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Lyfe

Lyfe

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Lyfe
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  • @Kai6864 said:

    *Laughs in Clown gen pressure*

    You mean cough right?

  • All these years and I never even considered “What if this was an in game feature?” Lol

  • Legacy and default prestige as a layer instead of specific outfits and toggling killer specific chase music. I’m sorry but the Doctor’s chase music is very fitting for the character but it makes it incredibly hard to hear when I’m a killer and is super annoying to listen to every single chase as a killer.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1002597#Comment_1002597

    Alright, since it's so "ez" to counter, tell me how do you counter Dead Hard as a killer when a survivor uses it for distance to make a window or pallet they wouldn't have made otherwise?

    Wait, a perk meant to create distance is used to create distance? That’s INSANE! Dead Hard pretty much allows them to get one maybe two more loops depending on the power of the tile and if you loop optimally. They used a perk that has a 40 sec cool down and can pretty much be used once per chase.

  • I’ve yet to have been hit by a pallet that I thought shouldn’t have hit me.

  • Match lasted half a second. Player disconnected during loading.

  • @HYthinger said:

    https://us.v-cdn.net/6030815/uploads/055/YXLDTUH2JQ3J.jpg

    https://us.v-cdn.net/6030815/uploads/121/C9I8NPLL38Q6.png

    You know. I dont know what u all think a win is but im pretty sure a 4k in 3 minutes is one. They played toxic as hell and threw themself on me to get a unhook. ended with a 4k after 3minutes. And the game rewards me with a save pip.

    The flaw in the system shows allready with the chaser emblem in silver. sure i dont have it on iridescent but not because my chases where too long but because there werent enough chases at all.

    I dont really care about the ranks at all since i think the emblem system is not even close to represent skill (for killers and survivor) but this is too much.

    Why not:

    escape = win = pip(rank up)

    death = lose = derank

    2k or more = win = pip

    less thank 2k = lose = derank

    I intentionaly let out black / safety pip since i think they should not exist. There is no draw in a game were u either escape or die.

    edit: the reason for noed is simple. i dont really need it most of the time. but when facing a good team noed is the only thing that gives u a chance to win since ruin is going to be nerfed. pop alone is not enough with the gen times

    Why not Corrupt? It’s always hit me as Ruin but better. Brings the survivors towards you, gives you 2 minute map pressure and setup time. Seems like a win imo.

  • @TheObamacare said:

    https://forum.deadbydaylight.com/en/discussion/comment/999663#Comment_999663

    Dead Hard is free... Janky or not its a get out of jail free card, or extends Chase's at the very least.

    Adrenaline is one of the best swf and reliable perks as you can combo with it.

    Borrowed time? What... It still stalls for time. Reguardless. A good survivor needs just one unhook at end game and it's over.

    DS I will not accept anything other than that it is too strong. It has been buffed, "nurfed" and "nurfed" again, however it is still so strong. In addition to "waiting" as it is put that is still a forced action still granting value off the perk. So that is the most reliable perk in the game. You get value if you have it up, you get value if you don't. Heck you sometimes get value not even running the perk if the killer is being safe.

    If you’re a decent killer you remember who has dead hard and you wait for it. It’s not rocket science. BT countered by hitting the unhooker. The only slightly valid argument you have here is Decisive strike.

  • I remember something like this a long time ago but I thought the only way now is in custom games? (which I’m completely fine with)

  • @ExtremeNerdRage said:

    Have totems all give a 5% slowdown on generator speed for each totem remaining on the map, all totems will be lit (up to 25%) - This will be baseline (No perk required for this)

    If this idea is used the following changes to hex perks (removing the hex from them since people will now be looking for all of the totems actively - thus ruining any chance for them)

    Devour hope - Whenever the survivors get unhooked and don't go down in ten seconds gain a token. After 6 tokens you are allowed to mori the survivor once they are downed. Can mori up to 2/3/4 survivors.

    Haunted ground - Same perk as current though without hex tag.

    Huntress lulliby - Same perk as current though without hex tag.

    No one escapes death - Every time you hook a survivor get a token. After the last generator is completed NOED triggers and for the next 20 seconds per token your attacks down the target. Allowed to get up to 4/5/6 stacks. While NOED is active you gain 4% movespeed.

    Ruin - For all generators that aren't being worked on they regress 1 charge every 7/6/5 seconds.

    The Third Seal - Your attacks blind for 120 seconds. In addition after landing an attack the target is oblivious for 10/15/20 seconds.

    Thrill of the hunt - Totems take an additional 5/6/7 seconds to cleanse (they wouldn't notify anymore). Your bloodpoints in the hunter category can get up to 16,000 now. You gain 100% additional bloodpoints in the hunter category.

    I feel this overall would lead to a better way to curb survivor pressure in the early game. Overall this issue I feel is more of a general game issue that shouldn't try to be fixed by perk(s). This will be a more consistent amount of time picked up by the killer then old ruin (Very unreliable in its effect) and still feel better for survivor (for players struggling to hit great skillchecks will be a blessing anyways). In addition by not requiring a perk slot this will open up more build(s) for killers to use as less would need to be tied into attempting to slow down the game early on and hopefully try out more things. With an idea like this I would estimate a average to good team could clear out about 4-5 of the maps totems in about 60-90 seconds if they work as a team to get them out

    As for the Hex perk changes - most of them I feel aren't used too often due to the inconsistent nature of them anyways. This also left a bad feeling when either the totem was cleansed right away OR the survivor team simply couldnt find a key totem (thinking devour hope) and the game spirals out of control fast. The reworks were intended to be fair and strong.

    Sounds fine except for Haunted Ground. How would it work not being a Hex? Theoretically if the Killer were running no other Hex perks and the survivors deduced that the killer was only using Haunted Ground they would be stuck with 10% slow down for pretty much the whole game or they would have to activate HG. Perhaps I’m misunderstanding?

  • I always saw Corrupt as the better perk anyway lol.

  • Huntress, Oni, Billy and Nurse. Fun to play as and against.

  • @Elk said:

    https://forum.deadbydaylight.com/en/discussion/comment/1000119#Comment_1000119

    @bubbasbasementchest

    I...I..I mean yeah just do your presentation. After all there are no other sources to watch, play or whatever on the subject of DbD....yeah.....

    *Whispers to you* Do you think they bought it?

    All bases covered 😉

  • We not gonna talk about Wraith? You know the guy that’s INVISIBLE! Real-life has pretty good graphics and I don’t think I have double battery flashlights on me 24/7.

    Hag too. Hag would have me crouch walking every where. Buying a coffee? Best believe I’m gonna crouch my way to the counter. What you drive over her traps? Would your headlights disable them first?

  • @Elk said:

    GL on your presentation. You can watch Youtube videos ya know on DbD. :)

    Shhh don’t tell him. He’ll have to uninstall Chrome next.

  • Once a survivor is downed they can not heal each other at all and all but 8 hooks (4 basement and 4 at each corner of the map) are destroyed. Boom, meta No Mither.

  • After the presentation make sure to tbag and say “ggez” in chat.

  • @WapperDude said:

    It is very common to see on these forums as well as steam forums hundreds of post about "gen-rushing", "noed", "nurse", "swf", and nearly every other complaint that some person can think of. The problem with many of these post is that, they only include personal experience, no actual evidence to back them up. Why do you think things like SWF aren't nerfed? Because the statistics doesn't show any evidence of needing it. Although BHVR has not given the public very many chances to look into the match statistics, which they should, they have released a small amount of graphics over the years showing very small amounts of statistics.

    For instance, SWF. The most recent statistic released by BHVR on SWF was in May, 2019. Here is a link to the entire forum post: https://forum.deadbydaylight.com/en/discussion/61114/ Anyways, the first major thing to notice is that 50% of players are completely solo, over 30% are in duos, and less than 20% make up the trios and quadruplets. 8/10 games you play as killer feature either no SWF or pairs of SWF. Even more so, the survival ratings of solo survivors compared to 4-player SWF is within a 10% margin, with duos and trios falling between them as well. SWF isn't as common as most people make it out to be, and it isn't nearly as game changing as it is made out to be. However, to the credit of the complainers, all of this data comes from every rank, and the statistics during that time period do show a spike in survival rates at rank 1(the only rank that really matters in balancing) and that spikes shoots up all the way to 80%. Although the spike is drastic, if you actual compile all of the changes from May 2019, until November 2019, you will notice many nerfs to survivors, most of which were nerfs that are based around rank 1 gameplay, like reductions to healing speed, generator repair speeds when repairing as a group, DS, borrowed time(I don't remember if this was post or pre May 2019), and many other changes that lowered that 80% survival rate all the way down to around 30% (average across all killers). A 50% drop in survival rates.

    No, moron, the game isn't killer sided. Just because kill rates shot up from 20% to 70% at red ranks doesn't mean the game is killer sided. The survivors who relied on bloodpoints and their crutches just started dying more. If they didn't release balance changes every other month, long term statistics would show an equilibrium being reached. The game isn't meant to be played with a pre-determined strategy which so many people rely on. You shouldn't how to play a match before you know who the killer is. This is why so many survivors die and complain. On the contrary, to all the killers out there that say survivors have it easy, your only right when you talk about ranking up. Ranking up as a survivor is far easier than a killer, however if you cant average at least 2 kills every game, its not the games fault, its yours. Out of all ranks, and all killers, only one killer had a kill rate lower than 50% and that was the Nurse, shortly after she got nerfed, and that is data coming from a all-inclusive rank diagram. Rank 1 killers average just under 3 kills a game. Don't complain about how hard it is to kill, complain about why you aren't rewarded for killing. Survivors, don't complain about NOED or Spirits or some other thing that you believe is overpowered. If the Devs see a problem, they tend to fix it, and the community gives them garbage about it. They see the statistics, they know what perks are spiking in survival and killing rates, they know what needs to be nerfed, and long-term history does show that. The only complaint that should be made to BHVR is why won't the release more statistics so we can actually know what is going on. I like numbers.

    Anyways, if you actually want to make a difference, here is how you do it. Lets say you are a killer, and you happen to be stuck with a 4-man SWF who are all running BNP and speed-toolboxes. When something like that happens, in that post match screen, instead of typing an angry message, go into that top right corner of your player progression menu, and give the match a good 1/5 stars. BHVR sees that. So many people don't use that feature. IF BHVR SEES EVERYONE DISLIKES THE MATCHES WHERE SOMEONE BRINGS A PURPLE FLASHLIGHT WITH AN ODD BULB AND A GREEN BATTERY MAYBE THEY WILL NERF THAT. IF THEY SEE THAT EVERYONE DISLIKES THE GAME WITH A HUNTRESS WITH INSTA-DOWN HATCHETS AND A EXTRA HATCHET ADDON, MAYBE THEY WILL NERF THAT. Not saying those things need to be nerfed, but you know, when a new perk comes out, and it is overpowered, don't rely on your forum post, rely on the information of over 1000 DBD matches a day being sent to BHVR where a machine crunches hundreds of numbers which end up saying "No one likes this perk and it increases survival rates 4923941%". That will get their attention.

    Is this?! No! Impossible! A clearly well thought out post with statistics and relevant arguments that aren’t just “killer Ruin lol” or “survivor DS lol” calling us, as a community, out for being inconsiderate to the other sides problems instead of saying “be better”. Nice post dude.

  • @Speshul_Kitten said:

    There was a survey released not too long ago on why people would choose not to buy the game on a different platform.

    I believe “cross progression” was an option on that survey. So in short, they are aware of this.

    Thank you for the information! I was not aware.

  • So I’m sure many (if not all survivor) players have realized that “moonwalking” has been removed completely inside of the PTB. I’m going to assume “moonwalking” was never intended but why change it so late in the games life when it seemingly has no actual affect on gameplay? Was the change on purpose?

    Just some clarification as to what “moonwalking” is: Moonwalking is the canceling of the turning around animation by alternating between the left and right movement keys in a rhythm making your character cancel turning right by turning left then cancel turning left by turning right repeatedly.

    D64AC6E7-9987-45FE-AFE5-CE635101D8C7.gif

    Sorry for long question, probably a mouthful thank you anyway!

  • I think the Devs talked about matchmaking in the latest Developer Update Stream. I don’t know if you watch them but if I remember correctly it’s the fact that it doesn’t tell you that they are SWF so it’s kinda misleading and the current system works by starting at your rank color and expanding search by a color over time and continues to do so until match is found. (At least that’s how I remember the stream so I might be wrong). They did also say that it would sometimes bug.

    All in all, definitely needs to be reworked and fixed.

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