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Marcavecunc

Marcavecunc

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Marcavecunc
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  • @LetsPlayTogether said:

    Its still totally unreasonable that the less threatening action gets priority.

    Considering how you're mad and don't think clearly, I would consider snapping out of it a priority over anything else.

  • @arcnkd said:

    https://forum.deadbydaylight.com/en/discussion/comment/1074058#Comment_1074058

    Was just in a match - outside of terror radius you can hear him using his powers - the blast makes an actual charging up sound and then a 'whoosh' across the map when used (usually how we identify it is a Doctor at match start lol). The other one just makes that pulsating sound as he uses it.

    Mhm I'll have to pay closer attention next time I guess.. then again, I can't tell Hillbilly and Leatherface chainsaw sounds from one another (never bothered paying attention to the differences either haha)

  • @arcnkd said:

    https://forum.deadbydaylight.com/en/discussion/comment/1072246#Comment_1072246

    There is a warning - you can hear the Doctor charging his attacks and letting them go. The Blast has a discernabe charge-up sound compared to his Therapy.

    Yeah but you have to be close enough to hear it, or do you hear the sound no matter where you are on the map or in his radius?

  • Then why not get the character in the first place instead of just the perks?

  • I agree there should be a discount, but not at a 100% rate. Maybe like 1,500 shards discount per perk you own on that character.

  • I like the Third Seal the way it is right now, inflicting oblivious instead of blindness, not entirely sure.. on top of it? might be a bit overkill..

    And honestly, it's one of my favorite perks to use on Amanda.. Changing blindness for obliviousness would kill the perk for me. Unless they make a new perk with that effect, then I'd be all up for it.

  • @Dr_Loomis said:

    Keep WF but make it so its matches where the survivors and killers are friends.

    No SWF 'squads' in public games.

    They already have that, it's called kill your friends (or custom games, whatever they renamed it to)


  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1073548#Comment_1073548

    Personally, I think Pig is desperstely in need of an add-on revision. I think she has a lot of outright bad/useless add-ons. But that is neither here nor there. :P

    All killers have a bunch of useless add-ons though, the ones you buy just to fill up the bloodweb and get to the next level.

    Honestly.. I have so many dumb add-ons I might just start using them up because why not? I use up the ultra rare ones I have on killers I plan on prestiging just to see how they work and to play a few overpowered games before.. and yeah some of them are gross, some are underpowered for their item rarity, and some really change the way the game plays.

    Like Clown's fingers.. sure, the pinkie one is a one hit if you manage to hit the survivor with it.. but the thing is, hitting someone with it is a pain. I prefer the other finger where you see the aura of the survivor, you can throw a few bottles in strategic places around jungle gyms and with the add-on to make the clouds last longer, see where they're going at any time during that chase and cut them off

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1073467#Comment_1073467

    I see it in a similar camp as Tampered Timer. That add-on purely exists to force Trap kills and nothing more. It exists for the players who want to try and make Trap kills happen. Given how many Pig add-ons exist that are not worth using, I think in an add-on pass for her, there's room to give her substantially better add-ons while also having this one be more of a gimmicky add-on for players who want to shoot for the dream (like me, for example). As long as you don't make this playstyle too good (since it would make things fairly unbalanced/miserable for Survivors), I think it is reasonable to give this playstyle another bone (though not much more than that, to be fair).

    Honestly I barely ever use add-ons on most killers anymore, Pig's one of the ones I play the most.. I love some of her add-ons but they feel underpowered.. even the strong ones are lacking, so I just don't bother and go for perks that will help me better than the add-ons will.

    I might have to try a trap kill build sometime just to see how it goes, I get the rare trap kill once in a while and it always comes as a surprise since it's usually someone I forgot about, I just trap them to make them waste time taking it off, not to kill them.

  • @arcnkd said:

    Honestly, I don't think Mending should be prioritized over Snap Out Of It -- but I also don't think it should slow down when you are trying to snap out of madness. I think it should keep bleeding at the normal rate -- as a way for Madness to counteract medkit purple add-ons and Borrowed Time hits. If you're in Madness 3 and you have deep wounds, well you better be lucky enough to snap out quickly so you can mend. Just my opinion.

    Also, makes you think twice about unhooking someone in madness 3 in front of the killer to have borrowed time take a hit for them, if it's just going to end up getting them downed again because they couldn't snap out in time

  • What no, what would be the entire point of that? Survivor lost the search for the hatch and now you want to remove any upper hand the killer has by removing anything they have?


    Would be ridiculous not being able to put traps down as trapper

    not chainsaw as billy

    not blink as nurse

    not throw hatchets as huntress

    not stealth around as pig or ghostface

    not cloak as wraith

    not [insert power] as [insert killer]


    you get the idea..

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1073396#Comment_1073396

    I don't think Survivor's sickness progress (or their Sleep Timer, for what it's worth) should be hidden either, but that is a different discussion.

    Honestly, I'm not even entirely 100% convinced that it would be OP as base kit, but I'm trying not to to blind myself too much as a Pig main by advocating to just give her everything but the kitchen sink (my original plan a while was to make base kit such that Pig can see the timers but Survivors cannot). I think SLIGHTLY pushing for Trap kills is not a bad thing, and IMO an add-on that does not help Pig with anything else other than slightly aiding them with that is more than reasonable.

    Well honestly it could be a good idea depending on the killer's play style, I suppose I just don't see the use for it myself, doesn't mean it's not a viable idea.. I'm not one to chase after survivors with traps on their heads (unless i hear them working on a box when I'm nearby or at the end of the game when generators are done and there's an active trap) but I suppose it would make for a different type of game, bit like using different perks for various reasons.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1073367#Comment_1073367

    Too easy to what, though? Force kills? Like I said, what makes it better than straight-up shaving 30 seconds off the clock?

    Tunneling Trapped Survivors is already not a good idea unless you start to do so when they are already almost out of time, which is easy to figure out already by listening to the speed of the beeping on their Traps.

    Well, for Plague, it would be easy to see the progress of the infection to figure if you should charge a full puke or only a partial one to finish the job

    As for seeing the timer.. why, really? aside from being able to see if their head's about to blow up and try to prevent them from doing boxes to ensure their death, there's no point in implementing that.. Unless that's the whole reason behind that suggestion, but if it is, say so, I mean nothing wrong with add-ons to pressure survivors a bit, but don't try to make it pass as a simple UI change just for the sake of changing things.

  • Same reason the game doesn't tell you the progress of the Plague's infection on survivors when she pukes on them.. would make it too easy for killers for various reasons.

    And seeing the timer on survivor traps would just give some people a reason to tunnel trapped survivors without downing them then stopping the chase to let the timer resume.

  • Broken derank mechanics (and to some extent matchmaking) is what ruined the game, though.

    But yeah, ridiculous how some people complain about anything, heck some will complain even if everyone survived.

  • @thefallenloser said:

    https://forum.deadbydaylight.com/en/discussion/comment/1073241#Comment_1073241

    While I do agree that trapping the exit gates with only one survivor left is completely unwinnable as the survivor, how could lodging the traps avoid abuse?

    It could not. One thing that would be in the survivor's favor is disarming and sabotaging it.. but chances are he won't have time to do both before trapper is back.. I mean, time would be better spent opening the gate than sabotaging

  • @TAG said:

    Idk if they said anything to the contrary since, but last I heard from the devs, they were both aware and totally fine with Snap Out of It receiving priority over Mending.

    Yeah they addressed it in the last live stream, didn't they? Pretty sure they said it was made that way on purpose.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1070786#Comment_1070786

    Definitely. It is probably the easiest add-on to make:

    -You begin the trial Obsessed with one Survivor.

    -The Obsession begins the trial wearing an inactive Reverse Bear Trap.

    Nothing more, nothing less. Boom, easy Very Rare add-on.

    Yes. After all, other killers have similar add-ons, so why not Amanda?

  • "I thought about this -- that it was a budget thing, or that it's not a hired actor exactly, just someone on the team with a "radio voice.""


    Most likely.. I mean, most survivor and killer sounds are made by the development team, or at least it used to be that way, they joke about those all the time when they do live streams.. unsure about the newer ones, though

  • "revert it back to the previous reset of Rank 1 to 10"


    This would definitely fix a lot of the problems matchmaking has

    Heck, throw everyone back at 20, do a full rank reset, have people work their way back up to red, and then leave the old deranking system (or derank 2 colors back, not just 1)

  • @yobuddd said:

    He’s a drunkard, right? Let’s let him drink a tonic and gain a temporary buff from it!

    Or walking through one of his own clouds could give him a boost either to his movement speed (not recommended since survivors already get reduced speed from it, would be a bit too much) or to attack speed/lunge range, or something like that.

  • Going to repeat myself, but I blame the derank system. People don't derank as much as they used to, so they end up at higher ranks than they ougth to.. which means killers get matched with fake red ranks as well as read ones.

    Bring back the old derank system, the matchmaking itself works as intended, but the people you get matched with aren't the rank they should be.

  • @JawsIsTheNextKiller said:

    If the new MMR system is not imminent, they must revert the "dump every survivor to rank 5" rank reset change.

    How can matchmaking work if every survivor is red rank?

    What I've been saying in a few topics, but no one else seems to care.

    Seriously it's all red ranks because no one deranks back to their proper ranks anymore, it's too easy to rank up to red ranks, so now any rank killer will end up with red ranks survivors because that's all that's left in the game. The matchmaking itself is not at fault. It's the derank system.

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/1071967#Comment_1071967

    You haven't actually said anything about why it's broken. You've just asserted that it is without proper justification.

    Why would I need to add more than what has already been pointed out by others? It would make infinite loops even easier to achieve than they already are.

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/1071958#Comment_1071958

    At that point I kinda just have to say that the map would need to be addressed as the solution. Those God loops already need nerfing with or without this perk so it's not too crazy to just say to fix the relevant maps.

    Or not add even more broken perks to the already broken game.

  • Same.. I hover around 8-10 on killer.. and keep getting matched up with red ranks.. some games go better than others.. so some of those are long time red ranks, others are red ranks that shouldn't be red because of the new rank reset system that doesn't derank people as far as it used to, so it makes it too easy for people to reach red ranks

  • Aaah I see.

    Well I have an idea then.. everytime you heal up or get unhooked, you gain X stacks, up to 3/4/5 stacks. (so as you said maybe 1 for a heal and 3 for an unhook?)

    Every quick vault uses a stack and makes you vault x% faster, or something.(not sure what percentage would be good enough to be worth it, but not too good to be broken)

  • That, too.

    I see them on the Discord, but it's nice being reminded of it in-game so I can check what they actually look like.

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/1071448#Comment_1071448

    Count how many times you are healed per game.

    Potentially infinite is not infinite in practice.

    Under normal circumstances I'd expect someone to get 10 tokens by the end of the game tops.

    8 tokens are gained from being unhooked and healed under hook. And you get 1 extra each time you manage to escape a chase and heal up after being injured.

    The reward for each individual token is small enough that I wouldn't expect Killers to tunnel specifically to counter this perk in particular, and since it's fairly selfish it wouldn't particularly boost SWF that much.

    Also note that Botany is better for Self Care until you get 5 tokens, or in other words likely only after you're on death hook.

    What makes it particularly broken is the vault speed part that has literally nothing to do with the rest of the perk.

    If it were just being healed, sure. But faster vaulting, too?

    And there are plenty of survivors who are good at chases who can just go hide and heal between chases who'd go get whacked by the killer on purpose just to see how many stacks they can get.

  • Stack indefinitely? What kind of broken ass idea is that?

  • @Skulldugged said:

    https://forum.deadbydaylight.com/en/discussion/comment/1071099#Comment_1071099

    Yes totally! That's a great description. The pace and where the reading pauses feels very unnatural to me.

    And it's so monotone.. like someone without any emotions reading words and nothing more

    "HELLO-FELLOW-HUMAN-I-AM-THE-OBSERVER-PLEASE-PAY-NO-ATTENTION-TO-MY-READING-SKILLS"

  • But jokes aside, it is indeed annoying when you go back and forth trying to heal each other, and of course, both give up at the same time, only to start again.. and by the time you finally manage to get someone to heal the other, one of them could have been nearly fully healed arlready.

  • To me it feels like they just put the text through a text-to-voice program rather than have a real person reading it.

  • @Nos37 said:

    I have Solidarity equipped. I am injured. I unhook Nea and we find a safe spot to heal up. I try to heal her, but she interrupts and tries to heal me. I interrupt and try to heal her. I finally gave up, hid in a nearby locker, and messaged them (Xbox) to let them know I have Solidarity because the game won't tell them for me.

    Let Solidarity have a shared perk icon like Prove Thyself, etc. End these heal battles.

    I agree it has to be annoying.. but then if it started telling other survivors you have healing perks, it would get ridiculous..

    Silly scenario but imagine everyone's wounded and huddled together, and you see all these icons popping up letting you know that:

    • Survivor A has Solidarity!
    • Survivor B has Autodidact!
    • Survivor C has We'll Make It & Prove Thyself!

    Who goes first? Oh and the killer also has Nurse's Calling and he's coming your way! But worry not, Autodidact dude also has Spine Chill to make skillchecks pop up more often!


  • @Waffleyumboy said:

    Dude what? You mean a worse overwhelming presence? If you don't like items Franklin's tier 3 is more than enough.

    This, honestly.. There's already a perk that makes items use go faster, on top of Franklin's Demise taking a chunk of it when it gets dropped.. no need for another one, that'll probably just end up stacking and one second of use will deplete a toolbox (slight exageration but seriously..)

  • @Onyx_Blue said:

    @Marcavecunc What? You've clearly misread everthing I said in the thread post. It isn't nerfing the game to make it easier for low ranks at all. This idea for NOED makes it so that the killer player has to achieve the set perk criteria - hook 4 times in the match - in order for NOED to be primed and ready for activation. As opposed to now where a typical NOED killer has zero pressure all game, chases one survivor for 5 gens and then, because at least one totem was left up (for whatever reason) now NOED is active. This unskilled, boosted killer now has the potential to get multiple hooks/downs in that match even though they have zero game intelligence and skill at the game. This idea makes it so these killers learn basic pressure at the minimum before being rewarded with ranking up higher than what they should be (into green for example), since they have to get numerous hooks in the match, forcing them to learn proper chase pressure, unlike now. And this idea isn't brand new either. Hex: Lullaby works the same way, each hook gains a token. It would work exactly the same, only this perk activates at end game once all gens pop and if a dull totem is still in play as well, on top of that.

    Oh I wasn't refering to your original idea when I mentionned nerfing it because of new players.. I did respond a few posts in to say it was a realistic idea, to require a survivor to have been hooked at least once for them to become exposed. A lot of Hexes work similarly.. interact with the survivor once for its effect to be active for that particular player.

  • @angryliven said:

    https://forum.deadbydaylight.com/en/discussion/comment/1070668#Comment_1070668

    I, on the other hand, would say that fragments are sufficient, just play, they are the blood points that, however, would bring interest in buying the pass.

    True. Bloodpoints would definitely get more people to buy the pass, but then it would become pay to win..

    I have no troubles unlocking things from the rift since I play way too much, but I can understand the frustration for people who don't have 3-4+ hours a day to play the game.

  • They want to sell the cosmetics, I'm sure they make most of their money from them.. best way to do that is to have the thing pop up once a new one comes out. Which is like once every 2 weeks or so? If it bothers you that much, I don't know what to say..

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1070757#Comment_1070757

    TBH, I think an add-on that simply made the Obsession start with an RBT is enough to make it an add-on I would use.

    Oh yeah me too. Start inactive, of course. And still carry 4 traps at the start, so that would be a possibility of 5.

  • One thing I'd really like them to implement is...

    • Survivors may attempt to free themselves from Reverse Bear Traps by searching Jigsaw Boxes located throughout the Trial Grounds to find the correct key.
    • Once a survivor successfully removed their trap, Amanda can recover it from the Jigsaw Box.
  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1067403#Comment_1067403

    I'd imagine the Phase 1 idea as an Ultra Rare more than anything.

    -Each Survivor begins the trial wearing an active Reverse Bear Trap.

    -Searching a Jigsaw Box increases the death timer by a random amount.

    -Survivors can't remove Reverse Bear Traps.

    -Tremendously increases the death timer on the Reverse Bear Trap.

    -Survivors can leave through an Exit Gate with active Reverse Bear Traps.

    I dunno if it's an idea I'd wanna see, but there you go.

    It would indeed make a good add-on, rather than making it base kit. Bit like how some survivors start asleep against Freddy and things like that.

    Heck.. making everyone start with a trap would be a bit too powerful, but what if we add these fine lines (that I stole from Freddy's Black Box)

    • The Pig becomes obsessed with one survivor
    • The Obsession starts the Trial with a Reverse Bear Trap and cannot remove it
    • So on and so forth
  • @Milo said:

    ... Yes, no. Basically both at the same time.

    Depends on which side you ask ;)

  • No. As Milo says, this would turn it into a pay to win model, and it's not something they want.

    Getting more experience would be a good thing, except with experience you gain shards, and with shards, you can buy bloodpoints in the shrine..

    I wouldn't mind requiring less Experience to unlock Rift Fragments for people who paid though, like 600 or 700 instead of 800 for those who didn't pay to unlock the Premium track with cells.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1070346#Comment_1070346

    I prefer just making the first box auto-fail and leave the rest of the boxes as-is.

    Or that would work too, I agree

    So basically, after you search through the first box, THEN the RNG kicks in and generates the key in one of the remaining boxes.

    I guess I like that idea more. Would still be random, you just needed to search more than just one box for it though.

  • I disagree with making changes to already existent and non-broken Hex perks for the sake of bringing back Ruin if it gets broken in the early game. The balance to the power of a Hex totem is it being broken anytime during the match. No need to "balance" it more and make them irrelevant by nerfing them just to make them persist all game. Flat out remove totems entirely if you're going to add that mechanic, since that's basically what it'll be like in the end.

  • "if they have nothing to do"

    Good one haha

    But they could hire new ones if their work load is too big! ;)


    I like the idea. That's one of the few things Friday the 13th does better than Dead by Daylight, I think, allowing environment kills, rather than just the same thing over and over again.

  • @kaeru said:

    That would be nice for killer. It's very often happens, that injured survivors trigger this perk, when vaulting window or pallet, get hit, and reveal aura of slug. Or sometimes survivor jump fast into a locker, perk triggers, but I see aura of survivor, when I grab him from locker. The point is, that sometimes I'm All Ears giving you a useless information. But it's potentially very strong perk.

    Yeah, it's a strong perk but as you said, it often activates as you down the survivor and then you're screwed for a minute (but I guess same could be said of exhaustion perks, getting downed as you activate something, but then your cooldown is spent while you're on the ground/hooked, so it's not as impactful)

  • I feel like if a survivor searches a box while his trap is inactive, it should activate it. So, search a box before a generator gets completed, it activates and forces you to continue your search.. search a box during endgame if the trap got placed on your head after all generators are done? Your own fault, deal with it.


    (copy&paste from the other Pig thread, since I feel like this one here would be a good idea to put the idea)

  • @TAG said:

    Pointing in a general direction doesn't seem like enough of a marker to really go off of. If the Pig starts to interfere with the Survivor, it could be not the most difficult thing in the world to just disorient the Survivor and make them lose track of which direction they might have to go. This feels like this would get a lot of more casual Survivors unfairly killed. Don't think I can get behind this idea.

    True. Maybe have the boxes generate their own radius that only the survivor with the trap on their head can hear, to guide them in the proper direction? Or have a visual indicator showing the distance between you and the nearest unexplored box.

    Or.. leave it as it is and make the RNG work differently, instead of selecting a box and placing the key in it, make is so the first box you search has a 12.5% chance of giving you the key, next 25%, then 50%, then 100%, making the chances of finding the key higher and higher..

    Or you could make it "100 / Number of boxes" so basically.. 25% chance per box with 4 boxes, (25/50/75/100) or 20 for 5 (20/40/60/80/100), for those with that add-on.. but I feel like making it that way would still end up with survivors barely, if ever, having to search all 4/5 boxes..


    Oh, and throwing it in here, but I feel like if a survivor searches a box while his trap is inactive, it should activate it. So, search a box before a generator gets completed, it activates and forces you to continue your search.. search a box during endgame if the trap got placed on your head after all generators are done? Your own fault, deal with it.

  • Most of that is due to how the derank is now, too.. They don't derank people enough so with each month, more and more people (who normally wouldn't) reach red ranks, thus making more and more red ranks, and since they want to give faster lobbies to everyone, they match lower ranked killers with higher ranked survivors since there's no low ranked survivors left, they're all red ranked.

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