LordGlint
LordGlint
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- LordGlint
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Its in no way reportable. Unless your teammates went out of their way to get you killed, such as pointing out your location to the killer...you cant report them. The killer just as well is allowed to be friendly towards whomever. The killer choosing to farm points at the end instead of just finishing the game is not reportable as long as its consensual (as long as they arnt forcing the remaining survivors to do it).
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@deadlycast said:
https://forum.deadbydaylight.com/en/discussion/comment/605752#Comment_605752
Yes but its your choice to either go for the gen. Or take your time to do somethimg extra. Like tring to find a hex totem. Or not cleansimg dull totem. Even though you know this type of killer usually has noed. Maybe they had noed or not. You still get rewards for dull totems. Like blood points. And also chase chatagory
If you tie an objective just for farming that can in no way help the trial, itll only help farmers. That was the problem with Hallowed blight, ppl would go in to get the event juice and then find the killer to suicide.
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@deadlycast said:
Gens already go fast enough. If you dont find someone in 30 secs then get looped for say 1 minute. That is potential of 3 gens complete. Dont need more stuff in game to speed up gen progress.
The time it takes to find and fix the circuit thing would be time off the gen. Think of it similar to a chest next to the gen. You can take the time to open the chest first before working on a gen, to get a toolbox to do the gen with, or...just jump on the gen. The sparkle would hinder a survivor's ability to hide and the fact theyd drop it after a hook would incentivize grabbing it later in a trial, when its less useful for gens. Getting it early would be a high risk move that COULD pay off if you can avoid a hook.
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@LPS11 said:
https://forum.deadbydaylight.com/en/discussion/comment/605730#Comment_605730
You should always challenge the loop anyway, a big mistake alot of killers make is respecting pallets, once I realize the killer is scared of a pallet stun the match is pretty much a wrap at that point because they will sit there and try to back and forth you and in turn make that pallet last way longer than it should
You misunderstand. I dont mean swing through the pallet, I mean dont break it right away after its thrown. By using enduring and not using time to break the pallet, the survivor is forced to stay at it typically.
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@Damarus said:
Wouldn't nerf either of them, though I would probably add some kind of blind effect whenever the killer gets pallet stunned (with or without said perks), in order to give survivors a chance of escaping by stealth.
The visual effect that was implimented for stuns already pissed off enough ppl. Now you wanna blind em?
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I feel like the map reworks will REALLY benefit Clown. Put enduring on him and challenge any pallet loop after the pallet is thrown down.
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What if it gives you a boost in repair speed while holding it, but you lose it if you get hooked. Can even reuse the glitter effect from the year of the pig event and make it so you only get the farming aspect if you escape the trial with it. This gives an incentive to use it that has to do with the trial instead of awarding farmers for making their teammates do everything.
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Bucking Bronco- Use the active ability button while standing behind the killer to jump on their back. Causes swaying motion similar to wiggling while being carried to the hook. Lasts for 60 seconds or until canceled with the active ability button, in which the killer is stunned for 5 seconds. Causes Exhaustion for 120 seconds.
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@BlueFang Pretty sure it has nothing to do with this person running into alot of facecamping Docs doing this and more a thing of Doc being so uncommon that he didnt know it was possible until recently.
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So, just so were clear... These circuit boards have 0 effect on the match at all and are JUST for farming? Wouldnt that create a similar situation to what happened with the Hallowed blight event where ppl would enter trials JUST to farm resources and not care one bit about actually playing the game?
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I say theres really no problem with the Doc having this. Even in the video provided, the Doc wasnt even camping, just stopping an unhook from happening right infront of him mid-chase.
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Hex: Heavy burden- Survivor's movement speed is slowed by 20% for 6/7/8 seconds after leaving a generator unfinished.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/605048#Comment_605048
Agreed.
But a killer just standing there watching a rescue about to occur without ANY attempt at genuine intervention for the sole purpose of immediately hitting and re-hooking the rescued survivor, TWICE, is just #########.
I use to do that when I first started playing. If your gonna unhook right infront of me, ill get the easy hook... Ive gotten alot better though and gotten away from habits that newbie killers fall into. Ppl often times fail to properly apply pressure and then blame genrush.
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Having silver in devout typically isnt a Hag issue. Whats your ranks in malivous and chaser typically? How often are you getting immediate hits from teleporting rather than from chasing ppl down?
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@NMCKE said:
If you're having trouble finding a killer lobby, that's probably because there isn't enough survivors to handle all of the killer requests.
There should be an incentive to play the other role to balance out queue times. Maybe a 50% BP bonus? Or 100% more XP, which can help out with the shard grind?
This would make sense if there were ppl IN the lobby when it opens. Many times, ppl are waiting just for an empty lobby to open up...Then they wait more for ppl to join.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/604512#Comment_604512
Mmm... yes and no. Sure another survivor is making it ridiculously easy to re-down who was “rescued” to be re-hooked again, but that kind of survivor behaviour is unacceptable, and a killer not even attempting a grab, hit, or down on the supposed rescuer only further encourages that survivor to continue ######### behavior in further matches. Kind of like the reverse being true: if a killer habitually camps and survivors don’t gen rush (key word habitually), then that killer isn’t going to learn to stop always camping any time soon.
And honestly, helping a killer get a quick sacrifice only hurts the themselves and the rest of the team.
Id say the first time it happened, the correct choice from the killer shouldve been to slug the person who was on the hook if they werent close enough to grab. This gives you the same pressure as a hook while opening you up to immediately chasing the "rescuer" which means ANOTHER person who is occupied. This also frees you up from getting hit by a possible DS. Im saying this not as a person being NICE, but as a killer being smart.
If someone is on deathhook though and youve downed em...The best choice would probably be to just kill em immediately before trying to track down the guy who "rescued", unless your still suspecting a DS.
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I think you should keep in mind that what your listings here are referred to as "realms" while several maps often come from each. The temple of purgation for example is actually IN the red wood forest.
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@prayer_survivor said:
And killers won't be able to hit you when they are 3 meters from you? Praise the Lord.
That was caused by a lag between you and the killer. Having dedicated servers doesnt mean there wont be any lag between you and the server instead, so could still get those same hits.
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@Ember_Hunter said:
My greatest fear when going for saves is accidently farming someone. It always feels bad. :(
In those moments when you unhook someone, just to notice a stealthy killer was closer than you expected... Be prepared to take a hit if need be.
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Id try swapping it out with something else thatll help you get healed, whether that be something like Bond to help you find a teammate to heal you or maybe pharmacy. If you start using Pharmacy, you can start building up a stock of medkits to take into trials with you.
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^^^this. Why would ppl use a voicechat with a drawback when they can just use discord?
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How would you change it to make it more like huntress lullaby? I figure you mean working with some kind of token system, but how would you implement it?
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Mostly just use it on Myers. It IS awesome on him.
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@Boss said:
I want a Hex Totem lamp, and a bell designed after the Wailing Bell.
I could SO get down to a hex totem lamp. Maybe make it have fake flames flickering.
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@Angelicus23 said:
https://forum.deadbydaylight.com/en/discussion/comment/601901#Comment_601901
If there are two people left I don't mind letting just one an opportunity, I'll pip anyways
The whole thing wasnt about pipping though, but rather practice. When 2 ppl have already DCed in the first minute of the game... that kinda blows.
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Im gonna say making someone slow vault a window just because you hit them is abit much, expecially when you take STBFL into consideration. The followup hit would be rather quick.
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@MonsterInMyMind said:
https://forum.deadbydaylight.com/en/discussion/comment/601965#Comment_601965
You'd would think but lets be honest i doubt it ive seen a few console streamers get pretty bullied by it.
Thats weird...Its not even a control thing that counters that, but rather use a quick swipe instead of a lunge if someone tries to 360 into you. Either way though, its something console players are already experiencing against other console players.
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Lego dead by daylight figurines like the ones they did for Overwatch... That should be interesting.
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@MonsterInMyMind said:
https://forum.deadbydaylight.com/en/discussion/comment/601957#Comment_601957
The 360 point was more aimed at controller killers but yes i agree!
The point being if controller SURVIVORS can already 360...dont you think controller killers should be pretty use to it?
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@YaiPa said:
Yet and still we have now dead hard bug and rancor/infectious fright bug. If the last two are minor inconveniences, dead hard, the second best perk, being a coin flip, really lowers the quality of the patch.
whats bugged with infectous fright and rancor?
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@MonsterInMyMind said:
https://forum.deadbydaylight.com/en/discussion/comment/601951#Comment_601951
True but there will be games where it will matter a good point is looping console killers cut corners like a semi truck vs mouse and keyboard players who can hug them tight and make tight turns there will 100% be posts crying about this watch and see.
Another good example is 360ing is going to be funny i cant wait for all the posts "ITS OP"
Trust it will happen its going to be just like the Sea of Thieves situation where turning on there is awful and it gave the pc players a huge advantage.
Ppl who have difficulty will just more likely fit into closer games at lower ranks. As far as the 360 comment... Marth from the depip squad uses a controller when playing survivor. The same tricks on survivor you can do on a keyboard can be done just as easily on a controller.
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@Ember_Hunter said:
https://forum.deadbydaylight.com/en/discussion/comment/601948#Comment_601948
You know what I mean, killers---->DC (Doesn't happen very often thankfully)
survivors----------> Dc and suicides.
Killers COULD have the option to put themselves on hooks to end the game more quickly...
The last time I had a killer ragequit, I just laughed my ass off. They were using the new Pig cosmetics, so right when I hit my balanced landing and took off, I got to hear the whirling of a drill behind me as they completely whiffed.
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@Hexyl Thats what ppl might think, but that would be the same as a rank 15 player swearing they keep getting curb stomped by rank 1s
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@theArashi said:
Devs don't want to split the community.
If they invest a lot of work to implement crossplay and people will just opt out of it it will make it wasted effort.
Playing separately is ALREADY splitting the community though, this would bring the community together
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@Entità said:
https://forum.deadbydaylight.com/en/discussion/comment/601916#Comment_601916
Are you threatening me, Master Sony? It's treason, then... XD
Cant wait to be able to play against ya mate
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Played some games to practice Billy the other day, who I have no experience on. Decided to ONLY use the saw, since I didnt really need practicing M1ing ppl. Every game I went into had ppl either DCing as soon as they went down or suiciding on hook immediately. One game had 2 ppl DC as soon as 1 of them went down. Cant really get any practice in when this happens...
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@Entità said:
I fully support the cross play! The number of players would increase dramatically, reducing waiting times for pairings to just a few seconds. It would be a great goad for developers, who, aware of the differences between consoles and PCs, would be motivated to accelerate optimization. It would be the perfect crowning of the Entity's wishes, unique and omnipresent, which wickedly grins to keep all its slaves under its own evil gaze, without any ghetto.
Currently, The entity has to contend with a much greater evil... That being Corporate from Sony.
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@twistedmonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/594983#Comment_594983
What they meant was the playerbase would be split and could be lower for those that opt out of cross play possibly creating longer queues if more of one side opts in other the other.
At best right now the devs could do a test with PC and Xbox primarily as Microsoft seem more open compared to Sony. This is to gather stats of how the games play out. It would need to be a test of many player skills and not a select few hand picked.
I personally don't think it would work out as well as some think. I could see the complaints increasing about balance and some may even quit feeling more disadvantaged.
As far as balancing for console vs PC goes, rankings should account for that plenty. If your in a situation where your opponites arre regularly crushing you without much resistance, than that just shows the ranks are off abit. If they implimented cross-platform after a rank reset, you'd see the normal mess that rank reset causes, followed by everyone falling into a rank that would (ideally) have close matches. You might not end up in the same rank AFTER crossplay as BEFORE crossplay, but since rank doesnt actually give rewards...I dont see this as a problem.
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@Angelicus23 said:
Don't slug then
Slugging can often times be a smart choice. If I see a 2nd aurvivor after I down one while using myers T3 for example, I make full use of that time to down the 2nd one too. Thats why theres so many perks in this game centered around slugging.
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The husk thing should put an end to this
@twistedmonkey said:
Maybe the husk being left will sort this when dedicated servers come about. I hope so.
While many strats like slugging for the fourth kill may seem boring in some people's eyes (I said boring to be polite) it's still a strat and should be accepted as part of the game. If the devs decide to change up how slugging plays out in that scenario it would be different.
Dcing for the hatch to me is a false win condition as the killer has no counter play and it wasn't earned via good play.
People just need to accept a loss or use stealth to hide if the player is being slugged. That is what I do and it works a lot of times as most are so focused on protecting the slug they don't stray too far giving you time to find the hatch if enough gens are done.
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@DBDbuildsYT said:
https://forum.deadbydaylight.com/en/discussion/comment/601732#Comment_601732
Thank you Lord. I guess the problem with waiting is thst it makes me back down, I use it as an excuse I think. Like " oh well the match doesn't start, I better try again tomorrow" and tomorrow is the same story.
As for the pallets, tbh I am mostly playing spirit these days so it's not a real problem BUT in the ball of my mind I've this image of a match with legion where a Kate and a jake destroyed me in blood Lodge. It was such an humiliation with zero downs. I thibk I have something like ptsd now that I think about it
Ive been watching some of Tofu's videos lately on him challenging pallet loops with Freddy. With the same playstyle he has using Freddys snares to challenge most pallets, you can use with Clown and Myers as well to a lesser degree (The increased lunge of T3 can be the biggy).
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Feel like this is the problem with most survivor DLCs. Ppl get them to buy the perks, rather than the character. While it MAY be true for some killer DLCs as well (most ppl buy Bubba for BBQ), typically ppl who buy a killer...want to play that killer.
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@KaoMinerva said:
https://forum.deadbydaylight.com/en/discussion/comment/601575#Comment_601575
Yeah, but they completely KILLED the perk!
And decided to nerf both huntress charge addons just to make sure.
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Typically, I try a wide range of killers and try perk loadouts that work for them. Feel like too many ppl default to the same loadout on EVERY killer. Waiting for lobbys isnt a biggy, since I normally just watch youtube or chat on the forums on my 2nd monitor while waiting for the lobby to fill. Makes me laugh when I see ppl complaining about having to wait a whole 5 minutes.
As far as pallet looping goes, have you tried actually PLAYING the pallets? Or are you the type of person who breaks every pallet that gets thrown down? With the Springwood update, theyre making more pallets playable.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/601552#Comment_601552
That's the problem when creating perks, you have to consider EVERYONE because it could be busted on a single killer. Through, I don't feel so bad because I play on console, and I tend to get a ton of corn maps. :(
Thats why tinkerer got changed. Stacking that with charge addons made Huntress ridiculous.
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@Madjura said:
https://forum.deadbydaylight.com/en/discussion/comment/601559#Comment_601559
https://forum.deadbydaylight.com/en/discussion/comment/601561#Comment_601561
Probably internal tests to try out possibly changes to those perks, but the changes were not rolled back (properly) in time for the release of the next patch
Thats a possibility, who knows though
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@DBDbuildsYT said:
https://forum.deadbydaylight.com/en/discussion/comment/601533#Comment_601533
That's understandable and still missing dead hard should be difficult.
Loads of people use it, it took me 6 games to realise.
Although, I need to say that I hadn't noticed the dh bug during the ptb.
Maybe it wasn't even there, now the question is dh wasn't touched, why is it bugged?
No clue. Plenty of bugs have occured to perks and addons after a patch that werent suppose to have anything to do with it. The Wake up bug comes to mind atm.
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@Madjura said:
Should consider Bloodhound or Shadowborn as an alternative to Bitter Murmur, Bloodhound is much better on maps with corn fields and Shadowborn is just good in general on Nurse
But yes I'm All Ears is very good on Nurse. It's weird that this perk was even made considering that Nurse is obviously strong and the perk is not all that great on anyone but her
I think it can be good on other killers too. Ive been usin Mikey with his Glass shard addon lately. I try to activate the 5 second aura reading on alot of junglegyms before they break LIS, which then lets me mindgame them abit on where I pop out from. This perk acts similarly to that.
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Yeah, whenever ppl bring up aura reading perks on nurse...everyone just jumps on the fact that BBQ has counters. Im all ears on the other hand flew WAY under the radar.
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@Madjura said:
https://forum.deadbydaylight.com/en/discussion/comment/601528#Comment_601528
Which is why automated testing exists and there is a very high chance the devs are already using it. Either they are not (properly) using it or they are rushing content out the door because they have no pride in the quality of their own work (or their standards are just incredibly low) or because they want $$$
The testing from the PTB is only going to catch things that the players experience and report about in the PTB. Issues that happen to certain killers on specific parts of maps (every nurse technical difficulty known to man...), specific ranks to certain perks, ect... are very likely to fly under the radar of the ppl playing on the PTB unless its about the new stuff.