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Marcavecunc

Marcavecunc

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Marcavecunc
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  • I like that idea, but I'd make it a little different.. Not block the totems entirely.. but prevent totems from being Blessed entirely. Cleansed, who cares, it benefits you, blessed is what you want to block. So I'd make blessing totems blocked for 40/50/60 or something

    But yeah , good idea, snuffing a totem shouldnt penalize you as a killer.

  • Basement Bubbas would still camp whether they can down only one or two people in one hit though, so that nerf wouldn't matter.

  • @Yankus said:

    I've been prestiging every killer to p3 in the hopes that they get something good for it eventually.

    I've been doing it mostly for completionism's sake.. and to be fair, gives me a reason to play the game. But I'm almost done maxing out every killer, Pinhead's the last one I have left, p3'd him last week. But then I can dump points into survivors and have more than 3 maxed out (and just play the same one over and over haha)

  • @LapisInfernalis said:

    https://forum.deadbydaylight.com/en/discussion/comment/2773638#Comment_2773638

    At least Yui also had a Tome. Jeff had neither (no good cosmetics, no Halloween skin, no Tome, not even challenges). But you are right that some characters get too many skins (Meg, Kate, Feng, Nea, Legion, Spirit). All male characters in general are overlooked (except David and Felix maybe).

    True. It's all or nothing when it comes to cosmetics.. either the survivor is some dev/cosmetics designer's favourite and they get all the cosmetics cough*Feng*cough or they're getting shafted and only get recolours of their basic outfits, or recolours of one of the few rare cosmetics they got over the years. And what's worse is, some of the cosmetics for the characters that get a ton of them are so ugly I can't believe they're actually charging money for them.

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2775503#Comment_2775503

    It's not soloqs are on disadvantage, It's SWFs are having excessive advantage to the point of cheating.

    So no, killers has to get some compensation even for buffs like this.

    Just because people play with friends doesn't mean they'll stomp you, people need to stop asking for a boost to killer speed or even bonus bloodpoints just because they played against a SWF. And comms aren't cheating, everyone and their mom uses Discord when playing with friends. If you don't, then you're really making it harder on yourself for no good reason. Step down your pedestal and join the rest of us.

  • Once you close the basement glyph, the mirror becomes unbreakable, it looks more like a crystal ball or snowglobe than a mirror to me while you're carrying it... it looks neat though. You can drop and pick it back up, so I assume you can pass it to another survivor, didn't get to try I died before I could.

  • @tesla said:

    https://forum.deadbydaylight.com/en/discussion/comment/2775418#Comment_2775418

    But I want to buff the zombies, maybe increase the movement speed, put more zombies in the trial, so they can be like a side objective, while still having counter play (they're also a source of info to the killer). Additionally, they could improve Nemesis tentacle, which should be his great strength regardless.

    Yeah they definitely need a buff. Or at least, a fix to make them get stuck less often. Just that would help a ton. They seem to get stuck on hills a lot, but I've seen them stuck on all kinds of terrain.

  • Doing the Entity's work, good for you, teach the peasants to behave!

  • @AngyKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2774688#Comment_2774688

    It also makes Ghostface easier to reveal since the coding is spaghetti. Basically, the game checks if Ghostface is in the center of your screen, so warmping the res gives more 'center' to use, and thus makes him easier to reveal.

    And you can reveal him over walls in jungle gyms (or just flat out see where any killer is going and prevent any mindgame on their part)

  • I love finding a Blendette hiding in the bushes because she's carrying a bright red (or orange) medkit.

  • Big fat no for me. Seeing how many times I died on first hook with randos that never came to unhook me, you can bet your ass I'll sit on the hook for 5 minutes before anyone else remembers I'm even there.

  • @tesla said:

    I feel like they should massively buff the zombies, even bringing more of them to the trial, but then giving survivors some weapon so they can kill the zombies

    The survivors can already destroy them with pallets, or head on, and blind them with flashlights/flashbangs. No need to give them any more weapons than this, there's already plenty of counters to zombies, on top of the stupidly simple one of just running away and doubling back to lure it away from your generator.

  • @neotax said:

    why should this have priority, streched brings a higher vertical fov but it is so map dependent that you benefit from it that it doesn't matter again, there are not so many tiles where you have such blatant advantages. Alternatively, you could adjust the survivor's camera angle and give the killers shadowborn basic.

    One should rather concentrate on a serverside anticheat system because the real silent cheaters are usually the problem. 

    Even if there was just one situation where it gave players an unfair advantage, if would still need to get fixed. The way it is, there's more than one situation. People being able to see over walls is unfair and should be fixed. Too bad they're taking their sweet time at it.

  • Wait, they changed it from showing the generator's aura to showing the survivors' aura? I thought they had left it to the generator's aura.. Yeah I agree with you, it's a garbage change, for all the reasons you mentionned (honestly, the fact they changed it from generator to survivor aura is the cause of all the reasons)

  • What's with people coming up with ideas to mash up two perks together to boost one of them up, and make the second perk totally useless since the first perk does it all on its own? Come up with buff ideas for weak perks if you like, but don't take away from other perks, come up with something more original.


  • @copperysinger5 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2772513#Comment_2772513

    Hmmm... Communicating with friends isn't cheating you say? Two killer friends, one playing as survivor and a team player, but.... Communicates the location of other survivors to the killer. Any fellow killer mains out there wanna be friends? Holla!

    When people say "comms with friends" they mean a SWF group over discord.. not a survivor talking to the killer..

    That would require such a waste of time to get lobbies together, leaving and searching for a new lobby to get matched up together that your argument doesn't have any justification. I play a lot at the same time as other people I know and never got matched with/vs them.

    Only people I recall matching against twice are two Twitch streamers I used to follow, and the two matches vs each of them were months apart in both cases. They were both playing regularly at the same time I usually play, and I never saw them other than that.. so if people want to cheat the system by forcing the game to put them in the same match, its their time wasted, I know I wouldn't want to bother with that just to ######### around with other survivors.

    Maybe other games have "better" (or different) matchmaking that allow you to pick the lobby or who you play against, and yes, you could do that.. but unless there's a way to consistently match vs the people you want, then yeah..

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2774072#Comment_2774072

    Terrible but generally survivor sided by many reason.

    Main reasons being: can't find stairs to go up/down stairs to gens you know someone is working on. Not finding a hook cause the hook placements are bonkers. Not being able to get to the backyard exit gate because the map is not designed for this kind of game. Totems spawn in stupid places, and you need to check both floors for that stupid boon, having troubles finding stairs for that.

    Lots of those reasons also apply for survivors though, finding gens, finding a path to help someone off hook, finding totems, etc etc..

    It's a bad map for both sides for pretty much the same reasons.

  • "Seeing as it's a specific circumstance, why can this not be reworked."

    Exactly why it'll stay the same, it's a thing that happened that one time to one person, they won't change anything just because your feelings got hurt one time. Get over it and move on to the next match.

  • Agreed, there needs to be a separate toggle for different actions.

  • @R1ch4rd_N1x0n said:

    RPD is a terrible map for both sides if you ask me. The sole exceptions being Pig and Scratched Mirror Myers, which are broken as hell on RPD.

    Even playing as those two, I'd rather have a better map.

    It's nicely done, since it was ported from Resident Evil.. but it's badly done in terms of a DBD map. Too many hallways, and dead ends, and the place is too dark, can't see where I'm going half the time, this is a problem only on this map, I see just fine in every other one.

  • @Marik13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2545228#Comment_2545228

    Bruh...you can literally go on YouTube and find videos of the zombies walking in to rocks and getting stuck on trees.

    Or they could just play a few games as Nemesis and see that the zombies are underpowered. They get stuck, they're stupidly slow. The only times I get a zombie hit is because I lured the survivor into it, and even then, over half the time they dodge it.

    If I get a zombie hit from across the map, it's always a surprise because those don't happen, except vs survivors with no spacial awareness, apparently

  • Don't need to have played with those ideas to know they wouldn't work. They're making maps smaller when reworking them because, as Shroompy said, huge maps are boring. Too many dead zones, too many looping spots to waste time, and it takes ages to look everywhere to find a survivor, a generator, a totem, a chest, etc..

    Voice chat would only be a good idea if the community wasn't toxic as f.... but it is, so much like most other games with in-game voice chat, you'd get 10 year olds insulting your mom and your sexual preferences. I rather play without. Again, as Shroompy said, a chat wheel would work great. "Come here" "Killer is over there" "I'm going for the hook", lots of small little phrases that could help close the gap between solo and SWFs.

  • Agreed on every point.

    1&2- yay for all gens/hooks being event themed, as you said it sucks to have event stuff camped by the other side, and every survivor getting points from gens being complete

    3- it's pretty neat, and I like that the auras are being shown for your own envelope, and other people's if they activate it. And as you said, I haven't seen a single envelope not claimed, as far as I can tell.

    4- What I like about the rewards is the x/10 counter you get at the same time as the reward pops up.. but as you said, I do agree it doesn't stay on screen long enough, it would be nice to have a place that shows the event rewards and which ones you got.

    5- same, it's neat to have at least one of every event thing per web, makes it less grindy

  • Obliviousness not going away would be too powerful, same reason if it was just the blindness effect that would last forever, that's why it's a hex in the first place. Blindness and obliviousness/undetectable are pretty strong status effects.

    And making the totem visible to all survivors, no matter the duration, is a dumb idea. Why have a hex if its aura is visible to survivors "Here's my hex guys, do what you want with it" It's already bad enough that Plaything does that (I assume that's where you got the idea from)

    Speaking of Plaything.. that one already does the obliviousness part of your idea, along with the aura part.. Trying to buff a perk by taking parts of another perk and slapping it onto perk #1 isn't the way to go. Why bother with Plaything, which requires you to hook someone to get them oblivious, if you could have Third Seal do the same (along with making them blind on top of oblivious) by just stabbing them once.

  • And possibly a way to hide the junk ones. Checkboxes or something to either mark as junk or mark as favourite, and then a button to hide junk or show only favourites.. or put favourites first, then the non-marked stuff, then the junk last.

  • @LapisInfernalis said:

    At least you have a decent skin that doesn't look like the rest of her gaderobe.

    As a Jeff Main, I am maybe blessed with one skin in a year which is often almost the same like others (leather jacket+jeans). And I don't want to start about Adam.....

    Sorry but there are some Survivors who need more attention than Yui.

    Sorry but just because other survivors need new skins more than Yui doesn't mean Yui also doesn't need more skins. Both aren't mutually exclusive, you know.

    They just need to stop giving Feng and Meg so many skins. Of course people will play them more if they have the biggest wardrobe in the game VS lesser played characters who barely have any cosmetics.. But I still agree with you that Jeff and Adam need more love.

  • @Milo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2773533#Comment_2773533

    I didn't say that.

    I asked how does increasing the repair speed of other survivors negate depipping and losing mmr of camped survivor.

    Ah sorry I misinterpreted your post.

  • @Milo said:

    https://forum.deadbydaylight.com/en/discussion/307185/camping-suggestion

    How does that help the survivor who are forced to depip and lose mmr tho.

    So you rather have the killer depip and lose mmr over the fact that it's survivors who abuse every solution they came up with to try and minimize the camping? Sure why not.

  • @CrashMADDS13 said:

    I had a Claudette try this on the third floor of rpd library. I just left her up there every time. Killed all her teammates and decided to let her bleed out since i couldnt bother to find her after checking the library again.

    She then DCs and leaves a horrid message on my steam profile.

    People like that are the reason why my Steam profile is private. It's always the ones who abuse bugs/bad game mechanics who give you ######### on your profile (or complain about my profile being private, in my case).. as if I care what someone I played a game against one time thinks.

  • Too easily abusable. Survivors will just have someone on hook, someone else get chased around the hook while the other 2 are doing gens solo with a speed boost to genrush. I forgot the details, but they tried similar things in the past, and every single time, the survivors abused the ######### out of it.

  • @sizzlingmario4 said:

    I often find myself caging survivors in situations where I normally wouldn’t just to get the challenge done.

    Same.. I usually try to hook them on the first down, even if I could cage them, for the BBQ bloodpoints.. but if I'm actually doing that daily, I'll cage at every chance I get, to get it done in one match if possible. But yeah, survivors will often go out of their way to not step into the trails, even if it means running back into you and getting downed. it's ridiculous.

  • @Mileena_Kahn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2773196#Comment_2773196

    I understand what you’re saying. And it’s true, the perk will probably die in a week, but if that’s the case why are a lot of people taking it so serious?

    Because people will complain about every single change, no matter what the change is. I played vs someone with Boil Over earlier and yeah the extra push it gives you is a bit weird, but at the same time, old Boil Over was pretty much useless. I feel like adding the extra wiggle progression for falling down is an instant wiggle off though, so it'll bring abuse from people going upstairs in buildings/houses on purpose to get downed there so the killer gets stuck in every door way and then drops them when they jump down a balcony. I feel like they'll reduce the percentage of bonus wiggle progression. But at the same time, lot of people are using it to try it out and to play around with it a bit and then they'll forget it exists.. like Lucky Break when it got its boost.. Lots of people played it at first, then a week later no one used it anymore.

  • Changing the meta by making everything overpowered rather than adjusting overperforming perks/powers/add-ons is the wrong way to go though. You'll still see the same meta builds from the past few years, but now they'll be sprinkled with the flavour of the month here and there. Boil Over is this month's flavour. It'll die in a week when people get bored with it and go back to their DS/DH/SB/whatever builds.

  • Pop basekit would be too strong, in my opinion. Unless it's a similar-ish effect, but at a lesser percentage, and then they could adjust Pop to give the difference as bonus regression, or have it do entirely something else.

    But I do agree with making the bonus bloodpoints parts of BBQ and We're Gonna Live Forever basekit. Both perks have useful uses, but let's be honest, most people run them for the points, not the aura reading or faster pick up speed (though they're both pretty useful, depending on the situation, to find that last survivor crouching in a corner, or pick up someone on the ground real quick while someone else is being chased nearby)

  • Never use Hope, but I agree, some perks need their timers paused.

    I do use Saboteur once in a while though, and I fully agree with you. Heck we've all accidentally started a sabotage when what you really wanted to do was heal the survivor you just unhooked. But at the same time, one issue I have with this change is that if you try to sabo a hook and you see the killer heading to a different hook, you can just let go and go sabotage that other hook instead without a penalty for picking the wrong hook the first time. But other than the accidental sabotage instead of a heal, I see no reason for the change, it would only bring abuse. (but not many people use the perk so I doubt it would be a change that would influence the meta, and I wouldn't complain if they went through with it)

  • Yeah I noticed how empty it was, it's ridiculous..

    Rifts used to be filled with junk charms that no one uses, but at least it gave players who didn't want to pay something to look forward to.. This rift, the junk charms no one will use, that come in a variety of rarities, are all part of the paid track...

  • 1- it would indeed be a nice little quality of life change. Prevents running into a wall or something if you aim at where you want to go before looking over your shoulder, rather than turning the camera around and switching running directions at the same time and zig zagging all over the place


    2- I'm sure they could do that, some maps already have weather (Red Forest has rain, Ormond has snow, and fog's in every map) and it would be neat to see some of the dark maps with the lighting of Dead Dawg Saloon, it was quite a change from the gloomy maps when that one came out, with the sun in the sky and all that. Or play Dead Dawg Saloon with a night sky instead of the usual daylight.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2772698#Comment_2772698

    This and Demo's. Five "fully charged shreds". No, can't just shred attack them. Not only is five kind of a lot, but you have to have it fully charged. Is there even an indication when a shred is fully charged?

    I don't even know. I usually shred when it's ready.. so sometimes they register as "fully charged" and other times they don't.. no idea if there's a way of knowing other than holding the button for half a second longer before lunging.

  • The "good" part though is if you have a Pyramind Head mori daily, you can get it by doing a mini mori, no need to regular mori offerings or perks that allow you to mori.

    But yes, I agree, it's an annoying one to do, I almost always recycle it for a better one.

    It's not as bad as the old Nemesis one where you had to fully evolve 4 times, which meant 4 games minimum, since once you're maxed out, you can't go back down.. at least they changed it to just one time instead.

  • 1- making that a hex is a stupid idea, as soon as the survivor lets go and sees the gate regress, and the curse notification, they'll just hop back on it and finish opening it (and making it a perk that does only that is underwhelming)

    2- as chilli_man said, they should just make gate regression basekit. 1% per second would take over a minute and a half for a gate to fully regress back to 0.

    3- if they don't make it base kit, then add the regression to pre-existing gate perks like Remember Me or No Way Out

  • @DoritoHead said:

    https://forum.deadbydaylight.com/en/discussion/comment/2767436#Comment_2767436

    yes, base is 4 seconds.

    I think it should be changed to 3, and then to 2.5 if you hit all 4 survivors.

    Hitting all 4 in a single frenzy is a rare thing though, so that would be as useless as Trickster's Main Event.

  • @DoritoHead said:

    https://forum.deadbydaylight.com/en/discussion/comment/2767424#Comment_2767424

    I think Instant recovery would be abusable, however I completely agree that the fatigue should be reduced for doing well in frenzy.

    Well I used the wrong word.. faster recovery, not instant.. yeah instant would be overpowered, but a slightly faster recovery would be good.

    Base recovery is like 3 or 4 seconds? half a second faster recovery for each person in deep wound would be somewhat good. 4 seconds if you manage to hit no one, and shave 2 seconds off of that if you manage to hit all 4. (I'm saying half a second because it's easy to calculate, but you get the idea)

  • @DoritoHead said:

    https://forum.deadbydaylight.com/en/discussion/comment/2767384#Comment_2767384

    ooh, an extended lunge or other reward like that for having survivors injured is an original idea, and not one I disagree with.

    Faster recovery from coming out of Frenzy the more people are in deep wound at any given time would be a good reward. If you go for 4 hits, and pull it off, you deserve a near instant recovery, vs only stabbing one person and getting out of frenzy right away, then you'll get full recovery.

  • @GoshJosh said:

    Do you have any experience with DbD mobile bots? I doubt you've seen them in action. Because I would rather have nothing than those 'things'.

    While they'd be totally useless as teammates, it still sucks to punish other players out of points because you can't take being found/downed first. Yes, I mean BBQ stacks, but also WGLF stacks, or heck, just the points you get from the hook/unhook, even without taking bonus points into consideration.

    But as for actual gameplay, when someone disconnects randomly, not even out of spite, then yeah.. an actual potato would be better than a potato bot. Especially if the killer gives a notification as to what happened, or puts a little icon or something next to the survivor's name in the HUD.. I know if I came across 2 players and I knew one of them was a bot, I'd chase the actual living person, the bot is an easy chase, I'll take care of it later easily enough.

  • @DoritoHead said:

    Buff Iridescent Button to also increase Vaulting speed (Pallets and Windows) by 15%, even when not in Frenzy.

    Iri button is Legion's strongest addon in my opinion, I don't think it needs this change. Instead, just run Bamboozle.

    Feels like a bunch of his suggested changes is just tossing in different other perks' effects into Legion's add-ons/perks to give them more perk effects without requiring more perk slots.

    I don't mind the way they've been doing add-ons for newer (or reworked) killers though, have some add-ons mimic the killer's perks in some way, like how Bubba now has a chainsaw that procs Franklin's, Nurse has some that proc nurse's calling and stridor, among others.

  • I wouldn't mind most of those changes. Can't be bothered to look up the details on all those add-ons since I never really use them when playing Legion, but here's what I have to say on the other stuff.

    Reducing the Frenzy meter when you m1 someone never made any sense to me, I agree that has to go. Especially considering how if you m1 someone, you need to m1 them again, if you frenzy hit them afterwards, it'll only put them into deep wound, not down them.

    No to your Mad Grit suggested changes. Unrelenting already gives basic attack cooldown duration, and I see no reason for an increased movement speed on top of its current effect. (would that be regular movement speed, or carrying speed, or both? because there's already Agitation for extra carry speed, no need for a perk that does what every other carry perk does all in one to free up perk slots.. yes i know agitation's speed boost is much bigger than just 3% but I feel like it's not required considering what the perk was for in the first place)

    I agree with the proposed Iron Maiden changes though, 30 seconds of exposed is worthless. Better than nothing, but a bit pointless when most of the time you're halfway across the map and even if you make a beeline, won't get there in time for the insta-down. Not sure about the aura reading part, it already gives killer instinct for 4 seconds.

  • There should be a bleed out prompt only if you're the very last survivor left slugged (or if every survivor left is either slugged or hooked on struggle phase) and only if you've been slugged for X seconds, maybe a full minute, to prevent survivors from just clicking it as an easy way out and denying the killer from a legit kill.

    But yeah, in the case of a killer being a major dick, I agree it would be a good thing to have rather than sit there waiting for my character to die. But then again, often it's my fault cause I crawled away. Same when I can't find a survivor I slugged because another survivor was nearby and I gave chase.. they rarely sit there waiting for me, and with the way sounds are bugged, you don't always hear them moaning on the floor despite them being right there, so it's easy to just miss them and look at the wrong area

  • Oh yeah haha

    Just came to check a thread a friend linked to on DIscord, and decided to stick around a bit to check out a few suggestion threads.. and yeah not surprised it's more of the same old same old "other side is too strong, nerf them" with half the information missing to make their point look good.

  • He's probably one of the people who will then complain if Trickster shows up in future challenges "why should I have to buy him, I already got all the perks from the shrine, boohoo" (we've seen plenty of those in the past,. I don't check forums as much, but I'm sure there's people complaining about that every time a new rift opens with paid characters.. so I'm probably not far from the truth)

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