Maelstrom10
Maelstrom10
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@Withered8 said:
https://forum.deadbydaylight.com/en/discussion/comment/1864429#Comment_1864429
That's true, I just think is such a small deal and only takes a game or two to work out that it'd be pretty pointless and id rather not have games hold my hand every step a long the way.
I mean theres also plenty of other instances where things aren't clear to the player. obsession tentacles moving for instance indicates the obsession is being chased. new players are never ever told this. Asking for quality of life changes, and better tutorials for newer players isin't asking for hand holding. i mean i have 1800 hrs, and i still just want newer players to be able to ease into this game easier as it can be incredibly difficult to get into.
Hell i don't even think the tutorial from memory (might be wrong) includes pallets (though the mobile one does)
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@Withered8 said:
Nah I mean this is one of the things that makes the game exciting when you first start, working out what things are and experiencing different things. We don't need to be holding new player's hands every step of the way.
Yeah but theres a difference between handholding and purposefully misleading dialogue.
exposed doesn't imply that your one hit, it implys their looking at you for the most part
@Mr_K said:
There should be a scrolling message: ! DANGER ! DANGER ! with red flashing lights.
i mean. i get this is sarcasm, but to be fair, the ghostface update kinda added some much needed like vfx to the exposed status that made it feel a lot more dangerous then just oh hey im exposed. So like, in a way we got the danger danger haha
@Dermott said:
Maybe Vulnerable?
@RamblinRango said:
https://forum.deadbydaylight.com/en/discussion/comment/1864026#Comment_1864026
Was just thinking that
Yeah something along these lines.
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@MrDardon said:
It only makes sense on Ghostface. He looks at you making you Exposed.
But for anything other than that, it doesn't make sense.
It really doesn't yeah. I mean didn't the effect itself debut with Myers? So in a way it kinda made sense, but now it applies to so many things that it no longer really implies it. "Oh I became exposed off this gen, the killer can see me?" Sort of thing
@CakeDuty said:
I feel like Exposed would make more sense if it was whenever killers see your aura, while one hit should be called Vulnerable
Deffinately.
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@[Deleted User] said:
Yeah name needs to be changed, it's hella confusing for new survivors. KILLER CAN SEE ME AAAAA.
Yeah basically haha
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@tippy2k2 said:
It would be nice. It's amazing how many times I'll blow by another survivor but I have no idea they're there or want me to come heal them or something. The only time I ever end up seeing them is when they have a flashlight so I hear them clicky click at me.
A whistle would be nice so if a survivor is running away from me and they can't see me right on their ass, I can whistle and get their damn attention!
Exactly! Like im so guilty of this too, as im a very absent minded player on both sides. i miss people constantly, and i've been clicked at so many times, and i've also clicked at others for myself to be healed, or to show them an item/gen etc. it would be nice to be able to draw players attention to yourself in a non malicious way without comms, expecially since a player looking away from you, or just moving around you isn't likely to see the "come hither emote"
Sure a whistle could also possibly be used to bm the killer, or draw the killer to other survivors. but tbh, how often do you see that in a regular game when it comes to flashlight clicking? Not very often, and the people who do so, are usually reported for working with the killer. Bming a killer is far more likely, but at the same time, whistleing at a killer, expecially if it were to reveal your exact location, would probably be more funny then mocking, even if it could come off as prideful or boastful.
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I mean not what I call a buff, but aight I'll bite. Deathslinger in a prison jumpsuit with chains and a ball that follows him almost sentient would be a godlike cosmetic. Make it a legendary combined one idc. Also make his face more dirty, but younger. The real delinquint Caleb in prison.
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@Dustin said:
OP I honestly agree with your suggestion purely because your goal is Decisive should be more reaction on both sides rather than the killer is out of the game for a long period. I'd agree with all stun perks having a much shorter stun duration but in return the survivor gets a speed burst for a short period making up what would be the same distance. The effects would be far less noticeable on killer and you could stop BS like survivors getting grabbed to perform hook saves and such with DS. However it would be exactly what it was meant to be in the first place. An anti-tunnel perk. The other perks are debatable but I like the suggestion for DS and if anything it could become an exhaustion perk.
Your suggestion is pretty much the only one I've seen so far that in my view fairly addresses this and I'm surprised no one has mentioned it before and if they have I've missed it this long.
https://forum.deadbydaylight.com/en/discussion/comment/1828874#Comment_1828874
This is why I find it more fun to just slug as The Twins otherwise it's unfun to play them. I'm just going to say it - Make the transition instant and move from there on balance changes for The Twins.
Thank you Dustin. im sure ds would need a bit more adjustment besides this, but bringing it inline with things like adrenaline - causes exhaustion but is exempt from exhaustion, and making it far more reactive on both sides would be incredible for the game. I'm actually going to add that to the main post as another suggestion
on the twins though, instant would probably be jarring, but having the fade in be max a second long would be great. putting a cooldown on attacking could solve instantly attacking out of switching. concerned about the balance of it because i understand why they have the stun, but i also think it could be handled better, as even with the stun its jarring. Having a slight nurse style fatigue to prevent instantly attacking, but regaining full control could be massive in making the killer feel more enjoyable to play, not that they aren't already.
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@dezzmont said:
This would have a significant effect on how useful Enduring is, in that it would make it far worse. Conversely, it would make these effects much worse vs Nurse (yikes!), spirit, slinger, huntress, and kinda Blight and Billy. It also hurts the ability of these perks to allow you to make creative jukes to break chases and pushes the game into more of an eternal looping mindset.
However, I agree that the main issue with these effects is the loss of control. I think this is a very insightful read on why people dislike these perks, despite the fact some of them aren't even really that good right now! A lot of the problems killer face are more 'gamefeel' than 'power level.'
Never said once that it should be affected by enduring...? And it could make it worse for those charecters, but your also making the same exact distance? ie the stun is shorter, but the survivor gets a speed boost to compensate and make the same distance as default.
the result is to make the stun feel less punishing, even though it effectively has the same effect, and less like your waiting you know. 5 whole seconds.
@[Deleted User] said:
The twins is one of the worst. Exit back to charolette and it's like, loading, loading, stunned, nurse fatigue and then legion slow.
It's like holy cow could you not balance this killer in literally any other way than turning me into a statue?
I mean, i didn't even think of that, but yeah i completely agree. Just stuns in general feel horrible gameplay wise. I mean sure, they should be balanced and it shouldn't be "instant" but at the same time, it does feel really odd, switching between the two.
@JasonS said:
This would make Head-On stuns worse, because you wouldn't be able to help your teammates as much and I don't even know how it would work for flashlight saves (which person gets the speed boost?).
If the Wrath gets burned while in proximity to multiple survivors do they all get the speed boost or just one of them? If multiple, how close do your teammates have to be to get the boost when you stun him?
I mean have you seen how inconsistent getting protection hits is? It would be like that only even worse.
It would just be way too complicated to get this done right and what do you get out of it? A pretty minor QoL upgrade for the killer.
I mean, i was refering to it in reference to decisive strike and maybe head on. The survivor jumping off the shoulder would get a speed boost. and even if it did effect head on, i'd suggest only lowering it by a second (which would really only reduce the chances of chaining head ons due to the 3s charge up, meaning two survivors wouldn't as easily be able to get into two lockers next to each other)
Wraith would be uneffected. thats a flashlight stun, and i specifically said at the start of my post not including pallet or flashlight stuns. why would it effect that? im talking about perks that are like decisive strike (and any others they choose to add to the game.) also wraith being able to be broken out of stealth by a flashlight always felt horrid to me anyways. he's massively punished for it, and it seems rather unneccessary in the state of the game atm.
if a survivor pulls off a flashlight stun, they should be rewarded (and the stun is only 3s, compared to ds which is 5s.)
And it wouldn't be a minor quality of life upgrade, it would be rather major tbf.
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There's rocks - multiple of them, on Ormond, that can be climbed on top of. Two of these rocks you can pick survivors up on, but not leave. Effectively granting survivors a free area where they can be downed and be completely safe until they crawl out of. One by a hook, and one away from main building
Leatherface not only doesn't get speed from his chainsaw, but he also has chainsaw sprint bloodpoints on top of this - his iri add-on (not flesh) restores his speed upon hitting a survivor. Duration stacked with purple chilli also deffinately seems far higher.
Double playing of flashlight audio on killer side if being blinded (I hate the new audio yuck.) This occurs if the blind was partially completed and restarted
Victor still engages regularly in kerbils space program.
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@CustomerService said:
https://forum.deadbydaylight.com/en/discussion/comment/1767589#Comment_1767589
But that’s what you people want. It’s so ducking sad to read these forums and not find many reasonable grown up people. You want everything handed to you for free. You think Spirits with Stridors and moris are balanced. You want NOED and Bamboozle as base kits.
It’s gotten ridiculous at this point. Unless it’s a sweaty tryhard SWF team, that needs a separate topic for balance issues, 99% of randoms are guaranteed 4K. Shut up and learn to play.
First off, your strawmanning hard, and portaying everyone as some kind of demonic killer main cry baby who wants the game to be terribly sided in their favour. As a player with almost 1800 hrs spread pretty evenly between both sides i can say without a doubt that you are very much being the crybaby you so fear from the other side mate.
spirits with stridor? - could use some adjustment but the perk is fine, just spirit needs some adjustment. Mori's? about as unbalanced as keys. both need reworks about as much as the other.
Noed and bamboozle basekit? i have absolutely never heard anyone want that. and i'd believe you'd be hard pressed to find anyone that wasn't incredibly incredibly biased wanting that. that would horrendously buff killers, and for the most part playing killer is balanced (excluding clown, wraith and the top 3)
it has not gotten ridiculous. you don't need to play uber sweaty on comms with a bunch of friends in order to win/escape/survive. hell if anything i'd say the reverse is often true, as whilst solo que is uncoordinated due to a lack of info, most sweaty teams just go for dumb saves, and are either playing for fun (which causes them to often lose) or are playing in such a way, that their easily countered (ie a clicky clicky squad.) You do bring up the validity of buffing the divide between solo que and swf, which i have always been an advocate for. things like kindred and seeing what other survivors are generally up to is to useful to just leave to comms.
I would like to assume, that as im rank 1 on both sides every month, that i do know how to play. i would like to think i know how to play pretty well. Your incredibly angry. i get that, but killers and survivors are just two sides of the same fanbase mate.
And on coup de grace, it was not a broken perk in the ptb. it wasn't even a decent perk. it had the potential to be situationally strong, but thats like saying haunted grounds is situationally strong. You can waste stacks with current coup de grace, hell if you miss you also lose stacks. its far too punishing of a perk that does absolutely nothing for the killer most of the match and only on a few occasions can grant you hits that you wouldn't normally get.
coup de grace as on ptb/when it comes live currently is about as useful as a dead hard (granting extra distance for a hit). only its locked to 5 uses a match. and it can be wasted. The killer has to hit survivors on a maximum average 24 times a match if they heal after every hook, not counting tunneling, or survivors escaping you and healing. on top of that its locked at being useful towards the end of a match, which actually makes it less fair on survivors as they've already burned through a lot of their resources and coup de grace would make it easier to catch them. - All round, coup de grace whilst fun to use in its ptb state, less so with its live state, is not a good perk.
My proposed rework ^ fixes those problems. by making all lunges better (to the level of myers, as he has a longer lunge in tier 3.) with an equivalent cooldown for missed and successful lunges. this is fair, and would have about as much value as popping on brutal strength or enduring in the amount of distance it would gain you.
If your still struggling with solo que. i suggest maybe looking up otzdarva, he has a few very good guides for survivors, that will help you out.
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@Ryuhi said:
its like they saw how op fire up was, and wanted to make a more fair version by giving it limited uses that the player can't control on demand.
Pretty much. It's like their basing it on a very very odd sense of balance. Because as it stands it's just so underwhelming, even more so now.
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@Kees_T said:
Yeah, another perk to throw on the pile of useless perks that no one will use, nice job balance team.
There's no need to attack the Dev team here, expecially when the aim is to make fun perks, not ones people will routinely never swap out, or that would push the game in a pay to win direction.
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Sending a friend request works on both platforms, but it refuses to accept the invitation. we were friends but then it bugged out and we couldn't join each others lobbys, and now it won't even let us accept the friend requests for each other.
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@DeliciousFood said:
By Meta I assume you mean Tinkerer, Undying, Ruin, Pop, Corrupt and maybe BBQ?
If so, here are a few ideas:
-Thrilling Tremors make a good substitute for BBQ and gives useful information.
-Save the best for Last, gimmicky but if you're good with the killer, you may get great use out of it with his catch up ability.
-Infectious Fright, very high potential to down quickly, and you can easily dash to the nearby survivors and down them as quickly as you did the first.
-Nurse's Calling, just good on most killers, works on him too, especially when you're dashing around.
-Generator Surge, pretty good replacement for the more usual gen defense stuff, especially since you're darting around the map where gens are being done.
-I'm all Ears, give you information when someone vaults, which you can quickly take advantage of with your dash if you're advanced enough with Blight's power.
-Brutal Strength, break pallets faster to immediately catch up to your prey while they are trying to get to another tile.
-Monitor and Abuse, his terror radius is subtle enough to go unnoticed at the start, and could get you a cheeky hit and then combo with his power.
to add onto this, infectious fright plus the alchemists ring turns him into a pseudo nurse in terms of potential snowballing.
Thrilling tremors is great, pop that on with a stealth perk and your good.
whispers is good for when your not using any other tracking perk.
thanataphobia is quite decent for slowdown.
play with your food for the meme of how fast can i become.
corrupt intervention for early game slow.
even though its more of a meta perk on him, tinkerer in builds without ruin/undying is still incredibly fun. so is trail of torment.
What you don't want to run though is instant down perks. they don't work with his power, and it would be pretty much a waste of a slot, any tracking perks/chase perks are decent on him, and slowdown perks are good on any killer. spirit fury enduring is quite memey because nobody really wants to run that on blight, but they'll start throwing pallets early once they know you have it (though its easy enough to get it back by breaking pallets with your power.)
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@Almo said:
https://forum.deadbydaylight.com/en/discussion/comment/1746220#Comment_1746220
Nurse is a special case because her skill cap is so high. The very best Nurse players perform on par with the very best players of other top-tier Killers.
What about demogorgon and wraith however? despite being very fun killers, they almost feel like a situation of, "well i could play this killer i enjoy, or i could play this killer that does everything this one does, but improved/different enough that i can win more and therefore have a higher dopamine hit from playing ma video games". (Demo-freddy) (wraith-ghostface/myers.)
Would changes down the line be considered for either of these two? i don't think i or the community wants full reworks, they seem in an ok place, but more so just quality of life changes to make them feel better to play, and less out of the players control.
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@HittingOnHook said:
https://forum.deadbydaylight.com/en/discussion/comment/1749883#Comment_1749883
"fat ggwps" will fix the toxicity
Well i see you have nothing genuine to respond with. thanks for the funny meme bait thread i guess?
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@GHOSTfaceP3 said:
I think pig is my favorite killer unfortunately she’s just so weak it hurts to play her it seems the saw licensing holders are willing to work with bhvr so why haven’t we gotten a rework? Or buffs yet? And here’s a important question..when the pigs map gets reworked will we see her get changed ? At least a addon pass with a few buffs
im gonna have to hit you with a fat disagree. Wraith is, and will be the worst killer in the game. Excluding double windstorm, he basically has nothing going for him, and what he does have going for him can be countered every which way. and double windstorm doesn't even fix his kit, it just gives him so much movement speed, that you don't even really play with stealth, you just abuse the movement speed to get from A to B, run and gun a few targets, or reach a pallet earlier.
Im not saying pig doesn't deserve some love, that her kit shouldn't be less rng. But wraith is so absuable atm, that you can really only run super niche builds on him in order to have fun/win. hell even freddys stealth is better then wraiths, because atleast he's hidden past 32m.
Pig absolutely needs some work. so does myers, legion and well clown. otherwise its just addon changes for killers and pretty much every killer is viable on most maps.
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@HittingOnHook said:
Will most of surv toxicity go away? for the shake of realism I tried to t-bag in real life and its pretty exhausting!
if also forbid to crouch into the exit gates + radius of 20 meters outside them will make a lot of sense!
I hope you realising players tbagging wastes time, and if there doing it in the exit gates you can easily push them out, they won so what? if there crouch spamming in an exit gate, don't get mad just hit them for extra bp. this isn't toxicity so much as it is bm and stupidity. Flashlight clicking also wastes precious flashlight use if they use it too much. its literally just done to be annoying. don't let it get to you mate. It literally does not need to be addressed because the only people who do it are either trying to bait, or attempting to just bm because they won. just give em a fat ggwp and be the better player.
Want to hear true toxicity? end game chat telling you to self harm, holding the game hostage, mori spamming (when it was a thing), abusing bugs/bugged loops (ie the old tricks survivors could do to trap you on their heads.) hacking. Hook camping with an instant down killer to the extent of not letting someone play the game (a playstyle to be sure, but one thats really unfun to go against, usually assures your own loss, and is done to just be a dick to another player.) Most of these things are no longer in the game. but like, not to gaslight what you feel is a problem, but you don't really know toxicity until you have two claudettes intent on wasting as much of your time as possible, not playing the game and just hiding in every bush imaginable to delay there loss as long as possible. What does it achieve? time wasted. does it matter? not really.
Hitting a player on hook, tbagging, flashlight clicking, all these things like that don't really matter.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/1735609#Comment_1735609
Basically the map thing, I can't find the game that did it, but once the match is over it would go to a top down of the map and just have an icon to show where each character is, and then it would draw a line and show where each player was at the time during the match and certain events like survivor going down, and gens popping etc, I think it would be a really good tool to see what you missed especially as killer.,
almost like botw's mapping effect?
@jerakal said:
Bots for cross play.
bots in general tbh, for dc'ed and absent players.
@BioX said:
Ingame Graphics options
Cosmetics that you can combine IN THE STORE so you can see how they mix and match (and above and beyond would be the option to load into a test map to run around with chosen cosmetics.)
KYF without the need for others
I'd love for a cosmetic viewer in shop that allowed for the combination of unowned cosmetics. i think the devs actually mentioned wanting to add that at some point.
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@MadLordJack said:
That sounds great. The biggest power spike of DS is when it goes off in the middle of a snowball. But it might have other issues, like being too easy for the killer to just eat, go after someone else now, and tunnel you down later when you're on death hook.
you'd still have effectively gotten away from the killer and bought a slight amount of time, the impact would be reduced for other survivors however.
@Boss said:
That would really come down on the actual numbers, but the concept has me saying YES.
Fricking hate being stunned...
Exactly! plus time efficency but the actual feeling of being stunned, is horrid.
@SCP_FOR_DBD said:
While I don’t personally believe thats DS’s biggest problem, I would certainly welcome the change.
It's not its biggest problem, but it would take away from its impact, allow the killer to be more efficent with their time and also to stop them feeling locked out of playing for 5 whole seconds.
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@Hamburgerlar said:
Please give the killer an option for a microphone but not the survivors. I would like to taunt.
That would just lead to people harrassing others, but i still love the idea!!
@HollowsGrief said:
Killer getting better FOV would be nice.
yeah, if im being honest, the fov effect being tied to shadowborn/monitor and abuse always felt weird to me. just make the maximum fov slightly larger then shadowborn, and the minimum slightly lower then now. and change the perk effects to be different.
@AVoiceOfReason said:
https://forum.deadbydaylight.com/en/discussion/comment/1736334#Comment_1736334
Hook counter so it helps since SWFs aren't the only ones who have that knowledge. I would also not mind having a button to gesture as killer like a thumbs down or something.
I'd love for every killer to have their own unique taunt. spirit could scream, trapper could wipe his blade along his arm, myers could check his knife.. list goes on.
@MiniPixels said:
All I want is a way to cycle between previous backgrounds of old chapters and events, preferably costing shards so there's more to earn without spending money.
I just want my vulture boy back ;-;
i'd prefer personally not to earn them, but i do wish i could pick chapter themes and music! hillbillys one and deathslingers were the best.
@TatsuiChiyo said:
Thanks to all these "graphic updates" Id enjoy a way to turn my graphics back to the old ones. The new versions of the maps are almost impossible for me to see in due to being colorblind.
i'd just rather them add straight up colorblind support in all forms to the game.
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@AVoiceOfReason said:
https://forum.deadbydaylight.com/en/discussion/comment/1735520#Comment_1735520
Hook states without having to remember who was 2 hooked. Totem counter since it'll balance totems and prevents NOED from being used as a crutch. That way everyone has knowledge to how many is left, including the killer.
But your asking for a totem counter, almost exclusively to counter a single perk (i'd rather them rework noed personally.) I don't disagree with a totem counter, i just think the way your asking would be a bandaid fix to something you feel is an issue.
but yeah the hook state one is a good idea.
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@Eninya said:
Graphics updates for character models. Killers and survivors.
Quentin is a famous example, but there's just a lot of low-quality textures that haven't aged well in general, and that's not just map stuff. (Zoom in on the hill boulders and you'll see how pixelated they are, too.)
Yeah i deffinately know what your talking about. they announced in reference to a comment on the forums that much like with the survivor hair update, their going to be updating survivor models (quentin is a special case as he's licensed to the company not the actor and all that, but i wouldn't think they'd leave him out of a touch up even if its unfaithful) (they've also started on survivor models as evidenced by glasses being see through, and started on some of the killer animations/updates as well)
the boulders though yeah i've noticed them expecially on autohaven maps.
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@Seanzu said:
- Let players hold shift during bloodweb purchases to avoid the timer, so you can hold shift and drag through the nodes and it'll auto buy without holding.
- Overhaul the daily tasks or let us pick Surv / Killer challenge for the day.
- Let us trade over Iri shards for BPs without buying the shrine, it's awful and can only be done 4 times weekly, the bloodpoint economy only exists to limit ultra rares, most of which are useless on both sides, most killers would rather run Purps / Greens / Yellow, and all survivor ultra rares are really bad besides the key and sort of the map. Once they rework mories and keys the "bloodpoint economy" is literally just something to limit us for no reason.
- End game live map, give us a top down drawn version of the map, with character icons and show us the pathing for each player in the map, it would give players so much info and insight into the game and will likely give players a lot of experience on things they did wrong, would also be a really good tool for seeing cheaters if a report was made it would give critical info.
- Allow us to just hold a key to "struggle/wiggle" - people who has RSI can't play your game for too long because of the key spamming, they're also very vague on whether macros will get you banned and is making people choose between risking their account or being comfortable
- Let people choose their aura colours, surely there's a way to just let people pick which colour shows up for them, this would help with colour blindness and people with reduced sight.
Honestly feel like I should add number 1 to the base of the post because that's the best suggestion I've heard yet. Always thought that clicking further in the bloodweb should auto buy, but this is even better
We do need a daily overhaul, though we do need incentive for people to play both sides at all times - if they allowed you to choose a side, they should add a xp/BP bonus to playing the side least played at the time in your region
I wish there was a conversion system both ways - iri shards for BP, and BP for small amounts of iri shards. But considering iri shards give content able to be bought for money I don't think that'll ever be the case
A live map is an amazing idea. Don't know how it could be implemented but I'd absolutely love to see it
Yeah, that or skill checks akin to pyramid heads cages. I've broken two literal space bar keys already mashing them over the years....
Chooseble aura colors are something I'm really hoping for in the near future
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@Zeidoktor said:
https://forum.deadbydaylight.com/en/discussion/comment/1733716#Comment_1733716
When the Obsession mechanic first came out, wasn't being the Obsession only visible to the Survivor and the Killer?
that is correct
@AVoiceOfReason said:
Killer: Being able to see the hook states of each survivor in a match at all times. Choosing an Aura color out of a preset (preferably BLUE).
Survivor: Totem Counter. Hook states also.
you can see the hook states of survivors on their health bar, but a more obvious indicator like a different aura color would also be nice though not neccessary :) i don't think a totem counter is a good thing, because it will always show totems remaining, which would lead to people more easily figuring out hidden hex perks/encouraged to go after hex perks/regular totems. Survivors can also see their hook state on the health bar when hooked.
@Lyfe said:
Still wishing devotion did something. I'm sitting on 17 right now :/
Other than that, a "recent games" VOD would be awesome (you know like BO2 theater mode)
I wish the game recorded games too
@sudintlink said:
Spectate mode/Be able to rewatch a game from all perspectives after the game is over (This would also make reporting work better because when someone reports it can be made so that the recording saves)
Hook counter for each survivor
Singleplayer test mode built-in (With bots, even if they aren't that good like mobile they can still help you out)
Save perk build groups
True, though due to it not being intergrated in the game in any sense, i doubt it would be able to be added, though it would be an amazing feature.
decent idea actually, is that what you meant Avoiceofreason? having a counter/indicator on the hud showing what state other survivors are on?
i really want a bot mode tbh, anything would be better then nothing, and it would stop me being deprived of bbq stacks as killer/stop me from outright losing as survivor.
100% needed with how many perks are in the game
@Chinanumawaaan said:
Notifications blocking your view when you are staring directly at it.
Eg. Popped gens, teammates hooked, crows with spies, etc. Man nothing is more annoying than playing huntress with tinkerer and the gen notifies you and you cant see if they have left the gen or see if your LOS is blocked by a rock.
Its that way by design, but i wish they shortened the notifications duration whilst its on your screen (ie when off screen it lasts as long as normal, but when your staring at it it goes away faster)
@Lyfe said:
Oh yeah. I've said this a billion times and I'll say it again. Prestige should be applied as a toggle-able layer instead of an outfit. Let's be honest, prestiging would be so much better if we could apply it to the cooler cosmetics. I'd personally prefer if Legacy was locked to the same base outfit because it would greatly symbolize older DbD (although part of me would love to see my Meg with Legacy on the "Carnie Long Locks" head).
Devs already confirmed it's not happening because UV Wrapping would create inconsistencies but I can dream 😁
they have confirmed thats not happening, but what IS happening, is all outfits whilst injured are going to become more bloody. we saw a test of this on the ptb in one of the graphics updates. its great actually
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@Sonzaishinai said:
Problem is that you won't get to test the weaker version of a perk.
Someone who got to the ptb with fewer bloodpoints might be forced to take unrelenting on tier 1 because they had nothing better and find a bug with it.
If people had all the bp in the world that would never happen
But, If your given infinite BP, you could just test the lower tier versions when you get them, and also have access to all 4 perk slots. You wouldn't be forced to spend infinite BP all at once.
@JPLongstreet said:
I would be happy with even being able to participate in a PTB at all on console. Being able to try out and/or verse a new killer, roam on a new map, and run a new surv before they come out, even in an unfinished state, would lessen the adjustment time after the chapter comes out.
I agree all tools should be available to all players during the PTB for useful testing. And yes I am sadly aware of why console is excluded from PTB's and will likely always be excluded.
Could eventually pull an ow, and have the ptb active in the live servers to an extent. Chapter is free for a while until locked with the perks/charecters being only accessable in private matches
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@Demogordon_Ramsay said:
Being able to see what Perks your allies are bringing.
A search mechanic for the menus.
An FoV slider.
A shirtless Myers cosmetic.
Actual in-game graphics settings other than "Low Med High Ultra" which do little more than affect how many shadows are in your game.
Colorblind mode.
Bringing back the "switch to Survivor/Killer" button.
A dark outline for skill checks so they're easy to see in brightly-lit areas.
Good news! in-game graphics settings are coming! i believe peanits announced that more specific settings are coming in the future, just not in one big batch but over time
A dark outline for skillchecks is a absolutely WONDERFUL addition.
@csandman1977 said:
https://forum.deadbydaylight.com/en/discussion/comment/1730967#Comment_1730967
Dark skill check background would be awesome.
Make grabs a different button than attack.
Have the tractors actually remove the stupid corn.
Gain survival points by how long you are alive in the match. Up to 10 minutes. Up to 4000. Then the other 4000 for escaping.
I'd rather survival bloodpoints be gained for actions, but this is a nice and good change that i absolutely would not contest.
I actually think that with the coldwind farm rework in the future, they should make the corn a bit more visible through, but also have the closest corn to a generator die upon the generator being finished. would be an incredible change to atmosphere, and alter visibility on the map as generators are done.
@Nemmy_Wemmy said:
Id like to see offerings be combined across the board. Like if i have 12 azarov offerings on mikey and 15 on hilbilly, id have 27 total.
Id like to do the same with perks and addons on survivors since they are basically the same.
Thats just something ive always wanted tho
Thats pretty much what they've done with offerings on mobile. wouldn't mind that change, but then i'd also effectvely have a couple hundred mori's on newer killers, which is not exactly a good thing either.
i'd rather survivors being specifc, and that they have something about them that makes each of them very slightly different (but not tied to gameplay balance, more playstyle)
@LordGlint said:
Would be really nice to have a little timer by a person's player icon to lemme know how long it's been since theyve last been unhooked... Think the reason is kinda obvious.
That would be a nice change, but i mean, that would just allow for selective tunneling because of ds. i don't really think that should be in the game and that they should rather, work on the things that have timers to make them feel less abrasive to go against.
@Boss said:
Picking your own Aura colors
Auras only exist to be seen by you if they're revealed to you, so non-colorblind people changing Aura colors to the brightest possible color can't be an argument.
remove the "you reached level 50!" warning after completing lvl 50 bloodwebs
It's just annoying to continuously have the Bloodweb tell you each completed LVL 50 Bloodweb: "DiD yOu KnOw YoU aRe LeVeL 50?!?".
a trash option on items, add-ons & offerings
On PC, by right-clicking on an Item/Add-on/Offering, you can select the option to Thrash it.
When clicking that, you can select how many you want to Thrash, from 1 to however many you currently own.
After selecting your amount and clicking Confirm, you'll remove those from your inventory, and you get BP for doing so.
The BP you get is somewhere between 5 & 10% depending on the rarity.
So if the rate is 10%, and i decide to delete 27 Rare Offerings, i would get 13,500 BP.
Make the "emblem quality" xp actually matter
Currently, you get 6 XP for obtaining at least 1 Silver Emblem, 12 for 1 Gold & 18 for 1 Iridescent.
You get about 1 XP per second, so after 18 seconds of playing, it will have already beat the "Emblem Quality" XP reward.
I'm not here to tell you that you should care about your Emblems or your Player Level, but getting so little for doing so well on your Emblems while getting hundreds of XP for just playing feels off.
Also, you only get the XP for the highest Emblem, and only for 1 Emblem.
Also also, you get 300 for just playing 1 role per day, and another 300 for the other role.
- 25 XP per Bronze Emblem earned
- 50 XP per Silver Emblem earned
- 75 XP per Gold Emblem earned
- 100 XP per Iridescent Emblem earned
Yes, this would make leveling up faster, so that can be balanced out if necessary.
But making it harder to level up in order to balance this increase of XP doesn't negate the purpose of the change, the purpose of the change is to not make "Emblem Quality" XP feel microscopic compared to other XP sources.
That's all i got for now.
I agree with all of this, though the aura colors would have to come alongside a perk rework with the colors changing in the perk description based on what you've selected in the settings menu.
They could easily balance out the ingame xp thing by making the emblem system give more, and the time spent far less.
@zoozoom6 said:
i would love to see plague's auto cancel replaced with a full commit like with everyone other killer.
nothing worse than going to just a little spurt of vomit and having to to sit through a self stun animation for trying to use your power.
is it any wonder she is such a rare pick?
actually yeah that's always bothered me too.. though i don't think she's really a rare pick, its not fun that mini stun, rather it be more like a huntress charge up.
@Pepsidot said:
As you mentioned, show other survivor perks whilst in lobby. But it'd also be nice to show them in-game too, even if it means pressing ESC and viewing their perks from there.
Other QOL changes:
- Colourblind support for killers
- Bring the switch roles option back.
- Please... stop it with the nauseating movements when playing killer. Don't force my screen down after I end a chainsaw sprint, for example. I really dislike that.
- Show which platform a player is from and allow everyone to use end game chat.
- Add graphical settings and make it easy to enable/disable vsync.
- Recordings of matches would be really cool. I will then be able.to pinpoint exactly how my team threw the game!
- Give us feedback of the result of reporting a player. Did they get banned? How long for if so? How do I know I'm not wasting my time reporting rule breakers?
god the forced camera movements actually give me a slight amount of nausea as well.. i don't like those. And yeah, feedback on a reported player would be very good, but it would also incentivise reporting more which with how the playerbase is, could lead to false reports. i 100% agree that it should be a thing, but i don't think its something the dev's would add for being afraid of that reason and seeing the boone of banning someone you despised going against.
@Parallax said:
I don't want to copy others' ideas, so I'd just like to see which hook-state each survivor is on in the HUD.
You kind of can based on the level of the health meter, but honestly they should also add icons that more clearly demonstrate it for newer players. 1st hook is standard, 2nd hook is more bloodied.
@RaSavage42 said:
@Parallax I like that idea
Also My idea isn't really a QOL thing...
Survivor Roles: a way to convey what perks might be used by you and other survivors
Gen jocky- more focused on gens
Runner- more focused on being chased
Healer- more focused on making sure everyone is healed
Distraction- more focused on pulling the killers attention away from others
Decoy- more focused on leading the killer away from others
Stealthy- more focused on staying away from the killer (or losing the killer in chase)
I have seen other people say they want to see perks on the other survivors... which would be nice and this can help with that as well
I mean, i'd prefer just directly showing perks to people in the esc menu/on the lobby screen, but this gives me the idea for "nametags" that are earnable for killer and survivor. or just name color tags, that indicate how long you've been playing the game for lobby screens/ingame. have it tied to player level. kind of like player borders in ow.
@Zeidoktor said:
A couple of thoughts:
Obsession every match. Regardless of whether there's an Obsession perk in play. Killer's can't use the lack of Obsession as a signal to tunnel.
Searchable inventory. You can look at a list of perks you've unlocked and see who's got it and at what level.
I believe that was a bug for a while, and it was a very good bug. would like that base, and also for the obsession to have some kind of benefit to the killer ie just as obsessions escape, 500-1000 bp for hooking the obsession.
could also rework having a lack of obsession to also mean something, or hiding the obession sign until it is relevant.
I think a searchable inventory is something absolutely needed, with how many things are in the game now.
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Dead hard is not only easily counterable by just knowing it exists, but also very underwhelming in its actual effect.
Sprint burst can be held, has more distance, and can be used injured/healthy, preventing you from even needing to be hit in the first place.
The only reason I pick dead hard over sprint burst is it's activatable whenever I please. I like having control, and not having to wait
The only reason dead hard can feel opressive, is because it's usually used when otherwise someone would of gotten a hit. The survivor, only has i - frames for the start of the dead hard. And can't enter a vault or throw a pallet at the very end of it. A perfect dead hard, is much like someone holding their sprint burst and using it effectively.
Learn to outplay dead hard, and get them to use it at improper angles, and to fake it out. Assume every survivor has it unless proven otherwise (knowing what perks they've used, and if they have other exhaustion perks.)
If your also playing certain killers (Huntress, demo, wraith, ghostface, deathslinger, pyramid head and a few others probably not coming to mind) you can very easily bait out a dead hard by lining up a shot with your power (or crouching as ghostface/cloaking as wraith due to same windup/sound) and make them use it early.
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@OniKobayashi said:
I think a graphical update of character models and animations would be nice. I know they're already applying map updates, but the Clown's hands look low res in comparison to his weapon. Maybe updates on the blood effects too. I know a lot of people can track by following blood without Bloodhound, but some surfaces make it hard to see it despite being slightly contrasted against it. Definately needs an update on scratch marks as well.
Good news for you then! I believe they stated a while back (in reference to survivor models) that much like the hair quality update their planning on reworking survivor graphics. I doubt they wouldn't do the same for killers alongside. We've also seen some slight evidence of this in skins with glasses becoming transparent.
I feel an update to scratch marks /colourblind support and blood trails would be good for the game. Not necessarily making them easier to follow, or harder even, but make them more coherent. Always figured that scratch marks should be scratch marks on "objects" and that every mark they leave on the ground should be more like footprints/a trail.
@brubli said:
Getting rid of the popup of a gen pop, gen explosion or hooking of a survivor. All it does is make you not know where the killer is after a hook and no idea where to throw a hatchet after a gen pop. At least make it see through or something
It is by design yes, but at the same time it does intrude on information given by some perks/line of sight.. bitter murmer as an example has always had some slight jank considering the aura reading starts effectively before you can see them for example. I don't believe it should be transparent or gone, but I think it being shortened upon you looking at it would be a nice quality of life change (ie when it's on your screen it disappears faster)
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@MadLordJack said:
I'd love to be able to see what my teammates are bringing. Perks, items, add-ons, offerings. I'd like some of the killers to have weaker, but far more spammable abilities (don't want to get into specifics). And I'd LOVE a pip system that was halfway decent and took into account everything that was brought into the trial, the map, and the players MMR score to determine pips, instead of this silly fill-4-meters thing.
Tbh thats fair and valid, like i 100% wish i could see my teammates bringing all no mither, so that i don't bring a heal build sort of thing. Killers having weaker but more spammable abilites is more of a balance change but i get what your saying (like as an example, what they attempted to do with p-head in the aspect of not changing his balance, but changing how he's played.)
A pip system.. i think their attempting to do that with the mmr. the pip system and "rank" are going to be purely for a reward system based on success in terms of pips, but i do wish they dwelved into it a bit more, gave bonuses and handicaps, and made it more evened out as the "reward system they wish it to be" rather then the old rank system it was/currently still is. Expecially with how awkward its going to be for newcommers to explain why there being matched with the highest ranks of a season, despite being rank 9 in terms of gameplay just because their doing well.
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Other examples of quality of life changes and support : colorblind mode, quicker death animations, free camera spectate within kyf, Que for match from the endgame screen, the ability to play in a "tutorial style loading enviroment" within lobbys and loading screens. The ability to instantly que up the next archive challenge for killer or survivor without having to enter the archives page.
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@RepostRiposte said:
A mori doesn't count as an attack or really any sort of action normal killers can perform so I don't see why this wouldn't work. I recommend 3 stacks of PWYF on tombstone Myers.
Oh my god yes
@Chilli_man2400 said:
Yes it does work cause your not attacking them your mori them on the spot so Trail of torment will not disappear when you tombstone them.
Just gotta make sure there in range then
@Mister_xD said:
it does not turn off.
unless you injure / down a survivor, ToT will stay active.
and since the Tombstone can bypass that mechanic by immediately killing a Survivor it will stay active.
quite scary to go up against, not gonna lie.
but, as usual with Tombstone Myers, a locker will hardcounter the entirety of this build once more.
Glad to hear! Going to try it soon!
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@Demogordon_Ramsay said:
Because the secondary effects are less relevant to gameplay since they give you no in-game advantage, so the technical viability of the Perk is the same across all tiers.
That's my guess, at least.
But because there less relevant to gameplay, they should retain their secondary effect at 100% effectiveness across all tiers correct?
im asking why for bbq and wglf, their secondary effect doesn't follow this trend.
because its odd. both the bloodpoint and the aura reading get stronger, and for wglf its a special case because its bp effect is the only thing lowered yet its healing speed is 100% across all tiers.
We'll make it is another odd example of this with the primary effect being weirdly not inline with other perk effects in the game, as it retains its full strength at 100% across all tiers, but has its time lengthend (which arguably makes it more useful, but it makes more sense for the time to be the same between all perk tiers and its healing effectiveness differ.) Another even odder example, is prove thyself, which increases the bloodpoint bonus, but not the actual gameplay effect.
Perks that do follow the same trend are things like thanataphobia or leader, with the secondary effect for thana being that it deactivates upon a death (its a negative effect but still a secondary constant) or leaders 8m not changing. discordances secondary aura reading timer doesn't get shorter the lower the tier, but its range does (primary effect).
I guess its a discussion about more what the devs vs playerbase deem as the primary usage/effect, and which thing should be lowered, or both, but then its just a weird debacle.
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@lowiq said:
Because it's obviously a conspiracy to defraud you of bloodpoints.
:(
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@BioX said:
https://forum.deadbydaylight.com/en/discussion/comment/1708437#Comment_1708437
Ghostface does not gain anything special from his stealth apart from stalking.
Why do you think there is a "grunt" time delay for the Pig to do her dash attack from stealth?
The wraith gains a speed bonus coming out of stealth to quickly catch up and pretty much guaranthee a hit, the wraith is also faster when stealthed to quickly position himself favourably for a hit.
The only thing survivors have to deal with that is to quickly vault a window or so while he is uncloaking, that is the balance, that is the gameplay.
His stealth is the special part of him. thats also why theres a roar from pig as an alert, which i feel should also be slightly delayed, or have addons added to basekit so she doesn't have demogorgon syndrome/demo doesn't have pig syndrome.
The wraiths speed bonus only matters if theres absolutely nothing between him and a survivor, play wraith at rank 1, and asides from some early hits, they'll basically be camping generators near windows/pallets the whole match in order to make use of his delay. His stealth can only do so much when he announces his precense.
Without windstorm addons, wraith is probably one of the two worst killers in the game at the moment to play, both feel wise and balance wise.
And killers shouldn't have to be reliant on one series of addons. sure wraith has other addons that are good, or that are fun. but ever tried to play addonless wraith on haddonfield/mothers dwelling at rank 1? compared to a ghostface or a pig, he can do so much less its not even funny.
Wraith has so many issues right now, that make him feel absolutely countered. flashlights? you basically have to uncloak early against a rank 1 claudette with a flashlight, because they know timings, and when to stun you out of your stealth. your invisibility? on a map like azarovs pallet haven, it doesn't matter as they can still see your shimmer across the map. a delay to attack is just the tip of the iceberg.
ghostface has instant downs and can instantly attack out of stealth. his best addon, is to have his stealth up more often, and he also suffers from the "one set of addons being drastically better then others" alongside pig. pig has game delay, that can actually kill people, either if they mess up, or if they are using strong addons. pig and ghostface both have more to work with in chase, as the pigs dash can reach around pallets, whereas ghostface can enter stealth and do red light mindgames/crouch mindgames, and even get cheeky instant downs off on people he's left at high levels of stalk.
Wraith as of current, has too much of a delay to his attacks, and his attacks are only basekit m1's. his stealth offers him little benefit as he announces his presence, and his out of stealth dash simply doesn't compare to something like pigs, whom can get a lot of distance, or even just cancel her crouch quickly with hardly any noise, to get a grab.
Even myers can attack instantly out of his stealth, and even in t2 can be incredibly stealthy at all times with the dead rabbit addon/monitor and abuse. Even a hillbilly with ultra rare addons/one ultra rare addon and a perk like tinkerer, can be more stealthy then wraith whilst also having an instant down and incredible speed.
Swapping his reappearance duration, and his disappearance duration, wouldn't neccessiarily buff him, but make him far more forgiving to play and make his stealth a very useable part of his kit. 1.5s compared to 3s is a huge difference, and would also shadowbuff his uncloak addons to do something better, whilst also making his cloaking addons feel slightly more functional. freddy had a minimum 4s time before he was altered, and we saw how detrimental that was (he also wasn't even a stealth killer.) 1.5s is also the typical warning you get for spotting a ghostface before he's on top of you without a lunge.
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@BioX said:
Well its because of balance that it is the way it is, if uncloaking was very fast then survivors have very little time to react, which is where the balance comes in.
Cloaking taking a while does not matter as you only do it when not in a position of hurry.
And ghostface can enter stealth in an instant, and attack instantly out of stealth. only delay from ghostface is that he can attempt to stalk to get instant downs, but good ghostfaces don't usually do that, they instead choose to driveby, expecially on injured people.
only difference between ghostface and wraith? wraith gets "total" invis, faster speed and no instant down. yet ghostface can attack instantly, and he's deemed better then wraith in most ways, can disguise and mindgame with his redlight and going into stealth, has a crouch for further stealth and again, can attack instantly.
Wraith cannot. its like old freddy with double block addons. freddy with double block addons was about 4s, wraith is similar a bit faster at around 2.5s off the top of my head, but also is slowed down, meaning survivors get about the same distance.
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@Buttercake said:
I just wish there wasn't charms exclusive to just killers or survivors and everyone could use whatever charm they want.
Justice for Adam+Seymour! 🎠
Honestly, i really wish the same. i want to be able to wear trapper charms on my kate, and kate charms on my trapper/hillbilly/oni/blight etc because it would be nice to show off my mains whilst playing the otherside!
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@Veen said:
I suppose they don't want to turn the game into farmville like back in 2018, where people collect plants then just yeet out the game.
I mean yeah. But it means that you also won't be seeing the cankers outside of week 1 of this archive/event, excluding the rare chance of someone who hasn't completed that archive yet.
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Targeted stream sniping does not seem to be ok and is reportable. if someone has their twitch name or alias active and you can see it, they can't exactly complain about being sniped when their the one putting a video feed out there that anyone can watch.
Purposefully going into games with a streamer however, repeatedly in order to ruin their games (expressely like trap them in a corner or something, since its far less likely to be able to stream snipe a killer) is reportable, but not because of the snipe aspect but because your ruining games.
third party software is fine to an extent. Survivors can use comms ie discord, skype or teamspeak. theres nothing stopping you from doing that, its typically what all swf (Survive with friends) do. Using any other graphical program like say nvidia settings etc is fine.
There was cheat software once upon a time. that is bannable. things that let you see what the other side is bringing, and who they are sort of thing. things that effect gameplay. visual mods are fine.
Modifying texture files (ie like perks) on pc is A ok and not reportable. But the devs have repeatedly stated that if it is picked up by the anti cheat (very low to no risk of that ever happening) that you've modified your files, you will be banned, and cannot appeal because technically you modified the games files of a live game. its not reportable, and not really advised but i've done it once or twice to get some nice perk icons that shake things up! keep in mind its purely cosmetic and if you modified say textures of the map, the anti cheat will pick that up as it scans those files, so thats not ok.
Basically use your head when it comes to third party software. if it affects only you and your ability to play the game, then its fine (Excluding comms.) And stream sniping isin't bannable, unless your targeting them/they are wanting to remain hidden and play actual games and your leaving harrassment rather then playing the games (ie their fault for giving you an advantage, but your not to use that advantage to mess with them ie trapping them in a corner, or preform a glitch, or do something with their ip etc etc etc yada yada yada.)
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@Zeus said:
Demo really needs help with his teleporting ability. It isn't as scary as it could be.
Bingo. being able to teleport from anywhere with reduced footstep noise would be an amazing change.
it would turn him into essentially a very differently played hag with mint rag of sorts.
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@SnakeSound222 said:
It’s because of that stupid hook actions requirement added in 2.6.0. If you don’t get nine hooks, then you can’t get Iridescent. Before that all you needed to do is get four kills (unless they bled out). Now Survivors can easily deny you your Emblem if they’re salty little babies. This requirement needs to go. I don’t know why it’s still here. Do the devs just not care about Emblems? Do they like this idea so much that they refuse to admit it’s not good? I haven’t seen a dev respond to criticisms of the Devout Emblem since they added the hook actions requirements.
Eh the Devs aren't above admitting mistakes or anything that turned out badly. I think it's more an issue of priority, and well, when it happens it happens due to a DC. Something that shouldn't even be happening in a regular game.
That being said, it then begs the question well why doesn't suiciding on hook grant devout points? Even if the DC penalty was enabled and no one dc'ed the survivors would still have ways of depriving one of emblem points.
@Warcrafter4 said:
https://forum.deadbydaylight.com/en/discussion/comment/1671425#Comment_1671425
Try telling that to people who were doing the killer path on the final tier of the now recently closed rift.
You had to get 3 iri devout emblems and a single DC meant you can't get it that game(Unless they DC after the 3rd death hook).
That challenge was the gate keeper for the killer's final tier path so people who wanted to do the killer path had to do it or do survivor challenges instead.
I will admit that one took me a while. Not because it's difficult to get 4k's, but because I was either killing them to quickly, there was a DC, or they absolutely wiped the floor with me.
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@Waffleyumboy said:
Don't "devout points" kind of not matter at all?
Devout is affected by the amount of hooks a killer can get in a game.
Dcing/killing oneself on hook ensures the killer gets less emblem points. Dc penalty bonus helps in terms of bp slightly. but not in emblem.
Dcing can potentially rob someone of 1-3 hooks, and killing on hook can rob of 1-2. a killer can only get 12 hooks in a game. one dc can rob someone completely of an adept achievement for example, or from ranking up, due to not getting enough hook points.
getting an adept requires 9-10 hooks as thats where you get iridecent. one dc can rob one of an adept instantly. same with killing oneself on hook whilst not being camped. You require a perfect game with a dc, (which is unlikely to happen, on top of the high rank penalty for emblem requirements) Meaning one single dc can rob people of adept achivements etc.
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Not really posting this for clout but this is the most wholesome thing that's probably happened to me besides generally making friends.
When the mmr testing first went live, me and my best friend went against a wraith both having flashlights on his either first or second game of killer. He could hardly play. It was incredibly evident that he was new, and he got no hooks the entire game. He preserved though and didn't disconnect.
In the endgame chat me and my friend talked him through killer and what he was supposed to do, gave him some resources to learn from (he wanted to actively get better at the game) and I added him on my steam friends list. I didn't want to lose a potential new killer/survivor in the community to a patch that made me "bully" someone brand new to the game.
I bought him his choice of dlc. I felt so bad for ruining someone's first (or second I can't remember) game of killer to the point that he could hardly play. After an HR or so of advice and choosing, he chose the Freddy dlc because well, he'd heard from the internet that was the best one, and I went on humble bundle and sent him a steam key. Still talk to him on occasion, seems a genuine lad, asks me for advice on occasion.
Last I heard he was getting friends into the game post crossplay launch and was wanting ways to get cheaper steam keys so that he could pay forward the kindness I gave him. Hope he's doing well.
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@Heartbound said:
Oh I've got a few.
"The Tome Made Me Do It!"
Stop struggling on second hook 10 times.
Slip 'N' Slide
Slide over the same pallet 20 times in one minute.
Let's Trade!
Enter the dying state within 5 seconds of rescuing another survivor from the hook.
"It's just an off day!"
Miss 10 skillchecks.
Must be completed in a single trial.
"I'm outta here!"
Be the first one to escape the trial.
@Warcrafter4 said:
Moon walker:
Down a survivor who you have been walking backwards at for at least 5 within 5 seconds of facing that survivor.
The master plan:
Have 2 survivor step into bear traps within 10 seconds of each other.
Palletrarian:
Break at least 10 separate pallets and/or breakable walls.
This must be done in a single trial.
Welcome to pallet city:
Have as a team drop 12 pallets.
This must be done in a single trail.
Wait that's it?:
Have the killer quit while chasing you or within 30 seconds of the chase ending.
Out of chances:
End a trail with no more then 1 survivor living while the survivor team has had 8 or more of any combination of these perks:
Decisive strike, Unbreakable, Dead Hard, Soul Guard.
Defective light:
Have the killer evade your flashlight 3 times while carrying a survivor.
This must be done in a single trail.
Pity party:
As the killer carry the last survivor have them break out of your hands, let them pallet stun you 3 times, let them finish 1 generator or open a chest while your looking at them and exit the trail.
@GoodBoyKaru said:
I promise I play the game for fun!
Kill four survivors as The Spirit by your own hand whilst using an Ebony Momento Mori offering.
Complete this challenge in a single trial.
Gen speeds are fine.
Survive in the Trial whilst five generators are completed in under 300 seconds.
Complete this challenge in a single trial.
Get Pebbled, #########!
Throw a pebble within 5m of the killer whilst using the perk Diversion 3 times.
Complete this challenge in a single trial.
Ding Dong your life is gone.
Kill four survivors within 300 seconds of the trial beginning.
Complete this challenge in a single trial.
Demi Made Me Do It
Drop 10 pallets within 60 seconds of the trial starting.
Complete this challenge in a single trial.
Ooooooohhooooo a lot of these seem fun 😁 some of them feel like they might sabotage gameplay for other players, but at the same time that can be fun as well.
Love em guys
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@SkeletalElite said:
I'll always give a +1 to more ways to get survival points. Survival points are the reason killers tend to get more BP than survivors on average, survivors have a whole category which is near impossible to get points in except for 5000 you get from escaping.
exactly. and players spend so many of their matches mending their wounds, yet half the time they have little reward for it, and its in a category already easily maxed out (altruisim.)
giving survivors the means of actively seeking out survival points would be such a boon to survivors.
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i mean, tbh i think their undertuned.
not as if there not strong speed wise, but in terms of charges. bringing a heal build is only so useful until you run out of charges, unless your doing a botany/desperate measures/we'll make it build, in which two out of those 3 perks are conditional.
Medkits themselves... i like how they stack now. if they had anymore speed increases i'd feel it was broken, but with how they require a lot of perks in order to get to a very powerful stage i feel their quite balanced, even if i wish they had more charges and less speed to an extent.
i do very much enjoy my green medkit, heal in 4s builds, that have like, maybe 1-3 heals max out of it. has killed me as much as its saved me. not to mention its countered by portions of the cast, not always safe to heal, not always valid to heal.
If your struggling against medkits specifically, franllins demise, unnerving presence and coulrophobia are all amazing counters to them. coul takes away all their healing speed meaning they can't heal around you, franklins can deprive them of their medkits, and unnerving presence (might be the other one always get them mixed up) degrades them at double the rate, meaning less charges, and if their using greens, possibly no full heal at all. sure two of those perks are tied to terror radius, but when your pressuring areas of the map as such, it forces survivors to move very far away from you, which also likely means far from generators, making it very difficult to get things done. not to mention coul also stops people picking up slugs fast, or franklins stopping people using flashlights or toolboxes.
besides if they've bought medkits, their typically bringing a heal build, which means 4 of their perk slots are likely to be taken up by other things. harder to fit decisive, adrenaline, dead hard, unbreakable, etc into a build with botany, desperate, born to last, self care, streetwise and resilience/we'll make it.
i see it as an opposite to the kind of thing ds is, or perks like it. whereas ds encourages you letting that survivor go even if its not optimal, medkits and heal builds encourage you to keep pressure on the survivor even if its not optimal.
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babysitter = decent. not meta but decent, and has some fun and unique effects that are useful.
Second wind = genuinely good, not meta, but i find it as useful as inner strength, expecially in a squad with heal perks.
Commraderie = nothing will make this perk "good" its effect, yeah its strong, but it rewards bad behaviour, and doesn't actually combat what the killer is doing, "camping" isin't effected by it since the killer can just camp for longer if their insistent on you dying.
Commraderie should make the second hook state "infinite" as its inescapable without another survivors assistance. it should also not reveal to the killer by pausing the bar except for last second. Being unable to be saved should deactivate the effect, or the killer being away from the hook for an extended period of time.
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@De_Deltin2 said:
yes.. let's give free "survival" points to a person who isn't doing the action... :/
So lets say your on coldwind farm. you get hit, but escape the chase. you want to be healed because lets say its a wraith or huntress.
You spend time doing a generator, and then find another survior. that survivor volunteers their time to heal you, and you volunteer your time off a generator (two whole survivors off of a generator) in order to heal you. It may not be you doing the action, but you could of been doing something else, or well, not even "surviving".
Plus its granted for being mended by another player. so like. this is just something thats a discrepancy.
@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1658313#Comment_1658313
This is happening with Mending already. I dont know why it is and I dont think it makes much sense, but I take the BPs. And honestly, it would be a nice thing to have those BPs as well for getting healed and if it lowers the possibility of players wanting to Self Care just for the Points, I am all for it.
Exactly. i admit i've sometimes farmed medkits against a legion, and used up all of them in order to get a hell of a ton of survival points. im guilty of this, though i typically don't selfcare with just the perk as its just... selfish, doing so in the corner of the map not really doing anything is kind of really bad for the team. making being healed grant points, would incentivise people to do so, take them off generators (making the killer be forced to be less time efficent) and teaches survivors (subconciously) to heal up more.
its literally a win win win situation for what it encourages, and what it gives.
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WE NEED CLOWNS JIGGLE BACK
PHEADS ASS JIGGLE BACK
KATES TITTY BACK
#Justiceforthejiggle
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@ZCerebrate said:
1) Wrong section https://forum.deadbydaylight.com/en/categories/4-3-0-ptb-feedback
2) Thanatophobia would be "better" in that case and would even be worth testing on PTB ... 5% instead of 4% per stack is super underwhelming and barely an inconvenience in current PTB - they went far to cautious with that "buff"
3) Mindbreaker actually removed that 50% gen progress requirement completely in current PTB without being reflected in the patch notes. Tested it myself "CAN 99.9% confirm that it works even after 50% of the gen is progressed on PTB at the moment.
Also confirmed it with the survivors after the match who said they were exhausted when they tapped a gen that was already progressed to about 75% that I intentionally left alone, unless these guys I talked to in post game then on their stream chat decided to just outright lie."
https://us.v-cdn.net/6030815/uploads/UR7KJKA0QH1E/image.png
vs Current Live version for context
https://us.v-cdn.net/6030815/uploads/QVGRDUOOPIRS/image.png
4) Still have to test this out on PTB but unable to really get feedback from it without a buddy playing killer against me... haven't convinced anyone to get the PTB downloaded yet though
Weirdly wasn't giving me access to the ptb 4.3 feedback section but it seems to be working now as i just checked (if a mod could move this discussion there that would be great)
That being said i wasn't aware of the mindbreaker change, hadn't had an opportunity to test that explicitly yet, though i actually think this perk will fair a lot better in matches now.