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Marcavecunc

Marcavecunc

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Marcavecunc
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  • @Stornt said:

    I don't main survivor, but when I play my Jeff, I run Autodidact, WGLF, Any Means Necessary, and some other perk like Lightweight or Resilience. It's vastly more fun to not have a crutch and play the game casually (plus Autodidact and Any Means Necessary feel so damn good when they work).

    Autodidact is so good when you actually get skillchecks.. Best is when the first skillchecks appears right as you start healing, and you manage to get 4 skillchecks in a full heal, next heals are insta-heals (or you get screwed and don't get any more skillchecks for 2 heals)

  • @Ghoste said:

    https://forum.deadbydaylight.com/en/discussion/comment/1083406#Comment_1083406

    Seriously, DCing is so rampant that penalties are necessary. If I get bugged or crash, I bite the bullet for 5 minutes and suck it up for the greater good.

    Same. Seriously if the game's bugged and the killer can't find me or reach me for some reason, I rather disconnect and wait for the penalty to be over with, rather than waste more than 5 not to get a penalty.

  • @PeenutsButt3r said:

    First 3 DC are: 5-5-15 minutes

    I'll assume you or someone you know just tested it?

  • @goat10em said:

    https://forum.deadbydaylight.com/en/discussion/comment/1083543#Comment_1083543

    I find it quite humorous. I mean, if your game is crashing that often then you really shouldn't be playing and screwing over your team all the time. Perhaps i'm just lucky but a crash very rarely ever happens to me or the people I play with. i honestly don't remember having much of an issue since legion was released and the game crashed every time you got ormond.

    Yeah exactly!

    My game fully crashes maybe once every month or two? So by the time it loads back up I can just go grab a snack or something, no biggie.

    Those who say their game crashes on a daily basis, or more than once a night, should invest in a better computer or play something their computer can run properly. Yes, the game has flaws and the programming isn't optimal, but seriously, you need to play the game with a proper computer, too, not a shoe box.

    One of the guys I play with sometimes used to have a ######### internet connection, it would die every day or two for a minute. He ended up calling them and getting a new modem and it fixed the problem. But yeah other than that, the rest of the people I play with barely ever crash. There's the occasional "someone's game didn't load" but even those aren't very frequent.

  • 5 minutes is fine.

    If you crash or lose your internet connection, by the time things come back, your penalty will be over.

    If the game crashes, then by the time you load it again, there'll only be 2 minutes left to wait for it to be over.

    It's to punish those who did it on purpose more severely. And 60 seconds for a first offense and 5 minutes for a second was pretty much just shaking your finger at them and a soft slap on the wrist "No, no, no! Bad bad, don't do that! Tssk tssk!" and they'd keep doing it anyway.

  • Not every group uses third party like Discord though. Giving advantages to others, wether it be the killer or solo survivors, and not giving anything to those people just because they're a group and they might be using voice chat to communicate? That's broken logic.

  • @PacifiedByDaylight said:

    I just want BBQ BP bonus objective be a default feature working without a perk.

    Honestly, that too. Barbecue could continue to give the aura-reading, without the bloodpoints.

    Same with We're Gonna Live Forever.. especially considering how the perk does literally nothing else, they could turn it into a perk that actually does something.

  • @ausanimal said:

    https://forum.deadbydaylight.com/en/discussion/comment/1082980#Comment_1082980

    You have just made the idea/perk one-sided with that example and pretty much any survivor will know they will have a free escape some point during the match if you want to make it sound half balanced then you need to adjust it so if the killer breaks off the chase the timer will reset on it, having it stay there and pick up where it stopped makes it OP right away survivors can run into range to get a chase going build up 10 seconds then escape come back get another 10 secs and keep going till it activate's and they pretty much have a 2nd DS.

    Like you said "After being chased for a total of 60 seconds without taking damage from the killer, this perk activates." a chase starts and it stops when the killer drops it or you lose the killer. if each chase counts towards the 60sec they will then need to adjust the points you get for a chase and do a total at the end off the match as each chase counts as one and no points are shown during the match or keep it the way it is which means the clock has to restart each chase.

    Being as strong as your making it is there needs to be a time limit on it like DS otherwise there is no counter play for the killer apart from RNG they down you then you might have DS so they wait out the min while you crawl to a pallet they pick you up just to get hit with a pallet. Your buffing it for survivors but your not giving it any real balance for killers.

    If they do it that way, I want bloodlust to be cumulative chase time, then. Every 30 second of chase, I want to level up bloodlust. If I lose chase after 25 seconds, I can pick it back when I start a new chase, no biggie.

  • @kreX said:

    Don't nerf SWF, but buff solo players and adjust the game to reflect this. Give solo players advantages in their base kit, which groups have through comms. E. g. Kindred or indication every minute or so where the others are (not what they are doing exactly, just rough position).

    As soon as you are in a group of 2-4 those benefits are gone.

    No.

    I play a lot of solo and wouldn't want to have advantages when playing by myself that I wouldn't have playing with others. The base game needs to be the same for everyone. I like the update they gave Kindred, it really does wonders for both solo players and team players. They need to do more changes like that, that'll affect the quality of the game for everyone, not just boost up a certain group. Not every survive group uses voice chat. I was with a 4 man group yesterday, one didn't have discord, and the other two were talking in italian a lot (but also some english), so the guy without discord and I had no idea what the other two were saying (he, because he couldn't hear, me because I don't know italian) so you're saying we would have been better off playing by ourselves than with others, to get boosts that would have had more benefits than just having fun with people we know?

  • There's a lot of perks I like, but if I had to choose...

    Aftercare on survivor. The full map aura reading is God sent, provided you don't get hooked again right away. Makes it easy to see where everyone is, what everyone's doing, if someone's being chased it's super obvious cause you can see them running in circles and vaulting. And the best part is seeing their bodies being carried around and bouncing!


    It's a toss between Spies from the Shadows and Devour Hope on killer.

    Devour Hope just because it's so great getting to 3 stacks and then everything stops progressing because everyone's searching for the totem, and then you start killing them. You actually have to work for the reward. Best game I had with that was doing a Bubba daily to mori someone.. got to 5 stacks before I downed someone with exposed.. so they found out I had Devour Hope at the same time I went for the first mori.

    Spies from the Shadows is so good to find people and in chases, too, especially in Lery's.. so many crows on that map, it makes it easy to chase people through walls! Sad thing is, lots of maps have barely any crows on them, the Autohaven ones in particular..

  • @Bob32544523 said:

    At least give killer bonus blood for playing against sweaty try hard 4 mans.

    What about when they're potato 4 mans who just got the game and want to have fun? Should the killer also get a bonus for having an easy game against those? Because from experience, a lot of the survive groups aren't all that good or coordinated. Some, yes. The majority, no.

  • I like those conditions.

    If you disconnect on purpose: penalty.

    If it's a crash or something, then unless you really have a ######### computer or internet, then by the time it gets back your penalty should be gone. If it happens regularly, you might want to invest in a new computer or change internet providers.


    But I also think, as @SeducedByDaemonette said, there should be a way to reconnect to the game once that happens (especially for survivors, as long as your husk is still in-game and not dead, that is.. if you get caught and hooked and die then yeah too bad)

  • @hex_genrush said:

    Just match people within 4 ranks EZZ fix to everything

    They used to, but they also changed the way matchmaking works to match killers with the closest ranked survivors in case of no survivors within the killer's rank.. Which is why you get rank 12 killers matched with red ranks.. because everyone's red rank since no one deranks enough anymore!

    The matchmaking is working as intended, it's the deranking that doesn't derank people enough for both to work together.

  • @arslaN said:

    You guys really want to play lobby simulator don't you?

    Only if lobby simulator also includes the DLC m1 simulator!

  • @Alice_pbg said:

    Also give wglf a stack when a survivor dcs.

    Definitely, if they give barbecue stacks, it's only logical to also give survivors we're gonna live forever stacks.

  • @deadbyhitbox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1083118#Comment_1083118

    Exactly. The new system in theory sounded alright, but the actual results have been awful. I'm surprised they've stuck with it for this long though.

    Yeah.. I understand they wanted people not to have to work their way over and over.. but that's what every game with seasons is like.. And other games would have you derank all the way back to 20 and work your way back to 1, every month. So deranking a few colors back instead of all the way back to 20 still is a good way to prevent annoying matches in the first few days due to deranking.

    But yeah..


  • @Happy2Heal4You said:

    I feel like there does need to be a middle ground with the gate placements. Not on the same wall but also not on opposite sides of the maps. However The gates definitely shouldn't be in the survivors favor during an EGC situation. If the survivor failed to get 5 gens done and they failed to find he hatch first, exiting through the exit gates shouldn't be a walk in the park for that survivor.

    I was thinking, if each wall has 2 spawn points, one per corner (except indoors maps which have only one spawn point per wall, unless I'm mistaken) then there should be a 2 possible spawn point distance between doors (except for indoor maps since two doors on adjacent walls are still far enough, since the killer needs to go into the doorway to see if anyone's there)

    Untitled-1 copy.jpg

    So door 1 couldn't have door 2 and door 8, door 2 couldn't have 1 & 3, 3 couldn't have 2 & 4, and so on..

    1 and 3 (and other similar placements) would still be sorta close but not that close that it would make things impossible

    Some maps have weird shapes though, the ones with the bottleneck in the middle, Suffocation Pit and Azarov's Resting place come to mind, or the more rectangle ones like Yamaoka Residence, but they could follow the same logic.. just don't make them spawn next to one another. Heck they could just make it a rule taking distance in meters in consideration.

  • @deadbyhitbox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1083107#Comment_1083107

    I agree. I don't think you need to win in this game to have fun like many people think you do. Also, sounds like you have a lot of strange games lol.

    Haha oh I did!

    Had another one lately where I was playing Pig, going around the map looking for them.. took me 3 full laps before checking the basement.. they were all there, each next to a hook, just pointing at walls.. so we farmed a bit, and then I put them all down next to the hooks and sacrificed them all :p

    hook.png


    hook2.png

    I should have checked the first screenshot to position them back to their starting hook but oh well!


    Also had another one where they were 4 basement Neas, and just kept running back to the basement.. best part was when I had 3 hooked down there and just went away, because ######### camping and it was so silly, and the last one unhooked them all and when I came back to the shack, they all vaulted out the window one after another in my face hahaha

    Silly games like that are so fun and definitely make up for the bad ones ;)

  • @w_sohl said:

    https://forum.deadbydaylight.com/en/discussion/comment/1083101#Comment_1083101

    Yeah, if you go up about 8 posts I suggested that they would break immediately like in Spirit Fury.

    Oh sorry, I must have missed that part! ;)


  • @StuMacher said:

    Green ranks here.

    Matchmaking is brutal lately. If I have to play most my games at in the red ranks and I see everyone armed with tool boxes and it's already not been another not so enjoyable day in DbD I might bail.

    I've had more DC in the past week than ever. They don't like Franklin's or I messed up their locker stuns with iron maiden. They ruin the game for everyone. Some of them hang in the lobby to flame post game lol. I didn't even know that was possible till this week. It's crazy there is no penalty for that.

    I see a lot more killers running Iron Maiden lately.. the Head On challenge probably doesn't help. Saw a Billy running it last night, that was a first! I run it on my Clown.. Iron Maiden, Make Your Choice, Devour Hope (though sometimes I just bring Pop, since Devour Hope can get broken too early) and Barbecue.. it's a deadly combo but it works just fine haha (and it makes me play differently than I do on other killers with different perks)


    @deadbyhitbox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1083089#Comment_1083089

    Yeah. I play much more killer than I do survivor, but lately I've gotten back into survivor and realized how paltry the queues are. They just can't find a balance in queues, and then they introduce bad changes. The rank reset one is good example of a bad change. Because you're reset up maybe 4 ranks at most, red ranks are now going to be heavily populated because it is so hard to actually depip consistently. This leaves low rank matchmaking pretty empty. I feel like their old system had its flaws, but was the direction they needed to stay around.

    Rank reset is a big problem.. I've been saying it a lot lately, but if they made you reset two rank colors back instead of just one, it would fix the red ranks overpopulation problem.. People don't derank as much as they should and you end up with green ranks in the reds, and that means yellow/green rank killers end up matched against red ranks, which would have never happened before the changes to how rank reset worked.


  • @deadbyhitbox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1083077#Comment_1083077

    I'm kinda the same way. If I lose, I'll take the loss and go. I won't sit and dwell on that one loss because I win a good majority of my games. It seems like a large portion of the people around here just can't take a loss once and awhile.

    Exactly. Same when I play survivor, unless I get tunneled and killed right off, I usually enjoy myself even if I don't win. Most fun survivor game I had lately was doing that No Mither challenge solo, against a nurse, teamed up with two potatoes who died super early in the game and a David who managed to escape as well.. It was so stressful, we were both working all over the map, sometimes together, sometimes split up, so one would do progress while the other got chased. It's one of those games I'd have had fun being the Nurse we played against, playing cat and mouse. Almost got caught so many times too, Iron Will really makes No Mither work better, first try I didn't take it and god is Kate loud when she's wounded! (well then again, all survivors are)

    Had another game with a friend a few days ago, she kept bodyblocking me by accident, I think I got hit two or three times because she blocked me at a pallet or window vault haha so I was laughing over discord while she was apologizing over it ;p

  • @w_sohl said:

    https://forum.deadbydaylight.com/en/discussion/comment/1083058#Comment_1083058

    It isn't guaranteed to work. I think the percentages might be a little strong, but if it's a perk slot they need to be, especially if it's one time use.

    True. I guess a low percentage would work. Maybe give it a few seconds after being picked up to prevent instant pallet drops, like 3 or 4 seconds after a pick up. But it would be annoying if the same survivor ran both that and Decisive Strike. Decisive Strike should have priority over the RNG of the automated pallet drop. Or the pallet drop needs both the RNG and a difficult skillcheck, not have it 100% automated. But not a skillcheck everytime a pallet is in sight, not to make it Decisive Strike #2. And one more thing. The pallet should break upon impact. Not just drop.

  • @deadbyhitbox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1083067#Comment_1083067

    Yes it's nice we have instant queues, but it tilted the scale too much. Before it was around 1 minute for each side, which I think was pretty alright. Now its instant for one side, and 5-10 minutes for the other.

    Yeah depends on the day.. It's literally instant killer games even on bloodhunts now, before it used to be around 5, and 10+ on bloodhunts..

    Survivor used to be nearly instant, now it's about 2-3 minutes for me.

    I mostly play killer too so it suits me juuuust fine. I played more survivor because of the challenges this past week, but I completed the last survivor challenge I had yesterday so I'll get back to playing killer more.

  • @deadbyhitbox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1073713#Comment_1073713

    Bruh just let people enjoy a game with their friends man. Holy #########, I don't understand why people are so against others enjoying games with friends.

    But but, people can't have fuuun!!

    I remember a game where I lost badly as killer, but still got good chases and had fun in general, so in the end chat I said the usual "good game" because, you know, I thought it was, even if I didn't get any kills, and the survivors were all surprised.. "I had fun, you guys weren't being toxic, so yeah it was a good game"

  • @deadbyhitbox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1082638#Comment_1082638

    Or, it's because of a terrible matchmaking change. That coincidentally killed survivor queues the minute it was introduced.

    And made killer queues instant as a side effect, killer queues used to take much longer than current survivor queues do, so I'd say it's still win-win.

  • Making it base kit? No.

    Making it a perk? One use only, maybe, but even then.. Still no. How many people get downed and picked up under pallets, this would give the killer literally no chance at picking you up, even with no one nearby to drop the pallet for you.

  • @DYNAMICskills7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1082712#Comment_1082712

    That’s a sad excuse not to have it. If people want to troll we all know nothing can replace bond. There’s too many examples and worse things to pick on.

    The devs have said they want to include solo survivors more to match swf and that’s another small step as well, since a team can use it anyway with callouts. It’s a fun thing to do as well and get tunneled for.

    You make a good point. Someone who wants to bring the killer to you will find ways to do it no matter what.

    Guess it's not a bad suggestion after all, if you know you can get chased near a locker to get him stunned.

  • @Cheers said:

    https://forum.deadbydaylight.com/en/discussion/comment/1082717#Comment_1082717

    It’s somewhere from 7-10, been awhile since I’ve focused on shards.

    Just checked, according to the wiki, it's approximately 1 experience point per second, but you also get experience depending on which emblems you get. So basically it caps at like 9 minutes and a half.

  • @IFeelFantastic said:

    I know, of course ;)

    What I mean is that they can sell individual items instead of trying to come up with concepts for whole outfits and releasing them like that. Like a bald tattoo'd head for Jake or a dunce cap for Quentin. ;)

    Ohh I see! Like for future releases? And not just event stuff like the rat clothes we got for lunar year? Yeah agreed, it would be interesting to see individual pieces rather than only full outfits. I'd still want full outfits though but often I mix and match what I'm wearing anyway so I rarely buy full outfits in the first place, just the pieces I like most. Like that new Kate outfit, I only bought the top, the head looks dumb and the bottom isn't as good as what I was already using.

  • @Mikeasaurus said:

    For me when I play survivor, I don't want to be the sheep of the game. I prefer to use my own builds, or play around with stuff. I don't want to give myself an easy win. If I mess up and die, then I can blame nobody but myself for it, and don't really deserve a second chance because of it.

    Not a survivor main but I play enough survivor and yeah, this. Same on killers really. My huntress runs spies from the shadows and hangman's trick. Why? Because why not? Spies is great, but chain sacrificing survivors on the same hook is even more satisfying. My record is 3, still haven't managed 4.

  • @DonZwiebel said:

    Hag and Doctor are my current favourites. Sometimes I play Ghostface with Selfie-Roulette (Rancor + Nemesis) or Billy for fun.

    Rancor + Nemesis.. Interesting combination, I'll have to try that one sometime haha

  • @JawsIsTheNextKiller said:

    I watched Mrs JawsIsTheNextKiller wait for 15 minutes in a lobby as one of 4 SWF Claudettes dressed in matching Prestige 3 outfits all equipped with toolboxes.

    "I can't beleive I've been lobby dodged again!"

    Really? You gonna put that toolbox down for the next attempt? Maybe switch to default Dwight? No? Ok then, enjoy your wait.

    Yeah seriously. No one wants to play against people like that.. Especially if the entire team is dressed the same. One survivor out of the group? I don't care. All of them? ######### that I'm dodging, I want to have fun.

  • @Cheers said:

    Personally I’d never use this. Most survivors use the same perks and even the ones who don’t you can just adapt by looking at how they play.

    This.

    Same when playing survivor, it's often easy to guess what they have by paying attention to how they play, I wouldn't waste a perk slot on either side just to know what meta perks they brought.

  • You can just go fail a skillchecks on purpose to wake yourself up. Self caring, healing someone else, blowing up a generator..

    But yeah if he's camping he'll still hit you and back to square one.

  • @orangegoblin said:

    The thing is, most people get bull headed and will chase a guy till the end of the earth, despite gens popping all around them, time moves fast for these killers, and when the gates open and no one is on death hook, they don't feel either scary, or threatening, just really frustrated because that teabagging flashlighting at every pallet nea got away with it. And the survs that just did gens and didn't even see the killer just had the quickest game of their lives, at least noed makes the game interesting at the end.

    Before others say anything about "killer bad used noed hand yurself" theres no such thing as a bad killer, they're just trying to kill you after all, if you died because your team didn't do bones, or you failed to do totems, or they left you on the hook, thats on them and YOU, not the killer. All the killer wants is to scare and kill people. This IS a game in the Horror genre is it not? Survivor side is all about getting scared, its how most feel when first starting out. If its no longer a Horror Game then we really need To Reconsider Arthas!"

    With Cleansing Totems, BT, decisive, dead-hard (doesn't work because reasons anyway but still) NOED has several hard counters that do mare than just counter 1 perk, and one of them, Cleansing, doesn't require any perks at all, simply cleansing a totem between gens removes its presence from the board and extends the game time by like, 12 seconds.

    Make NOED baseline, put scratch marks on survivors portraits in game so the killer knows whose been hooked and how many times. Give survivors a groovy notification when all totems have been cleansed (a totem count, lit or otherwise, would make other hex perks even more weak, as they will know how many there are) a great example is devour hope, you never know until it gets cleansed and end game screen, or suddenly everyones getting instadown or Janes getting her butt ate by a Wild Hag.

    Give all survivors that cleansed totems a smol end game BP bonus at the end of the match, this makes the second objective of cleansing totems all the more important, and will lessen frustration survivors usually feel about bloodpoint gains. I know SWF will never go away, its simply too much fun, my brother and I try to sandbag eachother all the time for fun, and the messed up thing is, while we are laughing and hollering, the killer is probably frustrated to all hell because even though my bro and I are having a laugh, gens are still getting done and we don't start getting eachother killed till the end game anyway.

    But for the love of god, make it so most killers have no terror radius while outside a chase to give them an edge, its what allows stealth killers to be so unpredictable, so much more fun to play against like Myers, and would make terror radius affecting perks more dynamic as a result.

    Give SWF proximity VC that the Killer can choose to turn off for themselves at their discretion, prevents unwanted toxicity on the Killers behalf, and allows survivors to communicate with each other while in game. If they wanna talk smack while hiding in the hay stack, they'll get Bushwhacked. Simple as that, proximity sounds have been in many video games for years and is not a hard thing to implement.

    Or better yet, give survivors First Person perspective or give them the option to have it, and the ability to press ALT to look behind them. If anyone has played Rust they know what kinda FPS I'm talking about, adds more dynamic and spooks to what is supposed to be a Horror Game, unpredictability is Horror, fps adds that, I would love to have an option to be in first person as survivor, might not be everyone cup of tea, but having the option won't hurt anyone and would add more immersion for people that like that sort of thing.

    A lot of things that really good Horror games have, this game just doesn't, adding options to have them would not hurt people that don't want them, and would make it more fun for those that do.

    See, while I'm against an actual totem counter, your idea to just have something pop up when all totems have been cleaned is something I can stand behind.

    Also, you suggest giving post-game points to people cleansing.. There's already in-game points for that though, feels a bit redundant, especially considering the +500 points boost totems got not that long ago (or around that, wasn't it like 600 it dulls and 1000 for Hexes?)

    One thing they could do to combine both ideas though.. Make the notification an event score "all totems cleansed! +200" or something, and give another additional 100 to 200 points per totem cleansed for those who actually did the cleansing.

  • @Cheers said:

    https://forum.deadbydaylight.com/en/discussion/comment/1081533#Comment_1081533

    I actually do something simular to that. Once I get my cap I play alot more agressive with the killer and take more risks, usually because by that point Ive also gotten a pip.

    What's the cap at anyway? Like 10 minutes?

  • They could easily make it part of the pass.

  • @AhoyWolf said:

    It's not a bad idea, but I can see people running to your locker and just opening it in the Killer's face lmao.

    Yeah, just for that alone I wouldn't want it to work that way.

  • It's.. Already that way..?

  • @Mat_Sella said:

    in a perfect world, there would be nothing wrong with this. Except this world is not perfect and evil people would bring Ebony mori's and keys to every match with the influx of points instead of testing the actual content meant to be test by the PTB

    true

    then just unlocking the new/updated character's perks to max level along with a few of each offering for testing purposes.

  • One thing I would improve is her crouched movement speed, or crouching speed in general, I guess. Other than that, as others pointed out, the RNG element of the traps make them a bit pointless, aside from the 2000 points you get from putting them on survivors.

    Oh and I guess her add-ons need a boost, too.. I don't even bother using them since they're so pointless in general.

  • @Babyyy_Boyy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1080677#Comment_1080677

    That shouldn’t matter.They might be a horrible SWF or a bad SWF. Either way, dosen’t mean you should dodge. You can’t expect to 4K every match, same with survivor, they can’t expect to escape every match. You could simply DC and find a match in less than a minute. As on the other hand survivors have to wait 7-10 minutes for 1 match even if it’s solo que. The killer lobby dodging makes it worse. Why punish the survivors and make them wait more?

    "boohoo I want to use toxic names against survivors and expect them to dc rather than just dodge me in the lobby" seriously? you prefer to have them disconnect than wait a bit longer for an actual game? do you even read what you said?

  • Just had a game where I died on first hook because everyone else kept getting downed and all I did the entire game was unhook and heal them.. but yeah, survive groups are overpowered

  • Lately? Pig and Huntress, mostly. Have both maxed out, every perk unlocked.

    I played a lot of Nurse, Myers and Legion, too, though. All three at prestige 3 with the perks I care for leveled up. I should get back to playing Nurse more, she was fun to play, stopped leveling her once I got all the perks I cared for and moved on to leveling someone else.

  • @McLightning said:

    Real answer is, The Pig isn't powerful enough to be a survivor.

    Have you seen some of the survivors? Amanda would be more powerful than many of them.

  • It would be interesting indeed..


    @Zeidoktor said:

    https://forum.deadbydaylight.com/en/discussion/128762/the-pig-why-isn-t-amanda-a-playable-survivor

    Yes, she survives her Game in the first Saw... then goes on to become one of Jigsaw's disciples. One who makes a deliberate point of making her games unwinnable, dooming whoever's in them even more than Kramer or Hoffman.

    She was an active killer well before the Entity got its mandibles on her.

    And Nea is the Entity, so what? ;)


    But yeah, Amanda or not, it would be nice to have a future Chapter have both the killer and survivor being alternate versions of the same character. I half expected the Yamaoka chapter to have Rin as the survivor


  • @Cheers said:

    As I and many others say, you do not need these to complete the archives and should probably save up shards. If you play consistently you can get a character in about a week or two.

    Sounds about right.. I used to play more and spend my shards on bloodpoints and could get all 4 perks from the shrine nearly every week. And the thing with shards is you don't even have to be good, you just have to play enough.. Those who want to maximize their gains can just play solo survivor and make sure to die once the time cap is reached.. but yeah that's a bit weird to play that way just to get faster shards.

  • @Yung_Slug said:

    https://forum.deadbydaylight.com/en/discussion/comment/1081213#Comment_1081213

    There's not enough time in the pre-lobby chat to effectively communicate to each other what everyone is using, especially if some of the survivors are AFK in the lobby.

    I see No Mither gamers as particularly confident in their looping skills. The only survivors who would lobby dodge No Mither would be the same survivors who would DC when they see it in the game (or if they see a mori, if they don't like the map/killer, etc.).

    Also, if you find a broken key in a chest, it's a useless item anyway and you shouldn't pick it up. The only exception is if you're using Ace in the Hole, but at that point you're probably searching multiple chests and will likely find a much better item.

    Plenty of time to chat if people are paying attention (which, honestly, I'm guilty of not doing, I often just wait for the game to start loading before paying attention to the game again) and most of the time people just use it to play around, or to tell others they're bringing party streamers or something.

    Having to look at everyone's loadout manually would take the same time as asking them to tell you what they're bringing.. and honestly,if you're going to start caring so much about what other randos are bringing, maybe you need to find a group of people to play with. I know I sure as hell don't care what my friends bring when I play with them, unless one of them is bringing a party streamer or a key, but it's common courtesy to let others know, which is easy to do in chat "hey guys I'm bringing a purple key if someone finds hatch or I die first"

    And yeah, whenever I find a green key I definitely don't carry it with me, or at least only long enough to give it to someone else unless it has add-ons attached to it.


  • @arcnkd said:

    https://forum.deadbydaylight.com/en/discussion/comment/1079970#Comment_1079970

    You know, if only the devs would just invest in some sort of coding/tech that captures the previous game - and sends that capture with reports (AND STOPS IGNORING DC REPORTS BECAUSE THEY'RE TOO SCARED TO DO ANYTHING ABOUT IT..chicken shits).... reporting would be a lot better off.

    This.. Give up to 15 minutes to report anything wrong with the previous game, afterwards anything not reported by then gets overwritten, or if you need some footage of anything that happened in the game, give timestamps so that part of the game gets attached to the report, and the rest goes away.

    (And this would give people the chance to download footage from the game, to share with friends and whatnot, not necessarily for reports, without having to record the game on the client side.)

  • @Yung_Slug said:

    https://forum.deadbydaylight.com/en/discussion/comment/1081180#Comment_1081180

    Okay, allow me to explain the goal better then. Bring solos to near-SWF level. Why? So it's easier to find a point to balance around. If solos get buffed, without SWF getting buffs, they'll be around the same power level and we can balance around that, meaning buffs for the killer side.

    We can fix huge maps and buff weaker killers without worrying solos becoming even weaker.

    Oh I understand the goal. I just think some of these ideas aren't the way to go.

    I like seeing what the others are bringing in lobbies. But you could also just use the chat, that's a way of asking what the others are using. And as a side effect to seeing what everyone's bringing, the people doing the no mither challenges will get screwed because no one wants to play with randos using that perk.

    Seeing keys better in the lobby would be good, I agree sometimes they're harder to see depending on which spot in the lobby the survivor is standing and the character itself, some hold them more obviously than others.. If no one has a key in the lobby but someone finds one in a chest and the killer notices it in the survivor's hand, he sure as hell won't ask the survivor what rarity it is, you're carrying a key, you're going down. Why would it be different in lobbies? (using keys as an example because that's the one item you use most to defend that idea)

    As for totems, I said what I thought about it, they should give Small Game the Kindred treatment and add totem counter to it.

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