Milo
Milo
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@GreenDemo said:
https://forum.deadbydaylight.com/en/discussion/comment/2908359#Comment_2908359
I'm sorry, are you mocking me or just joking around ?
I said it's a skill issue as in the killer that needs to tunnel is not good at the game.
But yeah, sadly not a lot of ways to prevent tunnelling, just: Bt, For the People, Flashlight saves, Bodyblocking, Decisive Strike, Sabotaging hooks. (Not mocking, just listed everything I could think of)
Tunnelling is not a skill issue. It is, sometimes, the best strategy because of how the game operates. The game just becomes easier and less stressfull when it's a 3v1. It's not "hur dur he's bad". Atleast not always.
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@HagathaSimmons said:
https://forum.deadbydaylight.com/en/discussion/comment/2908292#Comment_2908292
Story mode would separate it into basically two different games. Like how Fortnite has the main pvp mode everyone plays and a campaign/story mode too. Basically I want to explore the lives and choices of the killers/survivors from their perspective
Campaign/Story mode is mostly played for Vbucks tho.
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@danielmaster87 said:
...So what are you saying?
Make Med-Kits apply 100% Self-Healing buff with 50% Self-Heal penalty.
Basically, you would heal like if you had a CoH on you if I understand correctly.
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@AnneBonny said:
agreed, not sure why this isn't the case already
Most likely because of the reveal? Maybe they wanted it to not be completely a winning situation for killer?
But at the same time they have No Way Out sooo yeah.
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Doesn't stop the survivor from not playing. So basically, a killer without a power at that point.
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Unbreakable: Is that really a problem compared to DS at endgame?
DH: Could you still use it for distance just instead to the sides?
Boons: This would fix only bringing one boon perk. So that's nice.
IW: for scratch marks, you mean old predator? Would be probably nice, still would be used tho.
DS: Makes sense, however I still think DS at endgame is more important thing to "fix".
NOED: "Increase" as in max (3 max hooks) or their current hooks (0->1,1->2). I would also argue that you could make NOED a non-hex at that point.
DMS: The CD would be a little bit too long imo. 30-45 seconds would be okay.
Pain Resonance: Isn't... Isn't that just a buff?
Ruin: I kinda don't understand it completely?
Monstrous: That's 12 seconds of faster progression. AND slower unhooking so grabbing of the hook is easier. Good idea, but would reduce the numbers and add something else perhaps.
Up The Ante: Like it, but it seriously feels like a way better Stake Out.
Beast of Prey: Cool.
Premonition: Why not remove the killer's radius thing? (and maybe add back the audio, undetectable counts as a positive status effect)
This is not Happening: Flavourfull. But also remember, they are general perks. (and if you had to pick one between Resilence and TsnH, why would you pick this one?)
Sole Survivor: You can't get 4 tokens. The effects are a bit weak for "letting" other survivors die. The last part is also a bit random imo?
Self Preservation: Ok.
Buckle Up: Ok
Smash Hit: There's only one other way to stun the killer (that doesn't exhaust you) and that is DS.
Bloodhound: Makes sense, would still keep it's other effect tho.
Predator: Yeah, Idk what that means. Doesn't it do that already? Or something similiar?
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2897521#Comment_2897521
It was so easy for me to tell when she was vaulting and I didn’t even play back then lol.
One of these things is not like the other.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2899638#Comment_2899638
I use RPD and 75% of the time the survivors DC before the match starts. Also, they can use map offerings too. In the scenario you don't get an indoor you're screwed.
Lery's is a better option, survivor are less likely to dc from that map.
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@YOURFRIEND said:
Why does he need a buff? He's quite good
@Lochnload_exe said:
https://forum.deadbydaylight.com/en/discussion/318882/nemesis-buff-concept
He does not need a buff, he is a fine killer.
He still could be better than what he is now tho.
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@CharlieChatBox said:
https://forum.deadbydaylight.com/en/discussion/comment/2896898#Comment_2896898
So remove the Aura Hiding, but the decreased chance to escape is fair?
Yeah.
But now we just made the og add-on but it decreases chance to escape by 1. Maybe also increase the time to rescue self by 15%?
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@CharlieChatBox said:
https://forum.deadbydaylight.com/en/discussion/comment/2896882#Comment_2896882
- I think that's part of current padded Jaws. Because the status effects are applied on injury.
- I can see how Honing Stone and Padded would be a harsh combo. Any suggestions on how to make that combo less oppressive?
Oh you are right :x
And I have no clue. Removing the aura supression would be the easiest thing to do I guess. Or the aura supression turns on and off few seconds? Something along these lines.
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- Even tho it's flavourfull,
Disables the effect of all other Jaws Add-ons.isn't really needed. - Honing Stone. Yeah yeah very rare but still. Too strong imo atleast.
- Even tho it's flavourfull,
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@AverageKateMain said:
I would want to have this in game, however I'm skeptical cause it could just be a thing where you just tap the gate and ignore regression kinda creating the same situation we have now
Eh, this atleast keeps 1 survivor busy.
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Actually pretty smart.
+1
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So, in short, you want to fix a problem by proposing another problem.
Yeah I think I'm done with this discussion. Have a good day.
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@HelloKitty2022 said:
https://forum.deadbydaylight.com/en/discussion/comment/2896059#Comment_2896059
So there are only 2 options left.
1.) Show SWF clearly so killers and solo survs can decide if they wanna play with them. Or ..
2.) Separate these fractions to a dedicated server for each.
This is even worse.
1) Killers would most likely dodge repeatedly, to the point where no one would find matches. And then it would just turn back to playing against swf.
2) No one would play these unless they were given a reward.
And again, why not do it slowly but make sure it works? Why does the answer have to be now.
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@Nos37 said:
"Oh, I ran into a problem repairing. If I'm not careful, I could mess this up and make things worse!" *While they're head is on a swivel doing a 360 looking for the killer*
It just doesn't make sense.
Not everything has to make sense. And, as you can clearly see, not everything makes sense in this game by "normal" laws.
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@VirtuaTyKing said:
At least this is something that could be easily tested and implemented. I'm also not seeing many better suggestions.
How is my suggestion not better? If solo survivors could match swf survivors in power level, that means killers can be more powerful to deal with both.
Your suggestion while easier wouldn't really fix long term issues. Solo survivor would still suck. Weak killers couldnt really be stronger because of solo survivor. So the only diffrence it would make is - bully squads wouldn't bully as effieciently......... Unless they try queing at the same time.
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@VirtuaTyKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2893665#Comment_2893665
Fair enough then what would you suggest to combat the unfair advantage SWF with comms have? The impact to solo queue survivors must also be considered.
Buffing solos, then buffing killers more.
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@GoshJosh said:
While part of me wants it, the other part tells me that my solo queue teammates will just use that info to tell the killer where I am. 😕
So, you can then head-on them?
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This just sounds like "reduce the cd for missing a lunge".
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Seems ok to me.
But for the love of God, just keep the exhaustion timer for the tier diffrence. It being completely and utterly useless for tier 1 and/or 2 would feel awful.
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@[Deleted User] said:
Funnily enough, autodidact was substantially better in the ptb for it. Bhvr panic nerfed it and now it’s a supreme meme. Revert the nerf and see how it goes, I say.
Because, even now, when Autodidact works it's seriously really good.
But the steps needed to make it good and RNG just heavily bring the perk down.
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@HagathaSimmons said:
https://forum.deadbydaylight.com/en/discussion/comment/2880039#Comment_2880039
Lmao yes, they do get excited. It’s so weird.
it’s my loose interpretation of “holding the game hostage” because even though the game is already over I as killer can’t move onto the next match while they are still at the gate waiting for me to watch them leave.
I also don’t give them the satisfaction of making me hit them to leave, I do wait it out but it’s annoying that I HAVE to.
Holding the game hostage would be like...
Bodyblocking a survivor (when EGC cannot trigger) or killer being stuck for a reason or another and survirors not triggering EGC.
And as Starrseed mentioned, not leaving during egc is somewhat similiar to bleeding out. Except killers do have more power over this scenario.
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@N8dog said:
https://forum.deadbydaylight.com/en/discussion/comment/2879041#Comment_2879041
Furtive chase will not generate a new obsession after killing the obsession because to make another survivor the obsession, that survivor has to unhook the obsession. It's a great perk if you're doing the challenge for HOOKING the obsession but it won't get you extra obsession kills.
But Nemesis will. Use that if you have Oni and get stunned on purpose.
Alternatively, just try to tunnel and hope you get ds'ed.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2874534#Comment_2874534
Survivors will probably demand that they see what hexes the killer has then.
^ It already is a thing. However hexes only appear on HUD when they're affected by it.
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I wouldnt mind if the killer got a notification of which boon perks were active on that boon totem. (When within range most likely)
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Iirc correctly (tho I didn't play in a long time, nor did that challenge), hooking a survivor reveals glyphs aura to you.
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@Marc_123 said:
Charms are easy to make. Other stuff is not so easy to make. You gotta fill those levels with something...
Oh would you look at that, Bloodpoints and Iri shards exist.
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Oh, would you look at that! You can sit on the stairs.
But also, the perk seems very meh? It could even kill that "camped" survivor and a rescuer if it blocks the basement for everyone (outside and inside)
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Most poeple only really care about CoH and (now) the new Boon that gives haste on certain maps.
Nerfing other boons because of a boon(s) really sucks. (and still doesn't really solve the issue of Coh lol)
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@UnknownKiller said:
It only allows to heals others faster AND yourself for 60 seconds.
The wording is a bit misleading then. It would actually be... very underwhelming. Atleast I think so. Hard to tell tbh.
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Being broken is very unnecessery. You're already exhaused, injured and deep wounded.
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@UnknownKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2837842#Comment_2837842
Nope I mean cleanse a totem is less risky
Exactly, then why should it be more powerfull then?
100% healing without a time limit AND the ablility to heal yourself every 60 seconds.
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@UnknownKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2837488#Comment_2837488
Well with we will make it you cant heal yourself also the conditions are easier and less risky.
Unhooking someone is less risky?
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Must be an echo in here.
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The shadows look weird because of the way 1st person is handled. So I don't think that's changing anytime soon.
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@HagathaSimmons said:
https://forum.deadbydaylight.com/en/discussion/comment/2817149#Comment_2817149
it’s a Hex perk for gen slow down, like Ruin the killer doesn’t need to directly do anything and shouldn’t have to. 5 chances because 5 gens and 5 totems. At 5 hex’s it won’t do anything but that doesn’t really matter. plus, technically having it this way prevents no-Ed because either all totems are occupied or cleansed.
survivor counter would be like they’ve always been for dealing with other hex’s and no-Ed. Preemptively cleansing dull totems or having a boon up. Easy.
That's... technically false. For Ruin, the killer at most has to pressure survivors off gens.
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@Sunbreaker7 said:
It's so simple and obvious, yet we are forced to buy one Bloodweb item at a time through a massive Bloodweb up to 50 levels, for each and every character in the game, and for each and every prestige. It is absolutely insane and a tedious process to go through when you got a bunch of bloodpoints to burn.
At this point, I am begging for this feature to be implemented. I just want to press a single button to purchase all the items in the bloodweb by random and be done with it, with the system focusing on acquiring the perks first, that's all. Can we please have something like that?
@AliveSurvive said:
It's a good idea but which perks should the system prefer? Each survivor has it's own preferences.
Having the option to click the farthest node, and the game automatically selects the cheapest route would be nice.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2814697#Comment_2814697
And the charade continues!
Please developers, get rid of CoH because it's forcing the poor innocent Killers to do dastardly stuff like face-camp and tunnel-to-death survivors! Before CoH, this never happened! Never happened!
I doubt anyone is saying it didn't happen. But CoH really promotes this even more.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2815120#Comment_2815120
Some of them are more conditional than others. For instance, the perk that lets a killer interact with a totem to block it works if they have any Hexes regardless of the survivor loadouts.
And generally speaking a perk that works better against certain survivor load outs is fine. Exhaustion is a good effect if they have a bunch of exhaustion perks but does nothing if they don’t. Perks that give you Exposed hits or that slow healing only work if the survivors bother to heal. Just because a perk doesn’t work in every possible situation or match doesn’t necessarily mean it’s a bad perk.
Yeah, that's why either an additional effect or it also working for hexes would be fine.
Exhaustion is a good effect if they have a bunch of exhaustion perks but does nothing if they don’t.Except, perks that give exhaustion (which is like... two, wow) give some additional effect. The effect... sucks, but it's there. The exception are the add-ons, which, I also think should do something above giving exhaustion on those super rare occasions no one has an exhaustion perk.
Perks that give you Exposed hits or that slow healing only work if the survivors bother to heal.But that isn't dependent on survivor's loadouts. It's their gameplay. You could technically make an arguement like that for most perks depending on the situation in the match. (gens, gates, hooks perks)
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My only problem with this, is that, it's somethin very specific a killer has no idea if they will use. Imo they should have another effect if they get added.
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@AhoyWolf said:
I agree, it also shouldn't make the failed skill check penalty larger, instead is should make it smaller.
Literally.
We have Bite the Bullet. Why cant Technician be a gen version of it...
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/2788895#Comment_2788895
I thought that was the case - the wiki said so when I first looked into it - but I don't. Do you?
I do see lots of Davids with the jacket, but I never, ever see Huntresses with the mask - and that doesn't track, because when new players have extra cosmetic options other than the default, they tend to use them.
Yeah I do.
@AbsolutGrndZer0 said:
Yea, when I linked my account I got a bunch of free cosmetics, but it seems to have been kind of random. I don't have the huntress' hound mask nor the David shirt pictured.
Maybe you both should contact the support? Idk, that sounds like your best bet.
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/308647/bring-back-past-lunar-skins
For some reason, I see tons of new Davids wearing this jacket, but I don't have it.
It's the Huntress's hound mask that I most wish I had, though.
Because, there was a time everyone just got it. Same with the hound mask.
You both should have it I think?
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The problem is your solutions aren't simple.
Then give the one reconnecting a disadvantage like being downed, spawned close to the killer and giving them a notification or if they were being carried by the killer, put him back on their shoulders.Make the reconnect wait until the chase is over for X second or not carrying someone anymore or not being in a radius of X meters of another survivor.Give SWFs the option to pause the game, when someone drops out. If they refuse, the one who dropped out can't reconnect.These are SUPER specific circumstances and too many checks imo.
The only plausible reconnect function that actually could work would be: The survivor's body stays when you disconnect. It just doesn't move.
Then you have like atleast 1-2 minutes to reconnect. (hook timers)
(also why do only swf get the pause option lol)
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Imma start with: Yes, yes it does.
However, ranks or "grades" don't really mean skill. It's just "How many games can you play?" now.
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Stop with legacy.
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@Fnatic47 said:
https://forum.deadbydaylight.com/en/discussion/comment/2782870#Comment_2782870
Trust me bro no it won t... In this specific multiplayer Game no... Look for Friday the 13th the game has example, it didn t work very well when people start insult other players for stupid reasons... In DBD on console for example, if you want to insult someone you can easly report him or just turn off the messages. So people won t bother your.
Chat Wheel (from idv)
Bringing solo survs to extreme swf levels without being able to be very abusable.
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@Fnatic47 said:
Can someone tell me exactly what SBMM means and what it does ?
Skill based match making.
Basically you have a hidden number that increases/decreases with escapes/deaths (for survivor) and you should be matched with players with similiar numbers.