducing the actual GRIND (playing to EARN something) not about the time spent upgrading a bloodweb...
you aren't even answering anything you are talking about completely different things... it's as if you don't want to actually respond to the points im making...
You claim that BHVR has updated the game so that you spend less time playing to get blood points for the purpose of leveling up your characters.
You think I will take into account the low price reduction of items in the blood web as one of your sub-arguments to support your main argument.
This is only true if we only focus on the prestige system and therefore the perks.
Indeed, as the perks are unlocked for all characters, you have less need to play if it is ONLY the perks you are looking for.
But in the end, you ALSO want addons for your killers and items for your survivors.
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@zHypnotism said:
https://forum.deadbydaylight.com/en/discussion/comment/3242824#Comment_3242824
What? I literally do not find what logic is applied here...
~speeding up the bloodweb grind is against BHVRs objective YET they decided to speed it up... now where is your point?
Here is my answer :
https://forum.deadbydaylight.com/en/discussion/350597/reduce-the-grind-again
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@zHypnotism said:
https://forum.deadbydaylight.com/en/discussion/comment/3242804#Comment_3242804
Excuse me what? There is definetely a speed up in the bloodweb. You still need to click the same amount of times to level it, but things costing less means you have to spend less time actually earning the bloodpoints, meaning that it's most definetely a speed up...
If you are satisfied with this simple mechanism, you will prove BHVR right with your lack of imagination and your extreme simplicity.
There are several ways to improve the comfort of using the blood web. (I found 3)
But these ideas are against the objective of BHVR.
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@zHypnotism said:
https://forum.deadbydaylight.com/en/discussion/comment/3239614#Comment_3239614
how do you need to fund a game that is not even free to play in the first place and costs even more on console than on PC as the standard edition isnt even available there?
Also why would i want to buy stale and bad Killers (like Michael, who is literally a more basic and worse Ghostface) just to get 1 good Perk off of him?
Games that cost money shouldn't have to lock their content behind paywalls so excessively. Call of Duty removed DLC Maps being paywalled and is selling better than ever, so do a lot of other games. Also you do not just need to spend money on licensed characters, you technically need to spend it on non-licensed characters as well since if you buy them with shards you wont have enough left to buy the actual perks in the shrine so what you're saying makes little to no sense...
If you save up your shards enough you have enough to unlock a free character and some perks.
You don't have to spend real money to buy a free character, it's nonsense to do that.
But if you want new killer gameplay, and there are licensed killers, someday you will buy the licensed killer because you will be bored and too limited in your killers.
Regarding the financing of the game.
The game costs $5 on PC and $20 on consoles.
Except that once the game is in the player's hand, BHVR can no longer get money money to survive.
That's why there are licensed characters, paid skins, and the paid version of rewards.
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@zHypnotism said:
https://forum.deadbydaylight.com/en/discussion/comment/3242788#Comment_3242788
why did they speed up the blood point grind then? doesnt that make us get stuff faster as well?
You still have to click and hold a billion multiple times on an item to get them and advance to the next level.
If you think there is a change in the blood web without paying attention to this point, then keep your eyes closed for another 6 years.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3239505#Comment_3239505
I’m not sure that’s true if you don’t have the character with the skill unlocked. For instance, I don’t own Ash, so if I want any of his skills I need to either buy Ash and prestige him or buy his skills from the shrine. I think Ash costs 9000 shards or real money (something like that) while his shrine perks are individually 2000 each. So for 6000 shards I could, over time, get all three of his perks on all my characters at level one with no bloodpoints spent either versus spending 9000 shards or actual cash plus about 1mm bloodpoints to buy Ash and prestige him once.
Ash is a licensed character, so he costs real money.
BHVR has been nice to you from the start, but you spit on them.
Either you accept the fact that there are licensed characters, who participate in the financing of the game and you play the game by buying them.
Either you refuse to buy them and wait for their perks in the shrine.
You have a lot of free characters (even if it costs shards) that have interesting perks.
But good sir wants everything, right away.
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@HellDescent said:
https://forum.deadbydaylight.com/en/discussion/comment/3242434#Comment_3242434
30 perks - wait a week for shrine to change, 213 perks - wait 3 months. Nice logic 😂
If I talk about waiting 3 months you can imagine that it's not about the shrine but about the release of a new killer and new survivor perks.
Regarding the shrine change,
If there are 8 perks in the shrine, the probability that you will see the same perk coming back will be deliberately higher because BHVR wants players to spend time on their game above all else.
" As a reminder BHVR can act on the shrine and exclude a perk from their random dice roll, but they don't. "
It's not in their interest to give us 8 perks a week because players will spend less time in the game as they get everything faster.
You have no patience while the developers of you are already giving you a lot of gifts.
And for your information, it's not the accessibility of perks that keeps players in the game.
What keeps players in the game is the gameplay and the fact that there is no strong competitor or alternative to BDB.
(Not including funding the game through skins, licenses, and the Rift.)
DBD has this unique concept of generators, perks and hooks, player behavior, that no game can ever replicate better.
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@hailxsatanxeveryxday said:
There should be a terror radius for survivors so that killers can always know when they're getting close to one. There could be a visual component, too, so that players who are hearing challenged wouldn't miss out. It could cover the entire area within 32m of a particular color, sort of like how boon totems work, and the colors could be combined in base of multiple survivors (so if one survivor's survivor radius is blue and the other's is red, the areas around them could be purple).
This would also help when you're a solo queue survivor so that if you're injured and another survivor isn't, you can take the killer over to that survivor instead so that they can generously take the hit.
It should also show every survivor's aura for 5 seconds every 60-90 seconds to help stop genrush squads and SWFs.
Another idea not at all viable as usual on this forum.
No one manages to work on projects that hold water.
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@HellDescent said:
https://forum.deadbydaylight.com/en/discussion/comment/3240931#Comment_3240931
The purpose of the shrine is to give you access to teachables if you don't own a character. If your logic was correct, they wouldn't make any changes to bloodweb and we would be spending 5 million to level up 1 character. Since they'd want people to come back and grind. The only way to keep people playing is to keep game somewhat new. That includes perk variety. When shrine of secrets came out there was 30 perks with 4 available each week. Now there is 213 of them. Do the math.
If your argument is that to keep players in the game you need change and the shrine is a focal point then they are right to keep the current shrine and not apply your idea which will reduce the rate of change.
In addition, players must wait 3 months for change (killers and survival perks)
But you clung to the shrine desperately.
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@SEREFKI said:
Im mostly talking as a survivor solo q player but at the end, DBD is a tic tac toe game where survivors are filling spaces somewhat blind.
a killer can choose 3 close gens from start and guard them, with that he ensures control over the game.
the killer can start the game normally but always paying attention to their desired gens, once 3-4 gens are done, he can closely guard the other 3 gens and hook survivors in the close area.
my proposal is so killers should not be able to see gens from the start of the game but unlock this ability once the killer hooks survivors 3 or 4 times.
this ensures the killer cant chose what gens to guard and make it a little fair for solo q players.
Very bad idea.
Remove.
Delete it.
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@XANA7274 said:
So sick of survivors getting a hard on to t-bagging at the gates. Like, you won, congrats, isn't that awesome. So go already.
If you're gonna stick around and be toxic, I think it's only fair that if you sit in the Exit Gates for more than 5 seconds, and the Killer enters the exit gate area with you, Bloodwarden activates.
You are inventing a problem that does not originally exist.
When the exit door is open, you don't have to look at the survivors.
The timer is active, switch to another screen while waiting for the game to end.
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@AhoyWolf said:
Do you know how there is the xp bonus each day when playing a role for the first time? Well what if this bonus xp applied to each Killer on their first round of the day? Would incentive playing more Killers instead of the same Blight, Nurse, Huntress, Wesker, Legion rotation for more xp!
If you tell me I can get 100% BP bonus on Nurse, Blight, Spirit, Wesker, Legion, Huntress, and I'm already comfortable with those killers, I just have no reason to go play other killers, I would just have to go back to the same ones every night to get my daily BP XP.
Your idea does not take into account the feelings of the player, when he plays a killer.
That's why it's not viable.
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@GoshJosh said:
We can get rid of last-second switching - as long as we get rid of the outdated, time-wasting pre-game lobby too.
That, and/or nerf Lightborn and Franklin’s to be reasonable perks.
Lightborn and Franklin are perks that are balanced, plus you forget the fact that when the killer takes one of those perks, he potentially has one less perk if the survivors don't give him the opportunity to actually use those perks .
The killer does the survivors a favor by taking these perks instead of more problematic perks that are boring for the survivors.
When the survivors understand that the killer in Lightborn and Franklin, they will drop their valuables on the ground and the killer will only have 3 or 2 perks throughout the game, the pressure he wanted to put will drop.
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@HellDescent said:
https://forum.deadbydaylight.com/en/discussion/comment/3240395#Comment_3240395
Uh huh. Bhvr is known for alwats making good decisions. You can't prestige a character if you don't have them. And how would you know what they will or will not do? Do you have some insight about any game changes, that we don't? If you do please share
To obtain a character you have 2 ways :
- Unlock a free character for 9000 Shard.
- Unlock one or more licensed characters for $5.
To get specific perks in the shrine, you have to watch what's there every week, this is done on purpose, because there needs to be a reason for the player to come back to the game every week.
It is also for this reason that shards take infernally longer to accumulate than BPs.
The more BHVR manages to keep / bring back the player on the game, the more the latter is likely to spend real money to get what he wants faster.
But if that's your argument for putting 8 perk in the shrine, that doesn't hold water at all.
BHVR acts on the shrine in such a way as to encourage players to buy licensed characters.
Adding 8 perks in the shrine is undesirable for BHVR, because normal people will realize too quickly that licensed perks are intentionally blocked, slowed down by BHVR.
This will contribute to a reduction in expenses for licenses.
What will sink BHVR, that's why your idea is not desirable.
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@Nos37 said:
The killer will still get 3 or 4 kills, but at least it'll be less frustrating for survivors.
Right now, we have to choose between information, teamwork, or survivability. SWF already get the first two for free... ZERO perk slots
Do you think Kindred (and let's be crazy, empathetic, Bond, Deja vu, situational awareness) base kit or 5th perk would help Solo Qs.
It's wrong.
There's a specific reason why SWFs are stronger than Solo Qs.
SWFs are friends who like and help each other willingly and don't sabotage each other.
Solo Q is a single player, who has no reason to help all players and no guarantee that the other 3 players will help him.
Once the exit door is available, there is nothing that requires the Solo Q player to help the other 3 remaining players.
That's why all your suggestions to reduce the level gap between Solo Q and SWF are useless.
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If your idea was viable, BHVR would have already implemented it, there must be a reason why they don't.
My arguments are that they want players to focus on character prestige, they want everyone to collect multiple characters.
I know BHVR won't implement your idea, you can always discuss it but it will never see the light of day.
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@FrodoTbaggins said:
https://forum.deadbydaylight.com/en/discussion/comment/3239693#Comment_3239693
do you go on to this forum just to contradict others? Most of your posts are "no X is fine".
The majority of people say things that don't hold water, that aren't problems.
I come to remind them of all their exaggerations.
Your statement is also an exaggeration.
There's nothing toxic about changing things at the last minute.
You have just invented an additional problem that does not exist.
It shouldn't affect you.
How is it possible that people are affected by this?
If you switch screens when performing a lobby search, this will not affect you.
That's why the problem you're stating doesn't make sense.
Either you are in the absurd, or your sensitivity rate is too high, in this case this game is not for you.
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@FrodoTbaggins said:
https://forum.deadbydaylight.com/en/discussion/comment/3239645#Comment_3239645
the only reason people switch items last second is so that killers dont dodge the 4 toolbox gen rushers or the toxic 4 man flashlight. Honestly it's a toxic behavior in it's own right. It's shady as heck.
This is not toxic behavior.
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@HellDescent said:
https://forum.deadbydaylight.com/en/discussion/comment/3239671#Comment_3239671
I don't get it. How is it negatively affecting you by having more perks in the shrine, that you are so against it?
And you, why are you affected by the fact that there are only 4 perks in the shrine ?
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@HellDescent said:
https://forum.deadbydaylight.com/en/discussion/comment/3239614#Comment_3239614
First of all licensed characters are not available for shards because they need to pay for the licensing and second their perks are already available in the shrine anyway. Not everyone wants to buy every single survivor. So it is cheaper to get perks for 6k rather than spending 9k on them and then prestiging just to never touch them again. And if it is a new player they should concentrate on leveling the characters they have anyway, by that time they'll have enough shards and can make a decision by themselves, whether to buy a perk or a character.
The Shrine is fine as it is now.
It is not necessary to add 4 more perks.
Wait until the following week to see if your perks show up.
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@Alcuin said:
Two things: (1) In life, you have to give up something to get something. How does this relate Dredge and his add-on that gives him/it free Nightfall to start the trial? It doesn't, because it comes with two buffs. Not two nerfs. He also gets free Nightfall at endgame and exhaustion Hatchets whenever a Survivor interacts with the Remnant. That's really broken. If you want free Nightfall to start the trial, it's at halved duration for the beginning and throughout the trial. (2) It really shows the imbalance between Killer and Solo. Bad teammates are just part of the experience but so are Killers running the most OP stuff. Myers players don't run Judith's Tombstone, they just run Tombstone Piece. Even in October. Every Blight runs the sweatiest stuff. Nurse, etc. It's very imbalanced and the numbers and stats and Kill Rate reflect that.
Dredge addons are fine and not abused.
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@FrodoTbaggins said:
You shouldn't be able to switch items last second in lobby. It's not all that fair to the killer who could have countered their item choices with perks. Plus it just clues me in that I'm dealing with an swf which is, for someone of my low experience in this game, just leaves me feeling defeated before the game even starts.
There's no problem with survivors switching items at the last second.
Also if you care about what items survivors can wear you have the franklin perk.
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The DL is currently fine, there is nothing to change.
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@HellDescent said:
https://forum.deadbydaylight.com/en/discussion/comment/3239505#Comment_3239505
First of all they are called perks. Also are you aware that the shrine was added in order to give people access to teachables of the characters they don't have? And FYI licensed characters cannot be bought with shards. Did you think about that?
Licensed characters are not a valid argument, as the primary purpose of licensing is to help fund the game.
You can't ignore the fact that prestige a character costs less in the long run, than buying these perks in the shrine one by one.
The new player who would launch your version of the game, would simply be in a comma by seeing 8 perks at 2000 shard in the shrine.
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@poujh said:
Title. This would make vigil more useful than before the implementation of basekit BT and dh putting you in deep wound and it wouldn't even make the perk too overpowered as it only would save a couple of seconds (2.3sec with 1 instance of vigil lvl 3 (30%speed bonus)).
No vigil is fine now.
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Are you aware that buying a skill in the shrine is less profitable than prestige the associated character?
How will your idea of adding 8 skills instead of 4 help people?
who does it help?
Have you thought about it seriously?
Or is it not at all what you imagine?
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@The_Scarlet_Witch said:
Trapper-one of his traps auto set every 30 seconds, he carries three traps.
Michael Myers-He gains evil when hitting a survivor, and gains more when killing a survivor, survivors performing conspicious actions increase their juicing bar.
Sadako-Reduce tv teleport please, make condemnation stacks obtainable after a said amount of time, like gain a stack every 60 seconds, sadako stays manifested after teleportation but she is able to hit a survivor within 10 seconds after teleportation while in manifestation. Remove red stain for 5 seconds after demanfistating cool down 20 seconds.
Amanda/PIGGY-Three hooks in the trail are now game hooks, RBT activate after a survivor has been unhooked if they were hooked previously on a game hook, traps activate after an exit gate is powered, either remove dash or buff it, its so bad. if replaced i would maybe add a dash grab attack, where she can grab healthy survivors and put traps on them without depleting her maximum traps in her inventory, make her crouching and unchrouching speed quicker, reduce TR to 24m
Freddy-give him dream pallets and snares. same ability
the twins-either buff victor or rework his mechanics, perhaps make him ai controlled.
ghost face-while night shroud is active hit cool down reduced by 20 percent
nemesis-rework stupid worthless add ons and fix zombies
legion-rework his power, add an ai legion member, if its frank you will have jullie. if its joey you get the other one. keep feral frenzy.
We have a lousy file without any reflection and details.
It is by reading this kind of comment that I understand why BHVR does not get tired.
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@HellDescent said:
from 4 perks to at least 8
Did you think through and build your idea from start to finish before posting it?
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What bothers me the most is the fact that we have to grind the generic perks again on the characters that we have already unlocked.
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@Archol123 said:
https://forum.deadbydaylight.com/en/discussion/comment/3236762#Comment_3236762
I mean I kind of already did that so some extent... I said I'm fine if exposed perks don't work on nurses blinks anymore, but then some other perks for example jolt and sloppy butcher would be great if they still worked... I think they are still less annoying than what people would bring if they did not work on nurse.
I think it is fine that nurse is as strong as she as and her power works as it does, I think unless you're playing against a really really good nurse you can loop her by breaking line of sight and taking unique pathing, that is much more than you can do against other killers... The key to playing against nurse is also getting space between yourself and her but you don't do it by simply holding the w key like against Artist or other killers, so i genuinly enjoy playing against her most of the time. I would prefer if more killers offered some sort of unique counterplay that to some degree does not involve the usual stuff as pallets and windows.
We could also rework some of her addons, but since I usually play her without addons I cannot really say much except for maybe make her brown addon that shows the blink destination into an ingame option instead of an addon and change some of those that have barely any impact , I think there was one that makes survivors breath louder after getting hit and another one that basically gives you nurses calling for 60 on one person only I think? So I guess those and some other ones could be changed as most people only run recharge, fatigue or range addons anyway... Tuning down range addons or deleting them would also be fine, like I said I basically play addonless most of the time, so I think that would be alright.
I really don't want to change much about her basekit as it is oftentimes hard enough to just catch up to survivors holding w. If you play addonless and use 1 blink for cathing up you really don't gain that much distance on the survivor.
To bring in some numbers... fatigue on 1 blink takes 2 seconds in which you're slowed down to below 1 m/s , survivors move at 4 m/s and you take 1,5 seconds to blink the max distance of 20 m. So during the time your blink takes survivors gain 6m and during your fatigue they gain an additional 6 m so when you just try to catch up you gain 8m on the survivors... When you run in a straight line.
Let's compare this to a normal m1 killer... He gains 60cm per second on the survivor constantly. When we calculate the charge time for the blink which is 2 seconds at which she moves at basically 3 m/s (rounded) the survivor gains another 2 m so we're only at 6 m now and have recharge time of like 2 secons in which she nurse looses a little bit of distance, but we're gonna neglect that... So for the m1 killer to catch up 6 m on a survivor it takes 10 secons...
Nurse needs to charge her blink 2 seconds, blink 2 seconds and then fatigue 2 seconds... and another 3 seconds to recharge before she can start blinking again
I might have messed up the calculation at some point, so please tell me if I did... But if I am correct she takes 9 seconds for the whole process before she can start trying to reach the survivor again, that is rounded so it is probably even equal to the speed of a normal m1 killer and if not it is basically 1 seconds difference at most so like 10%.
To sum it up when you're going in a straight line she really does not have that much mobility without addons in comparison to a basic m1 killer...
I will respond to you with my previous message : You are an exhausting person.
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@BringShaggytoDBD said:
https://forum.deadbydaylight.com/en/discussion/comment/3236780#Comment_3236780
That's very broad statement lol. I'm all for the devs trying new things, doesn't mean I'm always going to like it.
Well, how I think you're exaggerating about the Dredge's night mode.

