Marcavecunc
Marcavecunc
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@Risky_Biscuit said:
https://forum.deadbydaylight.com/en/discussion/comment/3021896#Comment_3021896
I love Lightborn too, I just have Franklin's on more of my killers than I do Lightborn. Plus, Franklin's has the added benefit of working against all item types and not strictly flashlights.
True, but you did mention bringing it mostly to use against flashlights.
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@Asuna said:
https://forum.deadbydaylight.com/en/discussion/comment/3021543#Comment_3021543
However, that is not the case. i had two matches today that rancor activates on hatch close and EGC starts. so this is either a new bug with the perk or the wording needs to be changed.
Oh I see! Yeah that shouldn't have happened if not all generators were completed, it's most likely a bug.
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@SkeletalElite said:
https://forum.deadbydaylight.com/en/discussion/comment/3021930#Comment_3021930
They still do events where there is a limited number of event hooks/gens. They do those specifically on the halloween event I believe.
Can't remember.. I thought last Halloween had flowers or something to break? Or was it the one before?
But anyway, with everything being an event gen/hook, there's no reason to make everything a bright orange
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Because they're event generators, same reason hooks are orange, they're event hooks.
Which is ridiculous since every generator and hook are event generators and hooks. But it's a remnant from older events where only certain hooks and gens were event-themed and gave bonus points. So I agree it's weird to have them a different colour than usual if it serves no purpose.
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@bm33 said:
https://forum.deadbydaylight.com/en/discussion/comment/3021898#Comment_3021898
Exactly and I think that's why alot of players stop going for saves/heals or interacting with the killer at a certain point - they've maxed out the category. Upping the max BP per category atleast a couple thousand BP to make up for the additional stuff we have to do is just going to make players feel like what they do matters for longer in the match and 8k extra BP really isn't THAT much.
Heck, having a cap in the first place is ridiculous. I mean I know it prevents flat out farming for infinite points, so there could just be a cap to the max score you can get. So if you do super well in one category but pretty average in the other ones, you could still get a decent total score in the end.
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@Chiky said:
Now that generators get 2.5% progress reduction when kicked, Trail of Torment now lasts 2.5% less.
Suggested changes: Decrease its cooldown, or add haste to the killer.
Do survivors really ignore the generator and not go tap it when you use that perk against them?
But I do agree that the cooldown to it is too long for what it does, especially considering the yellow aura that tells everyone you have it.
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@bm33 said:
https://forum.deadbydaylight.com/en/discussion/comment/3021243#Comment_3021243
Not letting us get more BP for doing more is like when a company gives you less of a product but will charge you the same price. It feels bad because they're basically screwing you over and going "oh well, you'll still use our product." 😒
Exactly.. When I do 2 full gens while doing coop action and max out on objective, it makes me want to just go totem hunting cause it's sadly not worth doing generators anymore, I maxed out on objective points.
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@Risky_Biscuit said:
I generally only run Franklin's if I see more than one sweaty flashlight survivor in lobby. Anything that punishes these kinds of players for thinking they can flashlight stun me, is a-ok in my book.
Lightborn is a better way to play against flashlights, cause it often takes them a few tries to notice you even have it, if you pretend to look away to not get blinded.
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Would make more sense, since the "oblivious" status effect is effectively being deaf to the terror radius, so hands over the ears would work.
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@Onyx said:
https://forum.deadbydaylight.com/en/discussion/comment/3021117#Comment_3021117
That is why there are other effects just as strong depending on how many totems are left. Just cleansing one totem and calling it a day won't help you, because the other effects stacked make it strong, but this way it also means it is less bullshit where you still get exposed even if you cleanse totems. Lets stop with the killer bias and get rid of undeserved kills.
Yeah except no one cares about those other effects. The main reason people use current NOED is for the instadown, not for the tiny speed boost it gives. No one will give a damn about kicking pallets faster once all gens are done, pallets should be mostly all gone by now. You gave the best 2 effects the least likely chance of making it to the end.
If you're going to give suggestions for the perk at least make it enticing. There's literally no way the match ends with 0 totem destroyed. At least one or two are going to be gone, making it pointless to bring that perk when you could bring literally anything else more useful.
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- Good idea, I've seen that in other games, where you can keep playing with the same people without having to add each other to friends list
- There's already lots of decent aura reading perks in the game. GIving survivors a basekit aura read, even if it's only a few seconds at a time, would make those much less useful (Bond and Empathy are two of the best ones to me.. well the best one is Aftercare but it stops working if you get hooked. Empathy is a good way of knowing where the killer is if you see an aura running loops across the map)
- God yeah.. I hate those challenges, going out of your way to play in a way you normally wouldn't.. Like that one to take a hit while vaulting in the first level of the anniversary tome :/ (or the multiple ones to have others escape before you, among others)
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@Asuna said:
Rancor's wording needs to be updated.
https://us.v-cdn.net/6030815/uploads/8GCK5ED3RG5T/image-2022-06-23-164101281.png
"Once all Generators are completed"
It doesn't not state on hatch close/ end game collapse. Meaning that technically it shouldn't active until all gens are finished and not just by start of EGC.
That's exactly how it works. It only activates once the 5 generators are finished. Not when the gates are powered. So EGC has nothing to do with it. (i.e. closing hatch on the last survivor powers the gates, triggering the EGC, but since not all generators are complete, Rancor doesn't activate and the survivor doesn't become exposed, if the last survivor is the obsession that is)
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/3021446#Comment_3021446
I thought that's not a problem, but yeah it might be problem for hiding although hiding itself is pretty eh.
I mean technically, someone bigger is harder to spot than someone smaller.. but I feel like characters' "colours" for a lack of better term is more problematic.. Yoichi's default bright yellow raincoat makes him an instant no for me, vs someone with darker clothes. But I can see how that would be attractive to survivors who want to get chased. I don't.
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/3021399#Comment_3021399
They have different hitbox? seriously?
I think they mean their physical size (how many pixels they take in the screen) and not the hitbox.. pretty sure all survivor hitboxes are the same size, same as how every killer's attack/lunge has the same range despite some weapons being clearly shorter than others.
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/3021362#Comment_3021362
with immobility, it'd be high-risk high-reward style perk, but if there is no kind of such and no way to tell whether it activated or not, it would be really stupid perk to go against... although not that strong.
Someone mentioned that BHVR confirmed in a tweet that it will have a visual, so you'll be able to know when the survivor activates it and act accordingly.
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@fulltonon said:
If it lasts 1 seconds, survivors can move 4 meters, thus I suspect it can still be used to run onto pallet, which is same case as old effect, although much weaker.
And if they get hit during the Endurance window, they get a speed boost for a few seconds, and gain way more distance than they would have with the current DS
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@Malkhrim said:
https://forum.deadbydaylight.com/en/discussion/comment/3018844#Comment_3018844
DS used to be 3 seconds in the past and it was still good (it was BROKEN, actually). It was buffed because of enduring, which doesn't even works on DS anymore. 3 seconds is enough, you just don't get so much distance the killer is forced to give up chasing you.
And with the way most survivors use DS, to bully the killer, they have no reason to complain about the stun duration being shorter. If people really didn't want to get tunneled, they wouldn't run at the killer after being unhooked to take a hit on purpose, or jump in a locker to bait it.
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Agreed. 10k per category, or up to 12k maybe. It would also compensate for the fact that you can't get bonus points from BBQ/WGLF anymore.
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@theTARNavsky said:
The 100% to 75% automatically kills the perk. Not saying it doesn't need any nerf of course.
Exhaustion effect is kinda problematic to me since it has always had a specific purpose and now it's just "oh yeah, it doesn't just disable perks that give you speed/dodge mechanic", it's more broad now. Unless I'm forgetting some other perks reliant on it, it's possible.
If I was however to use this effect for Iron Will nerf, I think it should be actually in reverse - Iron Will would only work when exhausted - why? Right now all Sprint Burst users won't be able to use it almost at all, obviously especially in chases.
Also with IW working before exhausted the survivors will have 1 perk working and 1 perk ready to use. If it was in reverse they would have 1 ready to use and the other one working after they do and I feel like it brings a bit more consistency to the chase, not just "you used your 1 perk? the other one won't work as well, you're just dead now".
The way I see it is they're trying to apply logic to the game. In real life, if you sprint or do anything exhausting, you breathe louder while recovering from your exhaustion. Same way in game, you're wounded, AND exhausted, therefore you make more noise.
Not saying I like the change, I love Iron Will, and 75% is probably fine, but not being able to pair exhaustion perks with it is bad. I'm not a huge exhaustion perk fan in the first place, but this will make me want to use them even less, or to pick one or the other, not both.
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Survivors hiding behind generators to hide their auras is a valid tactic, but I do agree that the black bubbles over completed generators or hooked survivors hide vital information if you have the proper perks..
Currently black bubble shows on top of the auras.. They should just revert the draw order or whatever the technical term is (doesnt matter, to be honest) and have auras show on top of the black bubble. That way, if you have aura reading perks for completed generators, or for hooks (bitter murmur or kindred, really) you'll still see what you want to see, and not just a big ball of void.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3020927#Comment_3020927
No, I agree. 90% of my survivor games are solo and for the most part it's not nearly as bad for me as a lot make it out to be. Maybe I'm the exception to the rule or I just have different standards as to what is terrible. At the end of the day I can only speak to what I personally experience.
Same. I play lots of solo (and lots of SWF) and I don't feel like the game is as bad as people say.. maybe because I don't care about winning or losing, and just move on to the next game if I die first because I either got tunneled or played badly (or teammates just let me struggle on first hook without trying to come for the rescue and i decided not to bother playing with selfish randos)
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Requiring all 5 totems to remain the entire match for exposed to proc? No thanks. "Wonder if the killer has NOED.. oh wait, who cares, I just cleansed a dull totem"
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The doors idea would be good if there were more doors in general, not just 2-3 of them on a handful of maps. There's some maps that have LOTS of them, The Game and Dead Dawg for instance, but most other maps only have one or two at most, if at all.. but I guess you could always pair the key with offerings to these maps..
But yeah, with the hatch reworks, maps are so useless, no reason to bring one unless you're doing a hatch challenge and bring Left Behind to help you find it, if the killer gets there first and closes it.
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Entitled survivor main is entitled.
Oh yeah spinechill avatar, no wonder you're so salty about the changes, now you can't urban evade around the map as soon as the killer dares even look in your direction.
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@Ayamir said:
Hey come on don't be rude !
Look I understand there were some unfair changes and alot of undeserved nerfs but I am sure BHVR will listen to the community's feedback and the fog whisperers we'll see when the PTB comes out.
They managed to make the SoloQ experience even worse but I hope with enough feedback they'll be able to readjust some changes.
How will solo queue be worse? Just curious.. I mean, aside from the big nerf to self-care., Built-in BT is great, Off the Record working as a self-BT is great.
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What's the point of playing killer if you're no threat to the survivors? Killer is SUPPOSED TO BE THE POWER ROLE, not the other way around! Get over yourself.
That being said, there's some good and bad changes in the perks for both sides, but you probably only saw the survivor changes, and only for the perks you selectively decided to acknowledge, there's quite a few perks that got massive gamechanging buffs.
Who cares if Dead Hard got "nerfed" (the distance you get from taking an endurance hit will be way bigger than the short distance the current version gives you) .. and maybe it wouldn't have been nerfed if it wasn't in nearly every single player's perk rotation. They said so themselves, the changes are over/underused perks, perks that performed way too well, or were way too useful that everyone and their mom had them equipped, or perks that no one used, ever.
And like with every other changes, there'll be a PTB to test things out, which will lead to adjustments prior to the live version receiving the update, and then a week or two later, some more adjustments from the feedback they receive from live games. Until then, there's still a month to go with the way things are currently.
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You're aware the anti-tunneling perks that used to exist still exist, right? Continue using those if you're so worried that the new basekit mini-BT isn't up to the task.
It was added to prevent people from feeling like they HAD TO bring BT, not fully replace it.. and heck the haste effect is a nice addition to it (and to BT itself) so I don't see why you're complaining, you used to not have that at all in the past.
And as TAG said, just bring Off the Record if you're worried, then you'll be able to run around the map twice and still have Endurance
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/3020932#Comment_3020932
You keep very confidently repeating that Self-Care is the best self-healing perk for solo queue, and I'm still not quite believing it. I also question that you need a self healing perk at all-- I would agree that it's the safer bet, but you do still get healed by teammates in solo queue, you simply can't rely on it happening at crucial moments. Frankly, the need for self healing is 100% covered by a good medkit if you don't have good self healing perks available to you; anything else is a safety net, not required.
Let's tackle your first point here for a moment- Self-Care requires 1 perk then allows you to choose whatever item you want. Should it? Should you be able to heal that efficiently on your own? If nobody can heal themselves that efficiently, surely that means that everyone else is going to also be looking for teammates to heal them, or bringing more altruistic healing perks like CoH?
Your last point is flawed, by the way. Not everyone uses the single most effective perk, and not everyone plays in solo-queue, so the number of chests matters less. Not to the point where it's irrelevant, but it doesn't automatically disqualify what is clearly a very good self-healing perk.
With how slow self-care is, if I wanted my teammates to heal me, I'd probably bring the reverse-Empathy perk (forgot the name of it, can't be bothered to look it up.. one of the most recent perks, others see your aura when you're wounded) and hope someone comes heal me at one point.
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Agreed.
They're hexes, the survivors can just do bones if they want the perk gone. It deactivating on its own is bullshit, no matter the requirement to make it deactivate in the first place.
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Main problem I see with the Botany Knowledge boost is it now makes perks like Autodidact completely pointless.. Botany was already pretty strong as it was, and I enjoy Autodidact for the fast heals.. but sometimes you don't get a single skillcheck the entire heal.. Botany cutting any healing by half is going to make me not want to use Autodidact as my main healing perk anymore since it'll be way more reliable than Autodidact.
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@ad19970 said:
I do agree with a fair amount of this, but I do not think that perks like BT need to be deactivated during the end game. Killers have a fair chance of getting a 4k, survivors should have a chance for a 4 man escape. I dislike that DS deactivates during end game now as well.
I still am hoping that they increase the baseline endurance and haste status effect after getting unhooked from 5 to at least 10, preferably 12 seconds, if they do that, DS deactivating in the end game wouldn't be that bad anymore. The DS stun duration nerf is terrible though, absolutely terrible.
If you want more base endurance after being unhook, play with teammates that have Borrowed Time, that'll be 15 seconds. Or bring the new Off the Record, that way you'll have a minute and a half of endurance, more than enough to do 2 laps of the map and still have some time left on it. Just because they made endurance basekit doesn't mean you should stop using Borrowed Time if you feel it's necessary.
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They could just add the hex blocking as part of the Corrupt Intervention changes and call it a day. (not for the full duration of the gen blocking, that would be overpowered)
Doesn't matter if survivors can find my hex right away if it's blocked, they won't be able to cleanse it for now.
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@RakNieborakYT said:
https://forum.deadbydaylight.com/en/discussion/comment/3012259#Comment_3012259
If there is a loud noise, it is transfered. Quick & Quiet removes the noises, so does negate red herring.
Your red herring does indeed transfer the loud noise,..
No Red herring + quick and quiet = no noise
cant be b0othered to do the full analysis.. too drunk and high right now
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@Chadku said:
You're better off buying the DLC at a discount and preferably from me.
dllcs allways go on sale indeed
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@Zen_but_not_Zen said:
I sometimes forgot i picked up the invitation, and missed the reward notification, just double check the killers/survivors head cosmetics in lobby
Killer Masks in Twisted Masquerade
- The Artist
- The Huntress
- The Spirit
- The Trapper
- The Trickster
- The Deathslinger
Survivor Masks in Twisted Masquerade
- Ace Visconti
- Dwight Fairfield
- Elodie Rakoto
- Jane Romero
- Michaela Reid
- Yui Kumura
Yeah I'm glad I got them all but before i did i used to check every character.. and in previous events too
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@DragonMasterDarren said:
https://forum.deadbydaylight.com/en/discussion/comment/3013931#Comment_3013931
I will admit, I am immensely biased in favour of Suffocation Pit because it’s my 2nd favourite map in the game
It Is a good map, though.. Macmillan maps are the best maps.. and Autohaven a close second,..
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@DragonMasterDarren said:
I don’t dislike The Game as a map, but if I had to make the choice between The Game and, let’s say, Suffocation Pit, I’d pick Suffocation Pit every single time
Maybe not every single time... but i would pick suffocation pit 2x/1x
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A buff? Pretty sure it'll be a nerf!!
definitely!
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Because it's more often perks that have been out forever that show up.. there's sadly 107 survivor/96 killer perks out there.. so .. yeah,...with 2 per week, that's 104 per year.. and new perks show up all the time... and some of them more often than others, for some reason..
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Didn't read any of the responses...
Agreed. Better than lots of maps. It's a good map, it's not just a reskin of every other generic 1-floor-map-with-trees,.. Not a perfect map, but not that bad. It's not super wide, so despite being 2 floors you can still get anywhere fairly fast.
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@TeabaggingGhostface said:
https://forum.deadbydaylight.com/en/discussion/comment/3013864#Comment_3013864
If only we had a functional props calculator, to check how many times we've been given props or reported
No one ever gives props to anyone though..
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Kill them, move on. Not much to do.. You can report them but it doesn't seem to work so...
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@HOMOGRIMOIRE said:
https://forum.deadbydaylight.com/en/discussion/comment/3013827#Comment_3013827
Yeah, it's like an echo chamber by this point. Why do they get so many cool outfits? Because they're popular. Why are they so popular? Because they get so many cool outfits. It's a never ending cycle that leave little room for any that isn't favored. And yeah. Women sell. Just look at the gender ratio of any gotcha. Money does speak, have to admit.
I will say though, you've got good taste in Adam and Jeff. It is a shame they don't have variety like the others.
It's the Kardashian Konondrum.. "why are they popular? 'cause they're popular!"
EDIT: Also, thanks ;) I'm a Kate main, but Jeff and Adam are the 2 survivors I maxed out after Kate :) they're good guys
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If the zombie is stuck, it's stuck, go for the rescue..
If it's just hovering around, zombies respond to loud noises.. Pebble, quick vault, quick locker, blowing a gen skillcheck... it'll attrack the zombie (but also the Nemesis...)
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@dbd900bach said:
Killers don't even need to tryhard this time around yet a lot of them are acting like they need too. Survivors I understand because they have to escape but killers just need to get the event item once and they're clear.
Anesthetically the event is awesome but plenty people are still left out to rot
yeah you're right.. and one thing that makes it worse is, from what i gathered, survivors who grabbed the invitations don't glow for anyone else but themselves.. so it makes it harder to know which survivor to let escape vs who to kill
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@HOMOGRIMOIRE said:
I can believe that. It was probably during an old dev stream. I can get why though. Just look at the perk meta, especially for survivor. Lots of people will just pick what's strong. The funny thing is though, lots of people pick the same survivors and ignore others already. Some survivors are always just gonna be more popular than others, and that's unavoidable. But, I do wonder how a concept such as this would affect survivor pick rates. I suppose we'll never know though, lol.
Yeah but the popular survivors are popular because they're popular.. i.e. they're populars, therefore they get more skins, they get more skins, making them more popular. (notable examples: Meg & Feng)
Also tits. So my main guys Jeff and Adam won't ever get much love aside from the occasional outfit, whereas Meg and Feng get them all the time. Can't blame them though, these characters get them money. It would be nice to see more diverse outfits for other characters though, Jeff only has rock t-shirts or leather jackets.. And Adam only has raincoats and stupid sweaters..
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@SwampDaddy said:
https://forum.deadbydaylight.com/en/discussion/comment/3013781#Comment_3013781
That's what I thought. But several times already, this is not the case. and I've even gone through all killers and survivors to see if I've gotten anything new and I haven't
Sorry to hear. I haven't experienced problems with it yet.. Heck, the other way around, I kept forgetting if I'm the last survivor not on hook and the hatch is available (or if I'm still up on my feet and someone opens a gate) it doesn't matter if I die, I'll still get it..!
But yeah it's annoying, worst thing is how the invitation pedestal is hard to see.. The crown pedestals used to be so visible from across the map.. Now, even if you're on top of it, you can hardly see it :/
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They're fine maps, they're different from every other map, that's what we need. None of that hyper-symetrical bullshit.
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@Chocolate_Cosmos said:
Sorry but I will from time to time complain about Nurse (her addons) because she with the right addons is OP. Done.
To be fair, she's OP even without add-ons. Just sayin'.
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Yes, the only one, no one else ever before you ever disliked Ruin. You're the Chosen One.