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Marcavecunc

Marcavecunc

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Marcavecunc
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  • @Nutty_Professor said:

    https://forum.deadbydaylight.com/en/discussion/comment/1031813#Comment_1031813

    Again I don't think you read my suggestion at all.

    My suggestion relates to the scenario when three survivors are dead, and there's only one survivor remaining, the hatch spawns no matter how many generators have been repaired.

    So when the killer would see the aura of the hatch, is when the killer sacrifices the second to last survivor with five or four gens remaining. If the killer sacrifices the second to last survivor with three generators remaining, the killer would not see the hatch.

    It might be killer sided when there are five or four generators remaining, but the killer would have earned that advantage by preventing the survivors from completing their objective.

    Then might as well remove the hatch entirely because your suggesting definitely is killer sided. There's literally no reason to implement such a change in the game, hatch is fine as it is right now.

  • @Nutty_Professor said:

    https://forum.deadbydaylight.com/en/discussion/comment/1031764#Comment_1031764

    I've played this game for nearly two years at red ranks on both sides I know how the game mechanics work. I find that insulting to be honest.

    Before end game collapse the hatch would not even spawn if there was five or four generators remaining. I think killers should have some advantage of finding the hatch if there are still five or four gens remaining, as a reward for preventing the survivors from completing their objective.

    My suggestion has nothing to do with it being a perk, that's what other people have suggested in the discussion.

    It still would be too killer-sided though. And as someone who plays both sides, it's really a matter of finding it first when it opens.. Having the killer see where the hatch spawned (even when it's still closed, for a few seconds) would give them a huge advantage if they're already doing well.

  • If you needed ruin to win games maybe you ought to change the way you play the game. I never used it and did just fine most of the time.

  • @Nutty_Professor said:

    https://forum.deadbydaylight.com/en/discussion/comment/1031732#Comment_1031732

    Another person that didn't read my suggestion properly. Read it again.

    No killers won't be able to remember where the hatch spawn is because the hatch would not have spawned.

    Does the hatch spawn currently spawn at the start of the game? No it doesn't.

    The suggesting you made without knowing how the game mechanics work and made two pages long for apparently no reason? Yeah that suggestion is bad. And even if the suggestion was "show the killer the hatch aura for 5 seconds when it appears in the game" it would still be a bad idea. Why? Cause part of the game is seeing who will find it first. If you want the killer to see the hatch then have them waste a perk slot for it, to work exactly like "left behind".. Or, you know, leave it the way it is.

  • @Nos37 said:

    Okay, about half of the users posting here mention killers needing NOED to deal with gen-rushing.

    To be clear, NOED currently punishes the last remaining survivor as if the killer was gen-rushed, even if 0 gens were finished.

    Let NOED punish gen-rushing; that needs no change.

    Just don't punish the survivor who:

    • Has 1 teammate DC before the camera pan at the start has finished,
    • Has two other teammates suicide on hook because the killer didn't go easy on them,
    • Only got to cleanse one totem (and has Small Game equipped to counter NOED) before the hatch has spawned,
    • Cannot cleanse NOED because of it's proximity to one of the gates,
    • Gets hit once while healthy in the end zone (after having fully opened a gate with the Wake Up perk).

    That survivor wouldn't have even been hit at all if the killer didn't get his NOED speed boost.

    As stated by others, Endgame already favors the killer. The only time that 2 hits instead of 1 would be game-changing is when the gate is already open and the survivor is close to leaving. If they've gotten that close, it should not be taken from them simpy because the trigger conditions for late/end game perks were not properly looked over and balanced for the new Endgame Countdown.

    So basically what you're saying is "noed is alright if they were ######### anyway but if they could have escaped them it's definitely not a good perk and needs to change"? Making it seem alright only on certain situations and not others is weird. Either it's fine or it's not. And you have the whole game to cleanse totems. Survivors only have themselves to blame for not doing so before the endgame.

  • Iron maiden isn't supposed to show auras, only a scream and location notification I think.

  • Big no. "alright, the hatch is in the shack, I'll remember that when there's only one survivor left"

    Might as well remove the hatch from the game entirely.

  • @DocFabron said:

    https://forum.deadbydaylight.com/en/discussion/123741/infectious-fright-could-use-some-looking-into-from-the-devs

    I appreciate you being very positive and polite in your thread! Its a nice change as opposed to "NERF THIS, STOOPID DEVS"

    As for the topic at hand, Infectious Fright honestly is ok as it is. Its best not stay cluttered together or else you give the killer information. If it were AURA based, a cooldown would be necessary, but seeing as its simply "scream and reveal location" it's alright. In fact, Calm Spirit hard counters this!

    And running off also counters it. Staying crouched behind your hiding spot does not. After you scream once you either learn to go away from someone wounded being chased, or you deal with the fact you might scream if they go down.

  • There are already add-ons for that. And the whole point of the power and having survivors mending is to slow down survivors progress and force them to mend or go down. Making them broken would end up in another plague situation where survivors just won't care and will go on to work on generators without a second thought.

  • @thehotdogman93 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1029881#Comment_1029881

    Hmm, I didn't pay too much attention to it, but if you really see that "I've been banned, please move on" picture, I guess it really means they've been hit by the hammer. Though, why were so many people banned on this thread o_0 ? Thanks for the heads up nevertheless.

    https://forum.deadbydaylight.com/en/discussion/comment/1029868#Comment_1029868

    It just finally dawned on me, as a console pleb, that when people say "M1", they mean 'Mouse 1'. So if someone talks about a 'M1 Killer', they're referring to a killer who depends on their primary attack (right?).

    Boooossshhhh... Mind Blown lol

    Haha that's exactly what m1 means yes :)

    @Cici_Castle said:

    You know why it “doesn’t seem like a good idea” to some...BECAUSE THEY ONLY PLAY THE KILLER —_— #TRUTH 😂😂🤣

    And you think bbq should be nerfed and that killers should be slower because you only play survivor. I play both sides and am fine with both speeds and bbq. As mentioned before, there's are already many counters to bbq, and also your keyboard broke again.

  • Only if they also give the killer emotes. A slicing motion across the neck to let them know they're going to die would be a good one to have.

  • @Pumpkin_King said:

    I never used DS as a survivor; If a killer decides to tunnel you, you can't do anything but your best to try to waste his time. There is nothing you can do, even DS won't help you there, just learn to play without second chances perks and start escaping a chase or get outplayed. At some point you either get better or you found your skill cap.

    The only times I used it, I got slugged instead of being picked up while it was active.. And honestly I rather use perks that will prevent me getting caught in the first place.

  • She has ways of getting the purge through add-ons.. But I assume you meant changing the way her power works.. I agree it needs to be changed but some the changes you propose sound a bit unbalanced/overpowered to me..

    Maybe give her the purge if she keeps puking on survivors past the broken stage? Or forcing survivors to cleanse before they can do any actions, a bit like madness level 3.. But then it would be too similar to Doctor's power..

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/1030547#Comment_1030547

    That's already how the chat works. The reason it might appear to go offline as soon as anyone says something is usually because the other four players have left. I do agree, though, that a UI icon to show who is still in the chat would be a good addition to make that a bit clearer.

    Oh really? Then I guess people just leave mid-conversation and I assume it just closed while people were still talking? ok then.

  • @LetsPlayTogether said:

    NOED has to go. Thats the only way to deal with a crutch perk like this.

    Sounds good. Decisive Strike and Borrowed time also have to go, for the same reason you just gave.

  • @Ohnoes said:

    It usually lasts a few minutes after the game ends. How it should work is it stays active until only one person is left in the chat lobby. Most conversations I've had post game resolved themselves or reached an impasse before that happens. If that's not the case... You can always try messaging that person on steam unless they got box names.

    I agree leaving it on until only one person is left would be the best way to go.

    Also put an icon next to survivor names in the points tally or something to show who's still in chat and who's still in chat.

  • Just because I didn't agree with you and didn't sugarcoat it for your sensitive eyes doesn't mean my response was rude. But if you want rude, I think your idea is bullshit and would ruin the game. And I say that as a killer main.

  • @WastelandSociety said:

    https://forum.deadbydaylight.com/en/discussion/comment/1030229#Comment_1030229

    Isn’t there survivor perks that increases speed of opening the gates?

    In my opinion. Gates shouldn’t be placed so close together where the killer can simply stand there and spin around.

    Wake Up! (Quentin perk) makes opening gates faster (and shows your aura to other survivors while you open it)


    And yeah they really need to fix gate spawn.. I see two gates on the same wall way too often :/

  • It's not bug abuse to use a killer.

    It would be bug abuse if the killer had to do something specific to create that bug, other than existing, such as using a combo of offerings. Playing the doctor and using his perks isn't bug abuse.

    But sure, prevent people from playing a whole character, because ONE perk doesn't work against that ONE killer. Learn to play the game without that crutch, you might enjoy it.

  • Or have you thought about, maybe, just maybe, using a different perk than Decisive Strike until the hotfix comes out? The Doctor update just came out, of course they'll play him, nothing to do with your paranoia of people abusing it to tunnel.

  • @Thatbrownmonster said:

    Literally get behind a gen or hide in a locker

    how is that hard?

    But but.. it breaks my M1 Simulator immersion to have to stop holding the m1 button to go hide!

  • @Onyx_Blue said:

    Yeah, like you're supposed to know that a killer has Infectious Fright right from the start? Talk about skipping over the point

    And you're supposed to know the survivors have decisive strike, dead hard, sprint burst, and so on and so forth from the start. No perks are clearly visible from the start, save a few (no mither, corrupt intervention, hex perks if you find a lit totem)

  • Why give it a cooldown? As someone else said, split up, don't hang around someone getting chased just to get a flashlight/pallet save, and get surprised when you scream in terror at the sight of the other survivor's body hitting the ground, and then not expect someone else to also scream in terror when they see YOU hitting the ground as well. Giving it a cooldown would make no sense to me.

  • @InnCognito said:

    The perk needs a MAJOR rework. We are talking like SUPER-ultra major FIX..

    • High Rank survivors and De Pip Squads are NOT effected by it.
    • Mid-low tier survivors can barely play through it.

    Discussions and thoughts:

    • BBQ and Chili becoming a HEX? (simple fix)
    • Distortion being buffed so it no longer has tokens? (infinite use like calm spirit).
    • BBQ and Chili now with tokens that after a SET number of uses? ( It no longer is active) (Fair to counter with distortion's limitations

    No, no and no.

    Barbecue already has enough counters as it is, no need to nerf a perfectly good perk that, as WastelandSociety says, you should always assume the killer has. Remove Barbecue and you remove a lot of map pressure for the killer.

    Just get within barbecue range or hide in a locker when someone gets picked up, simple as that. There are enough lockers on the maps that you have no excuse not to be invisible to the barbecue. As I pointed out above, there are many times where I see no one with barbecue because everyone's hiding. Seems like the counters already in place work just fine.

  • The hoverhand doesn't feel realistic enough for you? *gasps*

  • I'm around rank 10-12 on killer (I forgot, I don't really pay attention) and get regularly paired up against ranks 5s or around that. I used to hate it, now I enjoy it because it helps me get better. But yeah it's a bit bullshit to not get matched with people closer to your actual rank. But I rather get near instant lobbies against higher ranked survivors than waiting forever as it used to be to get paired with survivors of the same rank as me.

  • Not going to read through 4 pages of responses but no. Just no.

    Barbecue is already limited in range, by the fact that it won't show people nearby. And if you're across the map and the killer sees you with the perk, and decides to go for you, then its intended purpose is fulfilled: getting the killer to leave the hook to chase other people and give someone else the chance of going for the save.

    And as someone in the very first responses said (pretty much only read the first two or three) barbecue already has a shitload of counters to it. Most of the time I hook a survivor using barbecue, I can't see anyone because they're either in lockers, crouched nearby, or positioned perfectly behind a generator and I can't see them (or they run distortion)

  • @konchok said:

    You're a brand new killer. It's going to take a bit of time for you to do well. When I was first getting into killer, I'd measure how well I did not by the number of deaths but the number of hooks. If I got 2 hooks this game, my next game I was going to get 3 hooks or more. Eventually you'll improve and get kills too.

    Heck, with some killers, it's just how many hits you can actually get. I remember when I first started playing Nurse and Huntress, I hated it because I couldn't land a hit with their powers.. Haven't played Nurse in a while since I've been leveling other killers, but I've become a decent enough Huntress over time.. I still miss easy hatchet throws and sometimes hit good ones.


    But yeah.. the challenges are supposed to be at least a bit challenging, you need some knowledge of the game to do them all.. Same for survivor ones. Someone who plays killer 100% of the time trying to do the survivor ones might have a hard time at it because it's out of their comfort zone..

    As someone who plays both sides, I feel Tome 2's challenges are well balanced enough. There were a few more bullshit ones in Tome 1 (2 noed sacrifices during collapse and 4 basement sacrifices in one game) but in general they were fair and challenging enough without feeling like too much of a chore.

  • So basically your token idea is a stamina bar? Doing certain actions deplete the stamina bar by X ammount, and it regenerates over time? (but using tokens, since that's what's used for most stuff like this in the game)

    EDIT: original idea, but one I don't support. stamina based stuff is fine in single player games, or team based games where both sides are equal.. if you start giving stamina to survivors for their actions, then why not give stamina to killers as well.. and in the end all that happened was slowing down an already slow game.

  • The problem I have with it is during a chase. Gate is open, survivor is running from you towards it to leave. The way I understand it, the perk would activate during the chase and prevent them from escaping. I understand the logic behind what you say, to prevent toxic survivors hanging out at the end of the game, but it'll prevent legitimate escapes from survivors who deserve it.

  • @Venamin24 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1026497#Comment_1026497

    Toolboxes are already going to get a look at.

    Just with the ruin change, 4 survivors using toolboxes is always going to tip the balance of any game if they are using them for repairs

    Heck even 2 survivors on 1 gen its finished in 44.44 seconds

    And im thinking of a chagne to try and get some use to the perks that are used the least.

    Well, if you see 4 survivors with toolboxes, you can always bring Franklin's Demise, or Overwhelming Presence + Distressing to make them use them up faster. No need to nerf an underused killer's already underused perk to make up for the fact that toolboxes are overused and overpowered. (and Pig's already been nerfed enough as it is, no need to start nerfing her perks, too)

  • Whispers and discordance are the most popular ones I can think of, and that I've personally used.

    No real need to argue honestly, seeing where everyone is right at the beginning of the game defeats the whole purpose of hunting them down and would definitely make the games unbalanced.

  • Yes, but if it blocks it as soon as you enter the exit gate, then it's broken. It has nothing to do with teabagging survivors and everything to do with you not wanting survivors to escape. If your problem is teabagging survivors, just chase them out and then go after others. Don't leave them there before going for someone else, make sure they leave first.

  • @Venamin24 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1026271#Comment_1026271

    Yea, thats why i said hangmans might need a small change

    But survivors could also bring toolboxes to fake that they will be sabotaging, so the killer brings a perk that might not get use, but im unsure 😥

    So nerf a killer perk because they're changing one of the survivors' items? How about they don't change toolboxes in the first place.

  • @Karltastisk said:

    Killer perk

    Roadblock:

    Gain the power of the entity.

    Whenever you enter an opened exit gate, the entity will block the path for the survivors. The exit gates remain blocked as long as you are within the exit gate. The exit gate remains blocked for 4/6/8 seconds after you leave the exit gate area.

    This is a perk i've been wanting for so long. It will basically remove the teabagging survivor meta at the exit gates. Because if a survivor stays in the exit area when you enter. Then they have to run out and lose you before they can escape or hope that he doesnt follow you to the next gate. It works as a mini bloodwarden. And it has the simplest counter imaginable. Just escape. So there's no way this can be considered OP and if it's a clutch escape then suddenly it just got more intense ;)

    "no way this can be considered OP"?

    Yeah how about "survivor is fully healed 2 meters in front of the killer , heading out the door, but can't leave because of a broken crutch perk that makes them die instead"

    What next, a perk that insta-kills survivors once they reach the exit gate?

  • @SurvJoe said:

    yes or at least rework mori to be able to kill survivor who previously been on hook twice

    This is how I would do it. Especially for the ebony mori. The other ones only let you kill one survivor, so it's a bit less of a problem, but I do admit it sucks getting tunneled off hook right at the beginning and then getting mori'd.

  • There's already a few perks to help you find survivors in the early game. That one would be a bit too strong.

    Maybe make it an obsession perk. You see your obsession's aura for 5/10/15 seconds. And that's it.

  • @Ohnoes said:

    I already see people with Feng's full outfit from the rift too.

    You can pay to unlock the rift rewards.

  • It could probably even be recorded locally. But that would make cheating too easy. But yeah if it records inputs rather than actual video, it might make it smaller for the server, and the game wouldn't need to stay on there forever, only for a few minutes, you save it to your computer before it disappears entirely. I know there are times I would like to replay a segment to see where the hell those survivors were hiding, or where they ran off to when I lost them mid-chase.

  • But honestly, I really like the idea, stuns is one of the survivor actions that didn't have an available speed boost exhaustion perk associated to it, and making it require you to be wounded would make it a riskier perk to run.

  • Exhaustion perks always have a 60/50/40 cooldown. Dead Hard is an exhaustion perk that requires you to be wounded and it has the standard cooldown before being available for use again.

    Making your new perk idea have a shorter cooldown would really make people use it to be toxic to the killer.

  • Hex: Haunted Ground says hello.

  • Rubberbanding?

    I'm not great but this feels unnecessary.. Reward people for doing badly, what next, 5000 pity points for not escaping? It's already bad enough that the obsession gets points for dying..

  • I've been using Hangman's Trick for the past few days in preparation for that "sabotage 10 hooks" challenge, and while it doesn't see much use in most games, the times it does, it's super effective in letting me know where survivors are. The first time I got notifications from it I thought I was playing against potatoes who kept failing skillchecks or were trying to get my attention. Nope, they were just trying to sabotage a hook. And yeah 10 seconds at level 3 is super powerful. I had one game yesterday where I chain sacrificed three people on the same hook within a minute (one of them was trying to sabotage a hook in my face so I decided to show them how futile it would have been.. and the third one just popped around the corner at that time)

  • You level faster early on but get less shards, and as you get higher level, it takes longer but the reward also goes up. If you do the calculations though, the rate at which you gain shards remains pretty close.

    (I forgot what the ratio was exactly, I made a spreadsheet to calculate which levels I'd need to be to have enough shards to buy characters.. and then just paid for them instead cause it would have taken way too long)

    As for the sales part.. they're in to make money, the shards are a way to reward loyal customers.. they make sales for Auric cell prices because that's actual money. Having sales for stuff that doesn't cost actual money would be counter-intuitive.

  • I like the idea, but at the same time it would only promote being a dick to the killer on purpose just for the sake of getting away with it.

    A change I propose: "After stunning the killer while wounded..."

    You did call the perk "Fight back" after all, so it makes sense that to fight back you have to get hit first.

  • And how do you think the game would know if you didn't try to take the hit for them? I doubt there's a way the game could tell wether this was done on purpose to get you to get hit instead of them, or if it was done on purpose by you, to take a hit for them and give them a chance to escape. There's perks and points related to taking hits for others, so unless they do it more than once and it's obvious that it's on purpose, there isn't much you can do about it. And I doubt reporting them will do anything anyway.

  • Yikes.. yeah, you got bad RNG there for sure. Guess you just got unlucky :/ I got the new Lery's more often than the old one but never as many times as you did.

  • @Timtom24 said:

    thats a fact that the maps get a higher chance to appear when they are new or reworked.

    Do you know if it's until next update (so basically for every half chapter?) or more like a few weeks before going back to "normal"?

  • Pretty sure everytime a new map comes out, the chances of getting that map are higher. Might be wrong though, but that's what I heard. And I'm sure they consider the reworked Lery's to be a new map.

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