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Marcavecunc

Marcavecunc

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Marcavecunc
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  • @N8dog said:

    https://forum.deadbydaylight.com/en/discussion/comment/2872504#Comment_2872504

    Only if they know that they have to boop the snoot, right?

    I can't believe booping the snoot isn't part of the survivor tutorial!

  • Too easily abusable by survivors, they won't do it.

    Source: every time they implement a new thing that can be abused by survivors, it gets abused by survivors.

  • I don't mind it. It's annoying, yes, but if they do it while I'm already chasing someone else, it's a big "hey I'm better at chases than whoever you're going after, come after me instead!" sign, so I know I have the right target and keep chasing whoever I was already after.

    And if they do it while they're the ones being chased, I take it as a challenge to see them hanging on the hook. And often, they get too cocky with their clicking mid-chase.

    They could make it so a flashlight can't be clicked more than a few times per second, to match how realistically someone could right click their mouse without a macro, but it doesn't really change anything about the gameplay, so they won't bother doing it.

  • If the killer wants to have a boring as f* game, it's their choice. Sucks for whoever's on hook, but it happens. Finish the gens, move on to the next game, and hope they enjoy having fun.

  • I'll play favourite and let whoever I want escape, thankyouverymuch.

    And how would the game know that I let someone escape? They could have just wiggled off on their own and been better at that very last chase and gotten away with it.

    Seriously, you see people whining about the killer not letting the last one go, and then there's you, wishing for the killer to murder every last one of you.

    But you have a picture of Jeff, you're just jealous 'cause you're never the chosen one.

  • Your ideas have nothing to do with the idea behind the perk.

    And most of them would make the game even more broken than it already is.

    1 token: "oh I see hooks over there, that means the killer's chasing someone, I can work on this gen safely" there's already perks to allow you to know where the killer is, use those instead. There's no reason to see hooks near a survivor when a chase starts. Seeing them once they get downed/picked up, sure, and that's already part of Saboteur.

    2 tokens: it could be an idea for a future perk, but not "until you are unhooked", either "until another survivor works on it, or after x/y/z seconds" (and heck, that's repressed alliance)

    3 tokens: ignoring status effects would be broken, and stridor for survivors could also be its own perk, even if it would be weak as hell.

  • Worst idea ever. No point setting up a boon for a quick heal if the time to set up the boon + time to heal = self care, and you have to set it up again each time.

    N8dog's idea is better.

    But the problem with those ideas is, boons aren't JUST circle of healing. And unless they change the way boons work to make a totem lose one effect but not every effect, then it won't work.

  • ######### no. I don't want to get penalized because I play with friends. Bloodpoints are already a pain in the ass to get as survivor without adding these ideas to the game.

  • @MisterMuse said:

    i only started playing relatively recently so this is the first tome i've set about trying to fully complete, and i gotta say unhook challenges are my least favorite, so seeing that 25 one right out the gate made me shrivel.

    and its not even the fact of how long it takes, its my soloQ teammates. i will unhook and take protection hits eventually, thats fine enough; sure, itll take a while to finish, but its not something i have to go out of my way to do different like perk or character challenges. but my thing is, every time a tome has an unhook challenge near the beginning, i know im going to be farmed to hell in practically every match, because the common survivor doesnt know what a safe unhook is and also wants to speedrun the challenge without BT. thats my least favorite part.

    I think that's my biggest issue with the grindy challenges.. they always put them right at the start of the level, and you HAVE TO do it to progress, and then the easy ones are hidden behind it.. I don't mind hard/grindy challenges to be on the off-path, or near the end.. just not at the start please!

  • @[Deleted User] said:

    Definitely agree that Iron Will shouldn't remove *all* breathing. These survivors are scientific marvels. Sprinting and holding their breath at the same time.

    It's ridiculous when you make less noise while wounded with Iron Will than you do when healthy, It should only remove grunts of pain, not the other regular noises. Jeff + Iron Will + No Mither = silent Jeff all game long, vs healthy mouthbreathing Jeff

  • I logged on the forums just to make a similar thread..

    Levels 1 to 3 are usually fine..

    Level 4 though.. this time around is worse than usual, as well! Makes me not even want to bother doing them :/ And most of them are not that challenging either.. just grindy as ######### :(

  • @EterniquE said:

    https://forum.deadbydaylight.com/en/discussion/comment/2848528#Comment_2848528

    By full rank you mean like you can't go back to iri 2 from iri 1 no matter how much you lose? That's cool if that's the case.

    Exactly

  • @EterniquE said:

    https://forum.deadbydaylight.com/en/discussion/comment/2848510#Comment_2848510

    Ooo thank you. So it isn't just colors, so you also can't go down numbers. Good to know <3

    Used to be that you could. but rank reset would only take you back to the previous colour.. But now that rank reset is fully back to the start, and gives rewards, they made it so you can't go back a full rank, to make it less tedious to get to iri 1

  • @EterniquE said:

    https://forum.deadbydaylight.com/en/discussion/comment/2848469#Comment_2848469

    So it is also possible to go down from say Iri 3 to iri 2?

    Oh yeah i shouldnt have used 2 different "materials"

    No, you shouldn't be able to go down any rank. I said Gold IV to Silver I, but really, Gold III to Gold IV shouldnt be a thing, or iri III to II as you said. If you have that happen to you, report it, it's not working as intended.

  • @EterniquE said:

    https://forum.deadbydaylight.com/en/discussion/comment/2848447#Comment_2848447

    I actually lose pips, for me it's like the old system. Is that a bug? I'm iri 1 on both sides and I definitely kept track so I'm 100% sure.

    Oh you can lose pips, you just can't go down a rank anymore. If you get to, say, Gold IV, you can't derank to Silver I, but you can depip within Gold IV. So unless you get more bad games than good ones, you should be able to gain ranks more than you depip.

    Sorry if my post wasn't clear enough.

  • Being unable to lose pips and derank to the previous rank really makes it easier to reach rank 1.. You just have to play enough. Don't even need to be that good, just to play well enough to get 1 pip here and there, or at least black pip, and you can get it done on both sides easily enough.

  • @Dito175 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2847259#Comment_2847259

    In my opinion it doesn't make sense, the entity is targeting earth, why would it take a killer from elsewhere?

    It took Demogorgon, who's famously not from earth.. so why not the xenomorph?

  • @AGM said:

    https://forum.deadbydaylight.com/en/discussion/comment/2848269#Comment_2848269

    That's just an example. Pick apart the analogy if you want, but that's not the only industry where a skeleton crew is on call for emergencies. For an example within the same industry, TF2 had a crew ready to handle emergencies outside of normal office hours. And I'm sure many other software providers and games companies do too. Again, I don't disagree with devs getting time to recharge, that's not the issue. The issue is the attitude of "we'll get to it when we get to it" and the culture of unpreparedness.

    You're really telling me that they can't find a single person with access to the kill switch who would be willing to work Sundays instead of Wednesday or something of the sort? Really? Don't get me wrong, it's not the end of the world or anything. But it's just... unprofessional imo, on top of all the other crap they do that screams incompetence.

    See, that's the thing... these issues are NOT emergencies. So they'll get worked on when they're back to work, and that's it. Being inconvenienced is not an emergency.

    EDIT: but yes I agree it's ridiculous no one can killswitch Object to solve the bugs related to it.. but for other issues (like the rank reset not happening) it'll have to wait

  • @impulse_90 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2848269#Comment_2848269

    And that's exactly their type of attitude which is very quickly killing their game.

    Their employees having a life is killing the game? Are you for real?

  • @SkeletalElite said:

    There is a bug with Object of Obession where if it is run with Empathetic Connection, all other survivors in your match will crash as soon as they are hit by the killer.

    If it is run with Aftercare, the same thing occurs on healing or unhooking.

    Hadn't heard of that one..

    So basically, Object of Obsession is problematic :/ Weird how it used to work fine when used alongside those other perks, and now it's broken.

  • A toggle would fix that

    I don't care if it filters profanities.. but it also filters some character names and perk names, it's ridiculous.

  • @randonly said:

    https://forum.deadbydaylight.com/en/discussion/comment/2848340#Comment_2848340

    I think I figured it out, maybe on that top floor where the solo generator was, putting breakable doors in the little rooms around them since they had windows to enter too, because in other open places, it would turn into a maze with closed rooms and no ends

    That would work too.

    I mean it's not like we expect the map to come back again, but.. it's never a bad thing to dream, right? :)

  • I know I'm not, and I'm fine with it, because then I don't get matched vs as many tryhards who don't care about having fun as long as they win.

  • It's probably due to Daylight saving.. the reset was supposed to happen at the same time the clocks leaped an hour forward, so it didn't happen at all. (is my guess, no idea if that's what really happened)

  • @randonly said:

    https://forum.deadbydaylight.com/en/discussion/comment/2848320#Comment_2848320

    i miss the map but i can't imagine where they would put the breakable doors in a possible rework if BHVR acquired the license again

    Not every reworked map needs breakable doors. And there's plenty of doors that were either open or closed depending on the RNG, they could just make some of them spawn as breakable, I suppose.

  • @Babalonkie said:

    https://forum.deadbydaylight.com/en/discussion/comment/2848303#Comment_2848303

    Entitled is putting your feet up when something you designed has gone wrong...

    It's not a question of life or death, they'll fix it when they get to it. Demanding they fix it yesterday won't change the fact that they'll get to it later.

  • @Babalonkie said:

    https://forum.deadbydaylight.com/en/discussion/comment/2848278#Comment_2848278

    "generally"

    And i have not seen a business closed on the weekends since the 1980's... and no... i am not exaggerating.

    But lets say they live in a blessed job where they still get weekends off... they are a 24/7 licenced software provider company...

    "No working from home?"

    "No overtime?"

    What did they do during the pandemic?

    Just because you can work from home doesn't mean you will. If it was my weekend off and something happened at work, too bad, it'll have to wait til I'm back on schedule. Having access to it doesn't mean they'll hop on to fix everything whenever something happens during their off time.

    Entitled gamers gonna be entitled.

  • @SonicTheCoolest said:

    https://forum.deadbydaylight.com/en/discussion/comment/2848263#Comment_2848263

    If I understand correctly Stranger things content is only disabled and not deleated if so there is still hope for rework of the map and renew the license and their content,I feel bad that BHVR have lost only one license,and it wasn't even the one of the older chapters, and definitely fanfavourite among players.Man can only dream.

    Yeah, it's sad that Hawkins got removed, I hope they get the license back at one point, or manage to rework it into another realm to add it back to the game. It was a decent map.

  • My main issues with the RCPD is the fact it's made out of hallways and it's way too dark in general. Wouldn't have minded a sorta-ish copy of the original map if they made the hallways a bit wider and removed one of the wings to accomodate for the added size of the hallways. Oh and make it a bit brighter, too.

    It sucks when I'm kinda wishing for them to lose the license so the map goes away, like with the Stranger Things license.. but at least I don't get sent to that map that often so I just deal with it when it happens.

  • Practice makes perfect..

    If you have someone to play with, go in kill your friends and do it there, it'll be less stressful than in an actual game vs a killer who wants you dead and won't let you flashlight them multiple times

  • @AGM said:

    https://forum.deadbydaylight.com/en/discussion/comment/2848247#Comment_2848247

    Right, but to give an example from medicine, within a practice there is usually a rotation among the doctors of who is on call for urgent matters that may arise on nights and weekends. I don't understand why there can't be a rotation of a single person with access to the kill switch from home should any issues arise on nights and weekends, who can at least quickly kill switch problems until the team as a whole can examine the issue more in-depth when the team returns.

    To be very clear: I'm not asking for the whole company to be at work 24/7. Just a rotation of a single dev who can kill switch things quickly from home if an emergency problem should come up outside of normal working hours. I don't think that's an unreasonable request.

    See, the difference is.. in medicine, lives are at stake.. This is a video game. They'll get to it when they get to it.

  • @SonicTheCoolest said:

    https://forum.deadbydaylight.com/en/discussion/comment/2848230#Comment_2848230

    Silent hill and Rpd are the worst closed maps in the entire game

    I don't mind Midwich that much.. it has its issues but in general, it's a decent map on both sides. The RCPD though.. that map's bad on both sides, for multiple reasons. They should have made the map inspired by, no a 1:1 copy of the original game :/ but sadly.. part of the agreement they have with Capcom I assume.

  • @SMitchell8 said:

    They should have atleast reworked the map so that it can be used still. I do miss Hawkins somewhat.

    Sadly, the map was probably part of the licensing agreement, kinda like the perk names.. but at least the perks got repurposed as generic ones, so that's good. But yeah I would have liked if they had reworked Hawkins to be part of another realm, Lery's would fit the theme.

  • @MilManson said:

    Grade reset doesn't mean anything anyway.

    I mostly wanted my points, to be fair.. I don't give a ######### about my grade.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2848144#Comment_2848144

    still grinding up sadako so yeah ill take that happily

    Same haha

    Haven't played that much since the chapter came out, but I've been dumping points into her and Yoichi to get the teachables and then unlock them on everyone else.

  • Haha that would be enough points to max out everyone multiple times over.. and every upcoming character for years to come.

  • Imagine how long it'd take him to spend all these points.. He can keep them, that'll teach him!

  • It was a decent well made map, for both sides. It wasn't too survivor or killer sided to make it bad.. it was well designed and didn't consist of hallways and deadends like the RCPD map.

    Wish they're repurpose the map, reskin it and release it as part of Lery's or something.. but the map was probably part of the contract with Netflix, so we'll never see it again. (unless they renew the license again in the future, we can only hope)

  • @MonsterInMyMind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2847986#Comment_2847986

    That'd be nice to be totally honest not even mad if we get more bloodpoints regardless not stressing it although people are using this as a motive to push the "game is dying" on twitter which is super cringe

    People will ######### and moan about anything they can just to ######### on the game. If they hate the game so much why don't they just stop playing and stop giving it so much attention?

    But yeah.. every time something unexpected like this happens, we get points.. Or even when expected things happen, like the free points we got because rituals got reset due to the patch, which they said would happen.

  • @MonsterInMyMind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2847908#Comment_2847908

    Nope seems it's a weekend and a holiday for Behavior so guessing this is a bug and they won't be back into the office until early tomorrow I'd use this as a day to get a higher grade for more BP for the reset which I'm guessing will be tomorrow.

    And since they fudged up, expect some bonus bloodpoints for the inconvenience on top of the points from the reset.

  • I agree that it would be nice to be able to level up a perk separately once you unlocked it, not having to get it through the web.

    Could cost something like 10 to 20k per level, it would still be cheaper than going through entire webs and never getting it.

    But if you don't level them that way, they should still be able to show up in the web, so you only level the ones you want the way you suggested, and the rest you get randomly in the web.. Or heck, 100% the way you suggested, it would make it much easier overall.

  • @sizzlingmario4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2824071#Comment_2824071

    Yes to prevent using BT to stop the killer from attempting to NOT tunnel (especially if combined with DS).

    I'm all for it.. usually , after a few seconds of them bodyblocking, I'll just whack them and send them mending in a corner.. but I should definitely try to time it so I hit them after BT runs out so they go crawl instead.

  • You only start seeing red blood all over if you don't mend, running pauses the timer, so if you're in a chase, you're fine, it's if you stop running and don't mend that you're in trouble. So if you have troubles with the status effect, it means you're not mending and yeah, it's all on you.

  • @JosephN said:

    The fact that currently the killer can body block the unhooked survivor to just try to wait out the endurance timer, or that the unhooked survivor can use the endurance like a shield goes against the core idea of borrowed time as an anti-tunnel perk. If it's meant to stop a tunnel, why is the unhooked survivor using it like a shield and forcing the killer to tunnel an effective stategy? If the developers want it to stay that way that's fair, but the body blocking potential on both sides greatly shifts the use of the perk away from its anti-tunnel role.

    Oh yeah didn't consider the fact the killer could bodyblock them in a corner, cause I mostly see the unhooked survivor running at me to take a hit when I'm obviously going for the unhooker, so losing collision in that scenario is what came to my mind first.

    But yea I agree, it would be a way to counter those two forms of abuse. They could still get hit, but just no collision so the killer could walk through them if they wanted to. (or they could walk through the killer, in the case of them being bodyblocked in a corner)

  • @Lord_Xylum said:

    https://forum.deadbydaylight.com/en/discussion/comment/2824003#Comment_2824003

    I could get behind that. They seem to get stuck the most on Red Forest, Springwood, Haddonfield and Coldwind Farm.

    Yeah it's almost as if the game was originally not planned with zombies in mind and they didn't plan the zombies according to the way the maps actually are either. Hopefully when Nemesis' turn comes for a review of how he's doing they'll do something about the zombies. They're nice when they work, but they work super rarely.

  • @Advorsus said:

    https://us.v-cdn.net/6030815/uploads/IZCHOEQWVF02/37dbb1ec81e93f48d655e8e9f3d45fc2.jpeg

    https://forum.deadbydaylight.com/en/discussion/comment/2824076#Comment_2824076

    Also gave out a code for 50k BP... And they're totally looking into the grind that's steadily been getting worse for 5 years... Totally

    They've been looking into it for a while. They did do some changes to the bloodweb to make it less grindy (2 perks per web instead of just 1 cut the grind in half, but yeah)

  • @Advorsus said:

    I don't think it needs changed.

    1. You'd be removing the main points of the perk. Yes, it's the killer's only real second chance. But it's also also an incentive to cleanse totems. This would remove incentive to do them so survivors can just gen rush even more without having to be worried.

    2. NOED already has counterplay, survivors just don't want to do it. They want to rush 5 gens in 3-4 minutes and escape.

    3. The whole point is to give killers a second chance if they're having a bad match. That bad match could be because of anything from mistakes and missed plays, to bad map RNG with extremely gen efficient survivors.

    Survivors already have a ton of second chance perks that can be used all throughout the match that killers are forced to play around with no ability to remove them.

    NOED can be removed before it even gets any use. All it requires is survivors to do the other part of their objective. That's why you get objective points when cleansing them. Why should killer's only second chance perk be nerfed to reward survivors gen rushing even more, because they don't want to cleanse totems. Makes no sense

    (cleansing totems is boldness points, not objective)

    But I fully agree with you. And with boons being a thing now, survivors can't use the "but it takes tiiiime to cleanse totems!" when it takes even longer to set up a boon, and yet they do it over and over during a match. So it feels like "it takes tiiiime" was just an excuse to say "but I don't wannaaaaa"

  • That new Amanda rift outfit is as close as we ever got to accomplishing this.. I mean, other than killers that already don't have a mask (looked up the list of killers expecting there to be only 3-4 of those.. but yeah lots of killers show their faces.. nearly half of them!)

  • @sizzlingmario4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2823625#Comment_2823625

    If it's a basekit mechanic then probably just remove collision and experiment with keeping it at 12 seconds to start, but if anything it might have to be lowered a tiny bit. Idk, the duration is something that'd have to be tested. An essentially 5th perk slot is a big deal already.

    Why remove collision? To prevent the BT person from bodyblocking the killer and forcing them to hit them instead of the unhooker, or another reason I can't figure?

  • @[Deleted User] said:

    It could work around the number of hooks, getting stronger with each additional hook, with climbing rewards as well. The peak would be 8 Hooks, which I think should allow you to Mori every survivor regardless of health state.

    4Hook activation, penalty to gen repair/healing/cleansing

    5Hook Scratch marks more visible, progressed gen visibility

    6Hook gens regress like ruin

    7Hook survivors are all exposed

    8Hook survivors can be Mori'd regardless of health state.

    So a ######### Devour Hope? No thanks.

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