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Liruliniel

Liruliniel

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Liruliniel
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  • @sluc16 said:

    This gotta be the most poorly designed map of all.

    This is how they are starting to design future maps. Just like how Freddy's maps got reworked. Less safe pallets more weak ones. Meaning if you loop and keep looping it's a easy down.

    They seem to be moving in a balanced map idea for the future which should eliminate the need for bloodlust when all maps are done.

  • @GhostofYharnam said:

    The only thing that annoys me is when occasionally someone with it will spam jump in a locker until you decide to indulge them. I ignore them but the boom sounds do get annoying.

    I usually leave them for EGC and let them bleed out till the last moment before hooking them. If your gonna be a jerk about it so can i.

  • @Volfawott said:

    https://forum.deadbydaylight.com/en/discussion/comment/843337#Comment_843337

    Not really for the most part survivors don't actually care when reverse bear trap are in play.

    He will complete a generator whilst that survivors on the hook, being carried or just searching for their the key.

    As an add-on rule set no 2, 90% of the time literally does nothing. Because most of the time the second the survivor has control of their character again their trap is already activated. Keep in mind this is an ultra rare.

    I with that I haven't seen survivors 99 or stop themselves from doing gens since the first month of Piggy's release.

    Literally the risks that people talk about when it comes to making RSNO2 base are things that happens to pig players frequently regardless of whether they are running the add-on or not

    Yet it becomes overbearing for newer players and almost a guaranteed win with a 4k. You dont seem to understand RSN2 does the exact opposite of what a RBT is supposed to do even if it was useful. Even if people dont care and do the gen regardless. The option is wat helps.

  • @gaydavidking said:

    Survivors should only be able to see the auras of Jigsaw boxes when their traps are activated and not before, so they can still get them off before their traps activate but it'll take them longer to hunt for them since they can't see the aura right away.

    RSN2 base would do more harm than good honestly.

  • @Micheal_Myers said:

    The only thing I would be okay with the Spirit's No Collision nerf...

    Is if it literally had no collision.

    Imagine: Spirit running Insidious, Monitor, and NOED.

    She then uses her power walks through the exit gate stands there and waits until her victims open the door.

    I bet you 100% that would be spooky as heck.

    People would be like: "HOW THE FUDGE"

    Would be pretty interesting to see and do 🤣

    Just let her walk through walls!! Shes a spirit!!!! XP

    (This is a fun way to look at things I dont like much.)

    Play Nurse.

  • @Hex_BoopTheSnoot said:

    https://forum.deadbydaylight.com/en/discussion/comment/842468#Comment_842468

    Ya the Devs should definitely make characters base and bloody cosmetic into outfits. The reason I think they haven't done it yet is just because it's not a priority. I won't be shocked if they do it in the future randomly.

    Don't forget the outfits that came with the purchase of a DLC. Honestly I wonder why it dropped from a full outfit to a single piece.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/842803#Comment_842803

    Nah, scripting man.

    Don't you know who I am? I'm an expert level programmer who made a tool that can predict survivor's movements to charge up and release hatchets with 100% accuracy about 40% of the time!

    Lmaooooo

  • @Hag.is.Dtier said:

    Huntress.

    Same

  • @bendermac said:

    Lets face it, the current "suggested" changes for Spirit are somewhat okay. Prayer Beads now making a map wide WHOOOSH sounds odd, but whatever. Removing her collision means also no more interruption, if it's a gen with two or more people who can work on it. Wasn't that also a sweet jump scare factor? It has nothing to do with prayer beads, which made this a lot easier. Also bumping into someone always had this "Am I stuck or is there someone" breaks phase and ... DANG I was stuck or DANG there you are ;)

    I'd say leave the collision intact. If not, give her something in return like better tracking of scratch marks or blood being a tad more visible or footsteps/breathing a tad louder

    As a Spirit main. No

  • @[Deleted User] said:

    Hag, Trapper, Ghostface if you stack cooldown add ons, Freddy with snares.

    Wraith is good as is Pig if your good with her.

  • @BBQnDemogorgon said:

    https://forum.deadbydaylight.com/en/discussion/comment/842586#Comment_842586

    Yeah 100% you cannot save against a doctor that knows this unless coordinated perfectly as swf to block the doctor from grabbing.

    If you tap to fake the rapid taps from doc charging his shock treatment to 1% will guaranteed grab you.

    One of these days I'll have to test this honestly.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/842586#Comment_842586

    Its because you can spam the button without worrying about just swinging your weapon and being stuck in a cooldown animation.

    Thats interesting and thanks.

  • @TheRoyalOwl said:

    Currently I am teir 44 and just finished the my last challenge on level 2.

    My thoughtS on the challenges.

    I don't really think that the level 2 challenges were really that hard, I mean I did the dark sense one on my third try. Though I would say that some of would make the survivors rush gens. Like when I actually did my dark sense one the GF that I was facing just Dced, because 4 gens popped before he could even get his second hook.

    I mostly think overall these challenges are just grindy so people don't finish them so quick.

    https://us.v-cdn.net/6030815/uploads/451/P861G1QYA8JR.png

    https://us.v-cdn.net/6030815/uploads/430/1BRE9QXDH5IZ.png

    Tome 1 100%

    Tome 2 Finished, but doing last few challenges. Roughly 70%

  • @BBQnDemogorgon said:

    Play doctor, face camp in treatment and spam grab button.

    I got it in one try doing this since treatment grabs get even faked save attempts. (I only did this for the challenge)

    You could also do prayer beads or ghost face on a map like lerys.

    Wait really treatment is guaranteed?

  • Spirit, Hag or Huntress, then the other, Nurse, Billy, Ghostface, Freddy, Plague, Pig, Demogorgan, Myers, Trapper, don't really matter after that.

  • @Retry said:

    For SWF, I've seen a lot of people recommend a UI element in the lobby, so we know who's survive with friends, so that we can plan accordingly. Obviously, the biggest criticism to that idea, is that everyone would dodge - and I'll be honest, I probably would too in some cases. So an element in the lobby is a no-go.

    However, with the switch to dedicated servers, we can't easily tell who's a SWF in the lobby, so backing out is no longer an option; that has fixed - aside from the obviously teamed players - lobby-dodging SWF. And, they're implementing a DC timeout feature soon, right? So what if, after we load into the game, we can tell who is teamed up with who, so we know what we're up against? With the DC timeout feature coming up, a killer DC'ing at that point isn't a wise idea - and (though it might be too much), the killer could even have a multiplier on the timeout by DC'ing a SWF (again, probably too much).

    While it obviously wouldn't solve all of the issues with SWF, it would help the killer plan accordingly after the game has started - it gives the killer more information, same way SWF gives the survivors in that group more information.

    I wouldn't mind a indication of it in the end result lobby honestly. Would be interesting to see who was with who and if you got beat by solos or multiple groups of swf.

  • Seems like a unnecessary thing honestly. Like I tell people give them a reason to get off the gen. Being a Potato Killer who relies solely on ruin to do part of your job is the reason your having issues.

  • @Hex_BoopTheSnoot said:

    I agree that all characters base and bloody cosmetics should be selectable outfits, but the reason the Phoenix Rises Polo and the Gamer Cred cosmetics aren't a selectable outfits is because they aren't a outfit. An outfit is at least two cosmetic pieces that go together.

    It would be cool though if the outfits tab was renamed OUTFITS & PIECES and showed not just outfits, but all cosmetics that aren't available in an outfit.

    Its just super random and weird that 2 to 3 outfits or 4 in Legions case depending on character are not in the outfit selection.

  • @Mushwin said:

    Can we get her with a Siberian Tiger wrapped around her head and shoulders? but make it look creepy etc?

    Have I ever shown u mine Mushwin?

  • @ProfoundEnding said:

    https://forum.deadbydaylight.com/en/discussion/comment/842189#Comment_842189

    Ehh I guess. The items that aren't part of an outfit make sense. There's no reason for them to be put into that category. The others are more a quality of life change. If you wanna wear that outfit just select all 3 pieces individually like we have been doing for years. A little extra steps but it won't kill anybody.

    I dont really wear any of them because I mix and match, but I just thought I personally would like the full outfits included it somehow just bothers me its not complete. You are right thought it's mostly just a QoL change. It's not like I'm asking for a massive game change though either or anything that really affects gameplay.

    @DeadGavin said:

    tbh they should allow you to just make custom icons so you can swap between combinations you like

    That would be nice as well


    @Peanits

    Because your legit the only mod/dev I remember. Do you have any thoughts on this or any comments as to why they were not included?

  • @Rinthespooki said:

    Well due to how ######### maps are, you need luck on your side to get a map that allows you to pull stalks while being stealthy. (*cough* blood lodge *cough*)

    Ya I just learned the power of blood lodge while on my 4th game of playing him.

  • @LordGlint said:

    The main problem with exit gates is that youd have to account for being able to VISUALLY see both, not just the time taken to walk to both. Maps like Mount ormond for example make this particularly problematic due to the killer being able to go to the top floor of the main building and look across the map. Unless the gates spawn on completely opposite sides of the map in that sense... hed be able to keep track of both gates.

    I nvr thought of this *proceeds to walk up there*

  • @kcbearz said:

    The best moment as a killer is when that selfish survivor who didn't help on gens or unhook survivors is the last one and they are camping the hatch and you close it just in time and they give you that give me mercy look and i look back and say No!

    https://us.v-cdn.net/6030815/uploads/525/6CN4K0UD5RJA.png

    I miss tombstone Myers for hatch Standoffs sometimes tbh.

  • @Mikey4Hire said:

    https://forum.deadbydaylight.com/en/discussion/comment/842259#Comment_842259

    Dont have to be a smartass, just saying half the time the doors will spawn close together

    https://forum.deadbydaylight.com/en/discussion/comment/842252#Comment_842252

    If the doors spawn next to each other then you won't be able to 20% a door because all the killer has to do is walk half way to one door to the other, let's say those numbers were accurate, it shouldn't be a 7% chance of escaping. the doors shouldn't be 5 feet from each other, take the game for example, you actually have a chance to open the doors because they are far enough away.

    The door is RNG based hense the reason it was a small number to begin with. Your either lucky or your not at the end of the game. If the doors were a guaranteed on opposite walls then that takes the RNG out and the possibility of weaker killers getting the last survivor on larger maps.

    Honestly if your in that situation go farm Blood Points. You've lost anyways. The Devs gave you the exit gate and a hatch that auto spawns to prevent game hostage situations.

    @Han said:

    https://forum.deadbydaylight.com/en/discussion/104728/devs-need-to-do-something-about-the-hatch-closing

    By the time the hatch gets closed, you already had 2 chances to escape and you still have a third, by opening the doors. So, how many chances do you baby survivors need? 4? 5?

    No need to be rude.

  • @Speshul_Kitten said:

    Then they can see how frustrating red ranks really are. Nurse is almost completely useless now due to frame rate, slow sensitivity and the MUCH begged for-nerf to her base kit.

    That leaves Billy and Spirit (for now).

    Billy can still be easily looped through L-T walls and Spirit may not even be red rank viable after the nerfs.

    Who’s left, Ghostface, Huntress? After 3000 hours of playing this game I’ve never felt the need to say how bad it is for killers on console as it is now.

    Spirit will still be red rank viable. What the changes really did was widen the gap between good and bad Spirits.

    A good Spirit will still outclass a survivor in every way.

    A bad Spirit will now struggle because no free hit due to collision and the Survivors mindgames. They wont be able to piggy back off good addons and free hits.

    You'll see a drop in Spirit players, but the good ones will remain dominant. It's not the nerf everyone wanted, but it does make other killers start to pop up again. The real question is how many good Spirits will remain and how many were just boosted animals.

  • Billy over Spirit, Nurse, and Huntress?

  • @Mikey4Hire said:

    https://forum.deadbydaylight.com/en/discussion/comment/842236#Comment_842236

    Yeah, never said I was entitled to a escape. Just saying it shouldn't be impossible to escape.

    It's not impossible. I have about a 60% escape rate as a solo survivor during EGC. The thing is you have to recognize the situation. Is hatch close or in the immediate area? Should I camp the gate? Do I 20% the gate wait for them to leave and start again or go all the way? How close are the exit gates?

    It's near impossible because the team has clearly failed. Dont bring DCing up. Its not a core part of the game and the DEV'S are trying to deal with it.

    Every time you fail the next escape rate is literally reduced significantly.

    Let's pretend it's like this

    5 Gen Escape 50%

    X Gens done Hatch Spawned 25%

    Unknown Hatch Spawn 15%

    EGC Exit Door Escape 7.5%

    It decreases each time. Numbers are far from accurate, but that's how it generally goes.

  • @Mikey4Hire said:

    https://forum.deadbydaylight.com/en/discussion/comment/842223#Comment_842223

    Theres multiple factors that play into that, for example if all 3 people dc. Hatch spawns in front of the killer, and you shouldn't have to rely on keys to escape and the doors spawned next to each other

    If the killer feels merciful he will let you farm or escape. Your not entitled to a free win because you outlasted the others DC or not.

    @Mikey4Hire said:

    https://forum.deadbydaylight.com/en/discussion/comment/842213#Comment_842213

    Ok but it shouldn't be downright impossible to escape once it's activated. That's not good design, I play both killer and survivor and I find it very unfair on both roles.

    It dont bother me honestly. I play both sides as well.

  • Iron Will, Quick and Quiet, Decisive Strike, and 4th Slot is open to whatever I feel like.

  • @Mikey4Hire said:

    When the hatch gets closed for the last survivor and the doors are close to each other, the survivor legit has no chance of escaping without a key. They need to let the survivor actually have a chance of escaping instead of giving the killer a free kill every hatch closing because the doors spawned right next to each other.

    Why it's a punishment for failure. The team which includes you has failed to do the gens. You personally failed at getting the hatch. Your last lifeline the exit gates are now available.

    Each failure is a harder task to complete for escape. Sometimes the doors are super easy to open because of distance and planning. Sometimes the gates are on the same wall and your screwed so go get some BP by doing totems and chest.

    EGC was designed to prevent game hostage situations which include being a immersive person until the Killer or Survivor DC. Also includes Hatch Standoffs. It's a killer sided scenario based on the fact the killer did well and the survivors have clearly failed.

  • @ProfoundEnding said:

    I'm pretty sure it's because 1, like you mentioned, some are not full outfits and 2, the ones you mentioned that are, are not not available via the In-game store, which is where it seems this category comes from.

    Just seems a little lazy honestly. Its 3 outfits for older survivors and anyone after David just got a shirt usually.

  • @joker7997 said:

    I believe the op was don't asking why was hatch grabbing removed and I'm asking the same question. It's really cool when I sacrifice hook the third person and I can see where the 4th is running with BBQ because they've had time to scour the map for the hatch while I've been busy actually playing the game, to get to the hatch at the exact same moment as them, and they escape because I cant grab them. It's bs. I don't really care all that much, but it is bs.

    Well reason why is simple. What's to prevent a killer from standing near hatch and instead of closing it they prevent EGC making the survivor get close to the hatch and either attempt to jump in and lose or be seen and have the hatch slammed in there face.

    A lot of survivors already think EGC is unfair when it was created to prevent hatch standoffs and game hostage situations. Most of the time survivors lose simply because of gate spawns being too close. Which is more then fair because they failed to do the 5 gens and than they failed to get hatch and now they have a slight chance with the doors. Each failures escape route is marginally harder and more risky.

  • @Peanits said:

    The end game collapse and being slugged are not valid reasons to disconnect. In both scenarios, the game ends within a few minutes. With the EGC in particular, it might end even sooner if you try to escape and fail. I have yet to see someone disconnect because Distortion only has three tokens and the killer is using BBQ; most people will hop in a locker once they realize the killer is using BBQ to hide their aura.

    If you're disconnecting over things as minor as that, you're disconnecting excessively and probably will be waiting for the timeouts quite often.

    Actually Peanits will Distortion ever have a way to replenish tokens or was that tested in development and proved too strong?

  • @Hex_Stalk said:

    I never understood that. You're basically saying "Have fun with this no risk high reward way of escape"

    From both sides I think that decision was dumb. There is no risk for survivors after they end up getting steam rolled by the killer.

    And on the killer side there is no point in chasing them if they are invincible while on the hatch.

    It further entices the "you didn't do anything but lose, BUT HEY you get a free escape for participating!".

    Why. Was. This. Removed?

    To prevent hatch stand offs and game hostage situations EGC was created. Why would you attempt to remove a feature and then add it back in?

  • @SaltySwag said:

    Cause I had to earn that #########.

    Screenshot_20191115-100951_Chrome.jpg

    Not like other people didn't earn the Event Stuff either. Funny thing is you act like it's so hard to play the game and earning it was so far out of your way when in all reality says it wasn't.

  • @ItsaDwight said:

    The news about The Spirit nerf are really awful. I mean, for the time being she's the only killer that is able to stop coordinated SURVIVE WITH FRIENDS on comms from teabagging at the exit gates after doing five gens in three minutes (hi, nerfed Nurse). I can never believe that BHVR are that blind. It's not the killers they should nerf, nor the survivors. It's SWF! My suggestion is to make all actions 20% slower for each one SWF member, and also grant the killer +100% bloodpoints for playing vs SWF as well as allowing them to see, which survivors in the lobby are "friends". And when someone plays solo survivor, the should be awarded with +100% bloodpoints and obviously not suffer the slowdown.

    Your thoughts?

    So long story short all I hear is the fact your main was also nerfed, but instead of accepting it and realizing oh well it was needed. Your gonna complain and demand that the Devs make it so SwF is mind numbingly boring with a massive handicap and you deserve extra BP for this massive penalty suggested.

    This is not an issue of the killer being weak or strong or the survivors who use voice coms. This is an issue of the killers skills in general being unae to keep up.

  • "Addons" dont worry they will also "slightly touch base kit"

    Sounds familiar xD

  • @Mister_xD said:

    so, halloween is getting close and i believe we will be seeing a new Hallowed Blight event this year with new skins to grind for.

    so what killers would you like to see in a Hallowed Blight skin?

    this obviously excludes licensed killers, so the possibilites are:

    1) Nurse

    2) Hag

    3) Clown

    4) Spirit

    5) Legion

    6) Plague

    my personal pick is probaply gonna be Legion. even though i dont really like the killer, i think the skin could look really good.

    how about you?

    Legion needs 4 so everyone gets one. Not happy the p3 was just for 2 of the group.

  • @thesuicidefox said:

    This is probably the only change I really don't like. I can understand wanting to decrease the strength of this add-on, but I see it as completely worthless now. Speed is incredibly important. If you cut down on the speed during phase walk you make it so she can't catch up in certain situations. Sure the duration is much longer now, but with it having a penalty this big I honestly don't see myself using it as a Spirit main.

    Currently, Yakuyoke Amulet is basically a combination of Kaiun Talisman, Rin's Broken Watch, and Muddy Sports Day Cap (3 yellow add-ons). It is indeed a very strong add-on and I wouldn't disagree that maybe it needs to be toned down. But this is too much of a nerf. Instead I suggest you just tone down the figures so that it acts more like a combination of Zōri, Shiawase Amulet, and Origami Crane (3 brown add-ons). This keeps it more or less as it was but it's just a weaker version is all. Being a purple rarity I think this is reasonable. The add-on does not need a drawback, it's meant to be use with other high tier add-ons.

    The other changes I can support (though I'm iffy on the vaulting change), but this one in particular I think is a bad move.

    It was basically just a tuneing guide for Spirit.

    XD

  • @JawsIsTheNextKiller said:

    I understand WHY they are ditching events but I will really miss them. The Chinese New Year event was enjoyable, last years Halloween event was fantastic and having no Summer event was really disappointing.

    Future events are going to be more akin to this years Halloween event. Which didn't even feel like event.

    Even if the Halloween event had been exactly the same as last years, I would still have enjoyed it. I want to to collect lamps and I want to squeeze juice out of plants.

    Instead, we will get events where we have to facecamp 4 Claudettes, make 5 killers ragequit and teabag Hillbilly twice on a Hill while running Windows of Opportunity.

    I loved the lunar event. ): I always miss the Halloween event so was excited this year till this junk showed up.

    @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/838619#Comment_838619

    That's not it at all. We want the fancy events too, and they'll mostly likely be making a return in the future. For the time being though, we need to focus on game health.

    Question does this mean we will continue to have to grind the battle pass for holiday rewards? I have little to no respect for including it into the battle pass. It was a forced feature for people to get a cosmetic they liked.

    People enjoy the events because they are a uniquely fun time in DBD. We grind for cool cosmetics so we wont have to buy them later. This time the event was tied to the battle pass. The event itself really outside of a offering for a few extra BP was legit a worse 2x BP event. Even the event hooks could be sabotaged which I'm sure one of the Devs mentioned before would be removed.

    So overall if events are gonna be slaughtered and added to the battle pass what's the point of events anymore ?

  • @PigMainClaudette said:

    https://forum.deadbydaylight.com/en/discussion/comment/837543#Comment_837543

    I play a Gen-Protector build, so forcing people to work on generators works really well for me. You also have the option of hunting for the boxes yourself. Main point is though, they're just too easy to remove as is.

    Thats a good way to make use of RSN2, but overall I would advice against it. What it will do at low ranks to newer players is the equivalent of what Nurse, Spirit, and Billy do at high ranks and polarize the match. Except unlike the killers it's completely passive no skill required.

    I think the traps just need skill checks removed honestly and 4 seconds added.

    @Adriang14 said:

    https://forum.deadbydaylight.com/en/discussion/comment/837543#Comment_837543

    Same like rsn2 will do nothing at higher ranks, I think a new rsn2 is you shouldn’t be able to interact with jigsaw boxes until the trap activates.


    That on the other hand would be amazing.

  • They are free cosmetics that the second hand market made expensive due to availability and limitations of acquiring them.

    Expensive is a relative term since a lot of people didn't care for them. The driving price of a after market will always be availability and desire. The smaller the product size the higher the price.

    The company didn't like the second hand market doing this so said screw it and made them a free.

  • Finally I can put my 70 plus BPS and over 100 puddings on Spirit to use. Easy farms ladies and gentlemen easy farms.

    Sure this might happen to for regular rematch here and there, but mostly just for farming.

  • @DjRay421 said:

    So I heard the news that The Devs Have decided to release just about all exclusives this is a shocker to me especially since I actually sell codes for cosmetics but overall this is a great change the only one I disagree with is the event ones but I’ll get over it the only problem I have is that they have kinda did what they intended not to do as as soon as the announcement was made someone came to me to purchase the Ohm Wraith skin as it’s rarity had just increased tenfold and paid me $500 for it if the devs want to add the exclusive cosmetics to everyone they should do it with all of them that they’re able to because if not in my case everything will gain more value and can attract more scammers but everyone please be aware of scammers I beg you!

    Just outta curiosity what was everything going for before the announcement and now going for?

  • @Squoose said:

    I spent £600 on a golden feng code, which was a big decision but I was okay with it and that it was my responsibility. However, I did pay £600 for this exclusive, and many people have spent money on these because of their exclusive ranking in the game. This feels like a kick to the face and thrusts a large chunk of their core consumers and loyal fanbase to the side. I have never had an issue with bhvr, through bug and unwarranted deaths during gameplay. I love this game, but this decision on their end is absolutely devastating and no compensation for such a drastic decision would be a final blow. They haven't done it yet, they can still make it right. Anyone who is okay with this has their reasoning or are just super happy about getting a FREE exclusive cosmetic which I would also be. But if the devs have wanted to do this, then they shouldn't have waited until after three years have passed, plentiful time for many members to lose money, it's just completely immoral.

    They only recently seemed to decide to shorten the gap between consoles and PC. While I don't understand the pain your going through I do understand what it means to lose my exclusive golden Feng as well. I am happy that others will be able to obtain it as well.

    On the other hand I do have to warn you the secondary market is dangerous because of these reasons. Unless a company explicitly says they wont reprint or rerelease such things always assume your paying a premium for something someone else may get later at a better price. TCG are notoriously bad at doing this if you would like an example. Think of this as unfortunately expensive lesson that didn't get worse.

    EDITED: somehow consoles autocorrected into conservatives.

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