LuthirFontaine
LuthirFontaine
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- LuthirFontaine
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Comments
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My man survivors got med kits and toolboxes that's it the rest are bad. Now you want to take away 50% of that?
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O come on survivors don't have much in the way of good perks CoH is one of few
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@Starrseed said:
https://forum.deadbydaylight.com/en/discussion/comment/3263313#Comment_3263313
I mean yeah but then tbagging would be reportable to and I don't think we want to go down that rabbit hole
I disagree teabagging is annoying but you arent just stopping the game like a bleed out is doing
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@TheSubstitute said:
https://forum.deadbydaylight.com/en/discussion/comment/3264769#Comment_3264769
As you only play survivor that would be an assumption that would be broken by playing Killer for a significant length of time.
I saw its about 50-50 killers get really salty about things, god forbid you pallet stun some of them you will be camped till death
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Question why not just go for someone else if the target proves to difficult to take down? Hell those others well probably not be as good as the runner and you can force the runner to commit to a save or something foolish to save a teammate
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@Lastchild said:
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.
So do the killers work for them?
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3264738#Comment_3264738
So you are willing to stay and wait at the exit gate for full 2 mins (4 if the killer gets a down) just because the killer CAN push you out, but if they dosnt, you will still wait the full timer run out.
But if the killer slugs you and you have to wait another 2 minutes, its wrong and the killer is just toxic??
Thats what i call having double standards...
hahah that train of logic
Dude just chase survivors out I literally cant do anything when I'm being slugged
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Boil Over hands down. When I play killer feels like I'm bouncing around like crazy when I pick up a survivor with it. As a survivor with it.... man it feels like the killer doesn't even notice. I seriously have no idea why this is!
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Umm twins
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It should be as its obviously bm
Edit thinking bout it yeah report it. If they get hit with so many reports BHVR might start doing something.
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Crazy idea I know but, what if gen speeds increase if killer is within x amount of distance of hook?
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I got an idea! Survivor perk, when gen completed killer is unable to use ability or swing weapon for 25 seconds! Yeah that's not annoying as hell is it!?
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Not enough if any ones askin'
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@scenicpickle said:
is there a reason hooks permanently despawn after a kill it just creates safe deadzones for survivors to run too with not much you can do in certain maps ive had games where survivors knew a deadzone and would both would run to that corner and wait till they bleed out just to deny kills. 1 in every roughly 8 games i have to deal with deadzones where i have to drop survivors i feel hooks should just respawn after a couple minutes of a kill it would make more sense to just temporarly break hooks for 1min or 30 seconds each unhook to stop camping but when you get a kill and it disappears seems stupid especially on some maps with few options like rpd and the midwich school
O come on there is hook every 20 feet in this game find one.
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My friend you are on a killer board
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@Cyber_Atlas said:
https://forum.deadbydaylight.com/en/discussion/353807/wesker-is-unfun
I have more fun playing against him than as him to be fair
How? Not to be a jerk but he's my number 1 annoying killer
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@Impailer said:
i dont see why the devs need to make fl saves easier when everyone else up to this point had to learn how to do it
Idk why did they add time on gens ?
Why dh and ds changes ?
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Yeah she is, I hate playing one shot only. Idk how people can say different
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@bobateo said:
https://forum.deadbydaylight.com/en/discussion/comment/3255706#Comment_3255706
Yep, slug races are rare enough for me. To never have them again would kill some quirky, occasional fun that's one of the few ways for survs and killers to mess around after a match. Though rare, I have been in a couple of matches where 3 survs have been down and the last in chase only to have someone with unbreakable get up and get the rest up for some pretty epic saves even if the end result was only 1 or 2 escapes. Those matches were still fun and thrilling because we were able to scrape and claw for something.
I don't think this potential new system adds anything to the game and instead subtracts a lot more.
Ill gladly trade never seeing a slug race again to slowly SLOWLY being bled out
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God I hope not, I know unpopular opinion but I got bled out twice last night and its so boring so please bring it into live as soon as they can.
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My friend what are you doing? You know this is a killer board, they could have like 80% kill rate and still the board would be full of complaints about a swf that fought, one time, last month. haha
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Well getting slugged and bleed out annoys me so the circle of ######### goes on
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@omemeta said:
Matchmaking Incentives are only for survivors, in 6.2.2 ?
In 6.2.2, survivors only,
In 6.1.0, survivors and killers.
I played on PS4.
Well you could always play survivors, its like hell there is always room for one more...
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@jajay119 said:
https://forum.deadbydaylight.com/en/discussion/comment/3208344#Comment_3208344
That's not 'technically a tie' at all, not even close. A 2 kill two escape match is defined as a win for both sides by BHVR. Killers feeling like they need a 4k to win and expecting BHVR to build their game around that is a them issue and they're going to live very angry lives until they stop expecting it. So, 61% kill rate taking into account 2 kills is what BHVR are using as successful criteria.
I don't expect to escape every match, I don't expect all survivors to escape every match. That is an example of an exceptionally well played match. A 4k for a killer is the same: result of exceptional play - not I'm just gonna slug these last two people so 'I win'.
Yeah I dont understand how we all just accepted the killer needs 4k or its a loss....
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@Dream_Whisper said:
https://forum.deadbydaylight.com/en/discussion/comment/3204964#Comment_3204964
This stuff wouldn't be happening, if the Survivors decides to go crawl to a corner and hide instead of crawling in the open and making it way easier for the killer to hook and get you to leave on deat,, instead of bleeding out.
I would like these changes if only the proposal by the devs are much better they what they given us.
Buffing Unbreakable perks and Giving Survivors the ability to pick themselves up a good amount times, to cut back on Killer's ability to slug for pressure is gutted... which in turn is going to make gen rushing more likely to happen.
Meanwhile, Killer's new way of Mori Survivors can be quite a game changer as a experienced and strong killer player that runs the best killers like Nurse; that could have the potential to end the game prematurely without going for a single hook. Yeah... I am do not like that, I like have the way mori currently work, as you can put in some skill in two hooking everyone and having the potential to straight up kill them instead of killing them on death hooks. Sure, they are not as powerful as what the old Mori used to do, but at least I work hard to get my special kill.
If anything, this update feel bit toxic SWF sided, as I bet Sabotage Squad with Power Struggle, Flip Flop, and new Unbreakable to abuse their new found base kit Unbreakable.
Your proposal is definitely bit nicer, and would be nice; if killer is able to pressure a good amount of Survivors with hooks ans less gen progress for the satisfaction of Mori kill. More Skill and risky plays, amazing reward of killing outside of hook. Basekit Unbreakable is fine, but.... the new perk changes, especially new Unbreakable is not fine; as long as it can be abused swf
No buddy, ive been slugged then hatch shut then waiting for count down a few times, I hate it as its burning the limited time I have. Any changes that stops that I support
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You guys are at 61% how much higher do you killers want?
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@kizuati said:
https://forum.deadbydaylight.com/en/discussion/comment/3207060#Comment_3207060
I mean hey,with the changes outlined above,sole survivor will be waaay better.
Don't get me wrong, base kit kindred is really good for solo. I missed the range on close to hook?.
Just wish I wouldn't get my time wasted by killers who are having a bad night.
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@kizuati said:
https://forum.deadbydaylight.com/en/discussion/comment/3207038#Comment_3207038
I feel like in the grand list of problems in this game ATM slugging is not up there,I'll be honest.
Well that is a shame, cause being forced to do nothing is a bit of a problem. I mean for me at least, the solo survivor with limited time to play
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So what about sluggin? Or whats really important to me sluggin and forced to wait for timer?
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@MagiDavid said:
I wanted to take a few moments and share my thoughts on the Mori & Dying State Recovery changes. I completely understand the Devs wanting to change how the system works now, it would be nice to be able to implement a Mori without having to bring an offering, Michael, or Sadako (though, I am a Sadako main).
MORI:
The most important thing that bothers me about these proposed changes it that it completely takes away the killers control over endgame. No more downing a survivor and carrying them to the hatch or to an exit gate. If that survivor is already injured and you want to let them go, you can't touch them, and also can't get those last last few blood points from another down.
This also takes away the killers' ability to decide whom they want to Mori and whom they don't, forcing all games, all killers, into a narrow lane of how a game is going to end, and this is not appealing and not fun.
As for the Mori offering change of function, look, I'm not going to bring a Mori that might give me another 20k BP when I know for a fact that survivor pudding, bloody party streamers and event BP reward offerings are going to be way better, and a known percentage boost. I almost think if these changes are implemented, just removing the Mori from the game and give everyone X number of BP for each Mori they have in inventory would be way better.
Suggested Change: The killer starts the game with 1 token that grants the ability to Mori any, but only 1, survivor that is at second hook stage, once the token is used, the killer can no longer execute a Mori.
Mori Offerings: The Mori offerings would grant additional Mori Tokens based on rarity, so the killer can use an offering and get 2, 3, or 4 tokens to use during the match. This almost keeps the Mori offerings the same as they are now.
Recovery From Dying State: Um, NO!, not as proposed. As propsed this is way too powerful on the survivors side and I can see droves of killers leaving the game if this actually goes live (and I would be one of them). But I do see a need for a system like this in the game.
Suggested Change: Once a survivor reaches 50% bleedout state, recovery from the dying state would become available for the remainder of the match and would work as currently does in the game. A survivor could recover almost fully and either be picked up by another survivor or pick themselves up when they hit 50% bleedout. This prevents the system from being abused as long as the killer is prompt with hooking, and also gives the killer that needed advantage at the end of the game when slugging may be required to secure a victory. This would implement a system that would discourage slugging without it being overpowered and broken on release and also preserves existing perks as they are now.
Looking forward to comments.
Yeah i dont want to be carried to hatch and I dont want to be slugged and left for timer, lets just get on with it. You won, gold star! Now can I hurry up ive only got like an hour to play
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3203318#Comment_3203318
Imagine having Adrenaline and Sole Survivor after the killers slugged you and closed the hatch... that can't happen now.
No more clutch game turn arounds at end game when the killer downs everyone but there's someone with Unbreakable or Soul Guard, etc.
So many fun gameplay options gone for good, reduced to a purely serious, sweaty gameplay loop of downing survivors as quick as you can.
Yeah Ive had a lot more close hatch and waiting for timer than any thing you describe
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3201873#Comment_3201873
And all that still ends up with the result of rewarding them for going down and a teammate not having to bother picking them up, meaning your two chases and downs got half undone. That is literally punishing good play.
https://forum.deadbydaylight.com/en/discussion/comment/3201883#Comment_3201883
You do realize there are ways to solve spite like that, that don’t involve breaking the rest of the game too right?
Yeah but every other suggestion has a list of downsides too so I got to work with what I got.
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@SuzuKR said:
"45s"
"quite long"
Okay, so you chase a survivor. You do good in chase and so you down the first in ~30s chase. 2.7s attack cooldown. You know another is nearby, so you find them and begin chase again (several seconds). You do good in chase again and down them in ~30s. 2.7s attack cooldown. You head back towards wherever the first survivor is (several seconds). They have been back up and gone, with zero help from anyone else. Let alone there being a third in the area that would be smart to start chase with normally.
This is with having done good in both chases. Average chase and you go into 40-50s. At which point the first is back up. And this is repeatable again and again. Toss in an Unbreakable and it drops to a mere 22.5s per recover instead.
Okay you are playing survivor and hes got you down, no imagine putting the keyboard down and just sitting there cause he closed the hatch and he isnt killing you instead he just dancing the night away while you just have to watch the timer go by. Now imagine you are a parent and you just got the kids to bed and you only have like a hour to play, cause you got to work in the morning. Yeah im happy with this patch already.
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Yeah im tired of getting my time wasted with slugging
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/3201365#Comment_3201365
I don’t feel like slugging was that problematic because it’s not like it happens a lot. Just when a killer is trying to secure the 4k.
Yeah twice last night I got slugged and to watch timer till the game ended, nope Im happy for any change that prevents that.
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I disagree, I have a limited time to play at night and people keep just slugging and waiting for timer so any way to get the game rolling im in favor
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Yeah twice last night I was slugged and then forced to wait out timer... Im all about this change. Get this to the game as soon as you can
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@ReviloDBD said:
https://forum.deadbydaylight.com/en/discussion/comment/3199823#Comment_3199823
It's not just Solo Q.
Granted, I have the most frustrating teammates in Solo Q sometime when I play Survivor.
But when I play Killer it is NOT always SWF that beats me, that's unrealistic, legit many times it is still random players that just know how to play well, which is fairly common at higher mmr.
Im alittle confused what percentage would you think killer is to high then? 70%? 80%?
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I approve that would be so nice, just let me play and move on with my life