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Milo

Milo

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Milo
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  • That sounds overpowered. You plop that under any pallet and they're injured/downed.

  • @Crowman said:

    Scourge Hooks aren't strong enough to warrant a perk to counter them. Plus it's not always feasible for a killer to make a scourge hook.

    Outside of CoH, it would be the same for boons, yet we still got a perk to counter them.

  • After hooking a survivor, you can discern the progress of all generators by the intensity of their auras for 8 seconds. The generator with the most progress gives you a loud noise notification.

    That's, atleast imo, way too much info. Just the most progress one would suffice.

    Making this change would cement "Relentless Killer" as a sufficient 'win' in the killer's book, incentivize playing to the emblem system, and providing an avenue for addon retention to produce parity with survivor's means to retain addons (via an escape through the gate or hatch with their item in hand).

    This isn't a thing since sometime ago. Well technically. If a survivor has Ace in the Hole then they do keep the add-ons, otherwise they just keep the item.

    When you are placed on a hook, the entity immediately moves you to another, non-basement hook at least 40m away. If the killer stands within 16m of your for more than a few seconds, the entity moves you again to another hook at least 40m away and pauses your sacrifice timer for 12 seconds.

    Even with ur 1st suggestion, I still think that the killer would lose a bunch of pressure of that (most of the time, cages spawn near other survivors thus removing PH's pressure).

    You can no longer be grabbed while healthy when unhooking.

    Eh... I'm like half on it, so won't comment further.

  • @Clockwork_Enigma said:

    https://forum.deadbydaylight.com/en/discussion/comment/2977381#Comment_2977381

    The requirement to getting it is to hit a basic attack, so mostly M1 Killers would benefit from this, yes. However, the requirement still has the Killer needing to go extremely close to the opponent to hit them, which may or may not always work depending on if the game feels fancy.

    In the case of Nurse and Spirit, though, they might not always benefit from the attack. But a Killer like Wraith would heavily benefit from it.

    https://forum.deadbydaylight.com/en/discussion/comment/2977400#Comment_2977400

    This isn't a reverse Mettle of Man. This is just "hit character with specific part of attack", then "hit character with super lunge".

    https://forum.deadbydaylight.com/en/discussion/comment/2977506#Comment_2977506

    There is nothing high skill about a Perk that requires you to literally lose the game just to get a single token off of it.

    Oh, the wording is a bit misleading then. Super lunge/Lunge still count as a basic attacks.

    With the current wording it would mean that after getting one token (and you weren't missing your swings) you basically super lunge the entire match.

  • This does feel like it would be a must-have perk with any M1 killer. Now, I don't know exactly know if that is a bad thing tho, but it would give already good killers (Spirit, Nurse) an even better boost.

  • My answer to this will always be "no", just because of how the game has been operating for the last 6 years.

    If it was done from the beginning like in Identity V then I wouldn't mind it.

    Doing something like this at this time would require a lot of effort and way more balancing than current perk system.

  • @JosephN said:

    https://forum.deadbydaylight.com/en/discussion/comment/2970952#Comment_2970952

    You can't attack two of this perk abilities at the same time. It's either I-frames or distance, not both.

    uh, why not both?

    Because then it kills the perk? Unless the change to distance would be so miniscule it wouldn't matter lol.

    Yeah, I know everyone is sick of dead hard in every match, but we shouldn't just click the "Delete" button.

  • @JosephN said:

    They should remove the invincibility frames and reduce the distance. The distance is annoying and should be reduced to reduce the opportunities a survivor can use it, but the way that the invincibility screws certain killers is very problematic. Being able to dead hard through a trapper's trap, or through doctor's blast, or though many killers' special attacks is super lame. People say that for killers like nurse or blight, that dead hard is necessary, but really that just shows that dead hard and those killers are both broken and need to be fixed.

    Now that!.... would actually remove Dead Hard.

    You can't attack two of this perk abilities at the same time. It's either I-frames or distance, not both.

  • Still would be underwhelming tbh. I don't think it needs to deactivate when you lose a health state even lol.

  • @Chiky said:

    https://forum.deadbydaylight.com/en/discussion/comment/2969226#Comment_2969226

    Refunded as in blood points returned? Because I can guarantee my offerings are wasted, and I'm 90% sure my addons are lost as well.

    Last game that happened I had 5 ebony mori offerings, equiped one, got into a match that never happened, returned to play, and had only 4 available.

    Unless you're the one that crashed, the add-on/offering should be refunded to your inventory.

  • They should have some anti-stuck mechanic.

  • @EvilJoshy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2966670#Comment_2966670

    I wonder if iron maiden will be powerful on dredge. Like pinhead and hoarder or pyramid head and I'm all ears.

    I don't see why would it, since I don't think it affects his leaving animation.

    However, his locker perk is great for Huntress and Trickster - reloading gives you free auras technically.

  • @Adjatha said:

    https://forum.deadbydaylight.com/en/discussion/comment/2965402#Comment_2965402

    You should see the list of rules they have for Actual Competitive DbD play. It's a laundry list of survivor limits across the board, and even then only about 6 killers actually have any chance of winning.

    The core gameplay is busted. The best ways to win for killer are no fun for survivors (tunneling, slugging, camping), while the best ways to win for survivor invalidate 75% of all possible killers (CoH, gen rush, SWF comms).

    And then you get people like the commenters in this thread who see any attempt at fixing the busted core gameplay failures as some kind of personal attack. These kinds of players don't deserve a less sweaty game mode.

    And then you get people like the commenters in this thread who see any attempt at fixing the busted core gameplay failures as some kind of personal attack. These kinds of players don't deserve a less sweaty game mode.

    Oy there, hold up. There's a diffrence between fixing mechanics and trying to make a new mode that is supposed to be more casual. Restricting the ability to play with friends, restricting perks, restricting killers, restricting add-ons - all of these scream "competetive rules".

    The only thing that's making this seem casual is you using word "random" in almost every rule. Because randomness is actually something fun in casual games. (also, your solutions to camping/tunneling and gen rushing could be the opposite of what you're trying to accomplish imo)

  • Your casual mode seems more ranked-like than the one we have now lol.

  • 1) Could I just ask, on what platform do you play?

    2) Yes... n't. Sometimes. From my experience, it depends on the time of day,

    3) You're not using his tentacle? Interesting,

    4) There are consequences, you get a time-out,

    5) Perhaps,

    6) See Anniversary stream, alternatively https://news.deadbydaylight.com/en/news/Prestige_Progression?utm_content=

    7) Could I just ask which maps? Cause off the top of my head I can only think of two pallet spots like this, But I agree, those two spots should get changed somehow.

    8) The thing with James wearing a dress is not a hack/mod, it's just a cosmetic glitch. Won't discuss further, just clearing a misconception. But yes, there is a hacker problem,

    9) This can be either connection issues or hacking, take your pick,

    10) Look 6)

  • @AMOGUS said:

    https://forum.deadbydaylight.com/en/discussion/324674/wishing-death-should-be-permabannable

    Am I the only one whose experience playing both Survivor and Killer doesn't match yours? I often meet radio-silence after my matches, unless this is more common at high MMR?

    Based off of your name and low post count, are you some sort of gimmick account?

    Don't worry, this is actually very typical that experiences vary.

  • @Mozic said:

    The closest thing you're describing is Eruption, which I'm pretty sure was intended to be the killer version of blast mine! Survivors touching a gen when eruption goes off get hit with a debuff that prevents them from doing pretty much anything for about 12ish seconds, which is pretty substantial.

    I've been running Brutal Strength + Call of Brine + Eruption + Scourge Hook: Pain Resonance on Sadako and having a lot of fun with it, but I bet it'd work well on plenty of other kills, too!

    Wouldn't Dragon's Grip be more of a Blast Mine for killers? Atleast in functionality.

  • @Viskod said:

    Obligated means you buff it to where it feels like it wouldn't make sense not to bring it.

    When you bring Pharmacy, you use a coin offering, you bring a fancy Toolbox to start your gens with and then you know you'll find a medkit for some personal heals later.

    It doesn't need to be great. It's there for the people that want to use it.

    Hell, I use it occasionally. It's fine for what it is.

    The suggestion is actually a nerf if you don't bring other perks technically speaking, (said botany or ace) cause you heal yourself slower. And I seriously doubt Pharmacy's Yellow Medkit+Botany of all things could be meta defining at the moment.

    I'm curious about those perks changing BHVR are making, because then yes maybe.

  • They didn't mention it on anniversary, but they did toss an idea sometime ago about action icons (when someone is healing and etc.). Dunno what happenned with that.

    Or I could be totally misrememebering reality. That's also a possibility.

  • @Malkhrim said:

    There's also another detail: when I can mori someone, I usually do it in an angle with no objects obstructing my view. If its automatic, how can we make sure we are going to be able to see the Mori instead of clipping into a wall?

    The location is set on every map, atleast that's what they wrote on that mori post. https://news.deadbydaylight.com/en/news/MoriRework?utm_campaign=mori-udpate%20&utm_content=&utm_medium=social%20&utm_source=facebook

    obraz.png


  • @Xyex said:

    https://forum.deadbydaylight.com/en/discussion/comment/2960192#Comment_2960192

    False. I've saved myself as the last person, on the ground, and then escaped more than once.

    In the situation where you're exactly the last standing survivor?

    Also I will repeat myself "But also, leaves you slugged to chase out teammates, we don't actually know at the moment how the mori system works if there are 2 survivors and one is slugged. We only know what happens if there's only one survivor standing...."

  • @Rogue11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2960192#Comment_2960192

    DS, Unbreakable, Power Struggle, Flip Flop, Soul Guard, Adrenaline if the hatch is closed, crawling out an open gate or to hatch if the killer loses track of you or leaves you slugged to chase out teammates.

    All of these are common enough scenarios and a hell of a lot more interesting than a mandatory cutscene.

    These are common? I can see maybe DS, but if you're truly the last survivor, how is UB, Soul Guard or Flip Flop gonna help?

    But also, leaves you slugged to chase out teammates, we don't actually know at the moment how the mori system works if there are 2 survivors and one is slugged. We only know what happens if there's only one survivor standing. We're only speculating what happens.

  • @Rogue11 said:

    Hard to believe people are actually for this "feature". By the same logic, if all survivors are alive when the gens are done, the game should instantly end with a cutscene of the survivors jumping up and down celebrating. The killer already lost, so it's just entitlement for them to expect another chance at a kill. Or some such nonsense.

    Actually, these 2 are not the same. The killer still has a chance (and end-game perks exist for that reason too). The last survivor (after being downed) no longer can do anything to save themself.

  • We don't know what other 40 perks they're changing and how. We should just chill till then imo.

  • I mean, the anniversary bloodpoint cake is basically a stable at this point. Same for any items related to anniversary. So I wouldn't worry about that tbh. (iirc they also increased the chances to guarantee each event item last year, could be misremembering tho)

    And we're getting a crown-esque thing via masks. I think they mentioned they would also work like said crowns, so get them from pedestals and you unlock one.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/323971/can-i-receive-an-answer-about-if-we-can-get-option-to-remove-accessories-from-cloth-hairstyle-etc

    I don't think the game is remotely programmed to be able to do this. The characters come in three, pre-generated chunks. The bottom half, the chest and the head. I doubt we will ever see accessories the way your asking, they would basically need to reprogram the entire character model system from the ground up

    Alternatively, make a seperate cosmetic without an accessory (like a backpack). But that would just clutter the cosmetic tab and be kind of annoying to do if done for all cosmetics that are in the game currently.

  • I'm gonna (miraculously because this stream was amazing) think positive that IF they change the bp gain on BBQ, they'll also do something to natural bp gains alongside prestige rework.

  • @Alphasoul05 said:

    Did they specifically say what perks they're changing and if the ones they're changing are meta perks? I would personally not care at all if every meta perk for both sides were just obliterated

    They mentioned that 40 perks INCLUDING meta perks would get changed one way or another.

  • Funny thing is, a similiar thing like this existed as an ultra rare offering for killers. It allowed you to play a killer you didn't own without any perks or add-ons. It was removed because of the ability to buy characters with iri shards iirc.

    I feel like if there was like a preview of character's power/perk (like a short video) of what the thing does, it would help a tiny bit.

  • Inside Job - It would be... interesting when all survivors use this perk at the same time. It would probably need some sort of restriction if implemented.

    Aufruden - Neat idea. Detection ranges could be increased a bit imo but overall it's a little neat perk.

    Left Behind (R) - Sure, why not.

    Boon: Feel the rush - Would it deactivate immediately against stealth killers? Overall, I think this boon is missing the point of being a boon.

    -----------

    Examination - This is broken.

    Open Arms - Wouldn't this guarantee a hit basically? It's interesting tho.

    Scourge Hook: Sense of Presence - Really interesting, I like it, it just feels kinda weak alone. With other Scourge perks it seems better.

    Defiance - Again, the concept is cool (although I don't think killers need exhaustion) but it just seems weak.

    Hex: Last Breath - What if it instead went like this: "Survivors recover from the exhaustion status effect 50% slower. Increase the volume of regular survivor breathing by 25%. When a survivor receives the exhaustion status effect by a survivor perk, they scream revealing their location for 1/2/3 seconds."

    Connections from the past - An ok from me. Could give a bit too much info but eh.

    Persuasive Service - Cool. Could even add an effect that goes like this: "If you have 1 add-on equipped, add a random rare add-on to your second slot" so then you can even earn a thingy.

    Fire Up (R) - The idea is brilliant. But, again, I don't think killers need exhaustion. Reducing numbers a bit for some of these but removing exhaustion could work.

  • @keepingitril said:

    Main Menu.

    Select Quit.

    Should just exit the game - no need to ask for confirmation.

    Just Alt+F4 lol.

  • Why do you think it's like that? It's because of popularity. Obviously they're gonna release a cosmetic for a survivor that a lot of players play, than a couple. It's just natural.

    However, they should atleast occasionally release a cosmetic for a less played character.

  • Hello.

    If you're on steam you can ask for a refund if you only played for about 2 hours and didn't own the game for more than 2 weeks. Otherwise you're out of luck.

    I have no clue about other consoles. (although I think ps doesn't do refunds at all). Have a nice day.

  • I'm gonna actually agree, that staying out of sight should reward more boldness points. However that shouldn't be more than a survivor running the killer and buying you time. UNLESS, the survivor running would also get more points from Objective category for the same thing.

    (Also, solo doing a gen should really award more points. It's only 1250 not counting skillchecks like c'mon)

    "Did you save someone that got caught? Did you take the killer for a spin? Did you take the time to do a totem? None of which actually releases us from the trial.

    And this is just a bad take. Because all of this technically can lead to freedom. It just depends on the context.

  • @colley94 said:

    Legion should have nothing added, the re-work is already causing more people to stop playing the game.

    Can you stop with this Legion hate?

    His rework has nothing to do with people leaving the game lol.

  • @Viskod said:

    https://forum.deadbydaylight.com/en/discussion/comment/2949960#Comment_2949960

    I dunno, I'd rather heal myself with its healing speed buff and my guaranteed medkit than sit inside its range and self care.

    Then you're one out of a few.

  • @Erebos_of_Shadows said:

    https://forum.deadbydaylight.com/en/discussion/comment/2948820#Comment_2948820

    its clearly apparent that the killer does not need to be looking at the light to get blinded/start getting blinded, hence the ability for a killer to be blinded from the side or when in an interaction animation where theyre not looking at the flashlight. the conditions for the flashlight to work are mechanically broken

    the conditions for the flashlight to work are mechanically broken

    You are correct on that one, because the flashlight can only work in those situation - When the killer is in an animation lock. You remove that and you pretty much can just remove flashlights.

    Same goes for narrowing the location to blind.

  • @Erebos_of_Shadows said:

    https://forum.deadbydaylight.com/en/discussion/comment/2948270#Comment_2948270

    after a survivor gets a free blind from a pallet stun, dropped player, picked up player, whatever, point being that when there are multiple flashlights in play or just one flashlight happy survivor, your killer can be kept in some kind of animation or impaired state. granted not as much as a lock as you still have directional control to some degree (though without any accuracy due to being blinded), survivors have an easy time getting another blind on you afterwards. further pronounced by the issue that a killer can be blinded/start being blinded when theyre not even looking at the light. so the blinds have the potential (as i found out the hard way) to be chained back to back from that point and you be repeatedly blinded without cause

    Yeah, they can be chained.... if the killer doesn't look down/up.

  • can essentially keep the killer stuck in some kind of animation or impaired state for a ridiculously extended amount of time. the more flashlights and better addons for such that are brought into game, the longer the killer can be locked up in some kind of animation

    I'm just interested by this statement. How are flashlights keeping killers locked in an animation? After a forced animation be it from pallet stun/break or vault, the killer can simply look up/down.

  • @Sumnox said:

    https://forum.deadbydaylight.com/en/discussion/comment/2947950#Comment_2947950

    Yeah, I play solo queue. I have to do everything myself, or it doesn't get done. Through experience, I have verified that Self care benefits me and gives me more chances to win compared to CoH (especially as I said, now that it's been nerfed) in most situations. This is the thing, these "balances" you guys like so much (which always, it happens to be make survivors weaker) has a slight impact on SWF. It doesn't tip the balance too much, it's just that they become not as powerful, with less powerful version of perks available.

    BUT it has a -dramatic- impact on solo queue. Powerful perks allow me to have more of a chance to stand my own when I literally might have 1 more useful team mate, and 2 potatoes that do nothing right. That's if I get lucky. Usually it's just me. On average I repair 3 gens, get chased about 3 minutes, and get 3-4 unhooks per match. That means there's a lot not being done by the rest.

    So, whenever I see all these "Let's balance this perk" (make it worse, because somehow it's never about making a perk better), all I can think is, ok, ruin my matches even more than they already are. Make the 1vs1 or 2vs1 I experience, even more miserable.

    Okay? Cool.

    And through mine experience I noticed that overall healing and survability of the entire team gets increased if CoH is in play. Even in soloq.

    So, whenever I see all these "Let's balance this perk" (make it worse, because somehow it's never about making a perk better), all I can think is, ok, ruin my matches even more than they already are. Make the 1vs1 or 2vs1 I experience, even more miserable.

    I also see a bunch of balance changes for perks that are just plain bad to be a little bit better. Or some suggestions to make soloq a bit more informative (like the idv messages or icons of what a survivor is doing).

    But at the end of the day, this is a 1v4 game technically so obviously your experience is gonna wary depending on your teammates. This is a not perk issue.

  • @Sumnox said:

    https://forum.deadbydaylight.com/en/discussion/comment/2946965#Comment_2946965

    "Efficiency"

    This is more like a lottery. Why would I randomize and risk a health state so much, when I can bring guaranteed healing with me everywhere, every time. Self Care especially shines in dire situations, even more if you bring a medkit with it. Pre-nerf CoH could be better (not always) than Self Care because of the faster healing in a specific area. Not anymore.

    So, if current CoH is already worse than Self Care in the vast majority of situations, your version of CoH is, putting it simply, useless.

    I would never bring this perk.

    Y'see, you're putting everything on yourself. CoH was and still argueably is broken because of it effecting your entire team.

    Your whole team can go and reset at a location in ~20 seconds. CoH is still faster IF you're healing multiple times in the same game (and the boon stays up). +count in your entire team and boom, it's very efficient for the low cost of finding a totem far away from gens.


    But I agree, this version just seems underwhelming and not efficient when not plopped near a gen, where it's most likely gonna get destroyed before it finishes a heal.

  • @randonly said:

    As you rank up (in the grande system), you need to score more and more emblems to be able to pip.

    In short: to pip, you need an average of four gold emblems as survivors in iri ranks or pip with two silver emblems, but for that the other two emblems need to be Iri.

    1. Complete two generators alone (or one in coop) - gold emblem

    2. Cleanse two totems - gold emblem (hexs one give more)

    3. Get two save unhooks - gold emblem

    4. Last long in chases or hide inside the killers terror radius long enough - gold emblem

    More information:

    https://deadbydaylight.fandom.com/wiki/Emblems

    1 and 2 are for the same thing.

    So the actual 4th one would be: Survive the trial - gold emblem.

  • @FeryGEN said:

    https://forum.deadbydaylight.com/en/discussion/comment/2944394#Comment_2944394

    What are you talking about? I misunderstood you about synergy

    It should synergize with other perks, but so as not to abuse the bleeding mechanic

    The full perk would look like this:

    When injured, healing another Survivor without using a Med-kit also heals you with a Conversion rate of 40/45/50 %.

    While there is another survivor within 8 meters of you:

    - Both of you stop leaving pools of blood.

    - Survivors are 8 meters away and you lose healing progress bar 10% slower

    After healing the health stage of another survivor within 16 meters of you, you don't leave a pool of blood for 20 seconds, and you don't lose your healing progress bar.

    ----

    And from what I'm understanding, the current problem with hemorraghe and solidarity, is that you're losing the progress you're earning while healing someone else. (unless I'm misunderstanding it, which please correct me if I'm wrong)

    So - while healing you would still lose the progress you're healing. And after healing you most likely will get healed by the other survivor, so why would the bar fully stop now? It just doesn't seem to make sense, even with itself.

  • @Vyne456 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2939045#Comment_2939045

    Specific? I mean that if you saw those "broken" holes on the top floor of the midwich right? It means that it's not specific but they can use it and they can abuse it including these for example. (Zombie not included).

    https://us.v-cdn.net/6030815/uploads/ZC0YAFCNDO1M/image.png

    Can't you just go back through a door leading to that hole and hook somewhere there?

    Alternatively, doesn't a hook usually spawn near there, even on the ground floor? With the current boil over, that even shouldn't be an issue.

  • This is not a buff, it's a rework. (unless you mean this on top of it's currect effects)

    But also, this seems all over the place.

  • @Fantasy said:

    As you can probably tell from the title I don't find them fun, even less so than before. I like the instant down mechanic after chaining hits but mending is a boring mechanic, made worse by frenzies being available more often now. You can double hit the same survivor and lose minimal distance on them, idk I feel like they're a bit over-tuned.

    If they're double hitting you, they're playing Legion wrong lol.

    in Closed Comment by Milo
  • @Marc_123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2940060#Comment_2940060

    You heard wrong.

    People only wiggle the analog stick way to fast. But your progress doesn´t go faster at a certain point.

    You can rotate the analog stick pretty slow and get the full progress.

    I also want the old wiggle to stay.

    Fair enough.

    It staying as an option would be best. But I still disagree with OP saying we need more of them and specifically for consoles.

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