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Milo

Milo

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Milo
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  • Survivors run basically 5-6 perks. So killers just don't take in considiration other perks ig? Or it just happenned in those games you played against a killer that didn't even knew/forgot Power Struggle exists.

  • @mdg2018 said:

    Oh, many people have questioned this, me included for years, but the devs are too lazy to add it. The fanboys will say that they don't want to divide the community or some dumb ######### like that but making an online-only game already divides players especially since the game isn't newcomer-friendly, and if the game "is so strong and popular" as people make it out to be making an offline mode for training or just to have fun without the stress or annoyance of other players wouldn’t affect the games online player base. But it ultimately boils down to the devs being lazy and prioritizing making a new UI that the majority of people hated over making this that will help the game grow from people saying it's getting boring or the grind of its repetitive gameplay

    Oh boy, here comes the fanboy(?) ig. Aka me!

    Because, that just doesn't make sense. New game modes would divide the playerbase or... do nothing at all and that new or old mode would be forgotten. Training-esque wouldn't.

    Personally, I don't care about an offline training grounds. But people do so I wouldn't mind if it got added. +It would be easier to test some stuff out without needing friends to play customs.

  • But the developers realized in time that if it remained so. The game would be dead. Playing alone all the time is not fun and interesting for everyone.

    That's... half true I guess? SWF mostly happenned because people were queueing to play with each other anyways, so devs just made it easier.

    They apparently also do not understand. That while the Killer wasted time on them, their teammates had to run the generators.

    It is wrong that many look at the game only from the personal side.

    Y'see, while this logic makes sense, you also need to remember that soloq still exists. I doubt that one survivor had a lot of fun (or bloodpoints) just for "technically" helping their team rush gens.

  • DBD is a horror game.

    However... when you play something a thousand times, why would you be scared anymore?

  • What is your definition of toxicity?

  • (this should've been here https://forum.deadbydaylight.com/en/categories/bugs btw)

    Did you experience the effects of boil over when you were carrying other survivors? It could've been just a visual glitch.

    Did other survivors have boil over?

  • @dictep said:

    https://forum.deadbydaylight.com/en/discussion/307620/perks-time-grind-balancing

    Did you see OoO since the massive nerf?? Or MoM? Or BL?

    BL (as basically all other exhaustion perks) are overshadowed by Dead Hard.

  • @sizzlingmario4 said:

    I feel like the only reason this doesn’t get complained about more is because it’s not really all that common.

    That said, I don’t really have a problem with locker saves UNLESS it’s 2 adjacent lockers with 2 survivors who both have flashlights because that has legitimately no counterplay if the survivors don’t mess up, and it would be awkward to fix that without either having to change a bunch of locker spawns throughout the game or removing locker saves entirely.

    *Make the doors larger so they block killer's vision*

  • Chat wheel. Literally something from Identity V.

  • @Mringasa said:

    https://forum.deadbydaylight.com/en/discussion/comment/2776839#Comment_2776839

    I've had a few matches that took longer than 20 minutes to finish, with everyone actually doing their objectives. Very, very few of course, but they do happen. Get put into a game where everyone is new, and it becomes difficult to complete objectives, especially if the Killer is bad at chases and downing.

    Having a hard time limit at higher MMR, definitely, but at lower MMRs with newer players it would be detrimental I think.

    That mostly happens when there's a 3-gen from what I've seen.

  • @Irisora said:

    https://forum.deadbydaylight.com/en/discussion/comment/2775475#Comment_2775475

    Yea i can see it coming too. But at least it will be an interesting real challenge.. not like the boring ones like repair 20 gens, break 50 pallets or kick 50 gens.. i hate those. Oh an the ones that depends on others escaping an you have to escape after them, really hard in SoloQ.

    But to be fair it's not that difficult for that white glyph.

    It's just "escape after interacting with a glyph twice ""without"" an item"

    Although Franklin's would suck.

  • @Irisora said:

    https://forum.deadbydaylight.com/en/discussion/comment/2773670#Comment_2773670

    Interesting i manage to escape with it but without being enchanted because i had no idea that i had to go the basement first, it gives nothing that way.

    There are a lot of franklin demise pinheads today so after realizing the basement thing i couldn't escape with it either. But i guess i didn't miss much only a few BP. It would be much harder if you also had to escape, im glad it wasn't required.

    Y'know, this is going to be a thing in level 3 or 4 I'm sure of it.

  • @Zolfo16 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2774567#Comment_2774567

    Ok then you have to rework all the things that do that effect

    Which is only Bloodhound and Wraith in Cloak form iirc.

  • @Ghost_Face_Main said:

    https://forum.deadbydaylight.com/en/discussion/comment/2774537#Comment_2774537

    If you're someone who can avoid being hooked for a long period of time, Aftercare's map wide aura range is far better. Bond is a good alternate if not available in your loadout.

    I'll give it a try. It might be just my attachment getting in the ways of greater things xd

  • Ehhhh. The QoL changes are nice yeah but at the same time they could be better (why not allow us to toggle/hold specific actions?)

  • I would actually recommend Bond more, atleast personal prefrence. Less conditional and you can see them whenever they're in range.

  • They actually changed that some time ago for some reason. Idk why but here you go.

  • Last Year lanterns also gave you smol light orbs, not new for sure.

  • I can, actually.

    Maybe not 1 minute, but 2 maybe max 3. Which is longer than usual but not that horrible.

    HOWEVER it is the after 9 pm here atm, which usually means the queues switch their timers: Killer ones are instant while survivor takes like 5+ minutes. During the daytime it's usually the other way around.

  • @cutiekiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2773532#Comment_2773532

    ok why do you enjoy charms when there's already close to 100 of them and you can only use 3 per character and they give you nothing at all and are to tiny to clearly be visible to others but to yourself, they aren't skins, they are useless fillers.

    so well me, why do you enjoy charms?

    They, atleast for me, bring even more life into the character I play. That's why I'm mostly using charms related to that character or related to their tome (those epilogue charms)

  • @Marcavecunc said:

    https://forum.deadbydaylight.com/en/discussion/comment/2773528#Comment_2773528

    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.

    I didn't say that.

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

  • @Rukkus_86 said:

    For survivors who are camped and are forced to depip and lose mmr, I have a simple suggestion. I think that if a killer is camping (within radius) for 15 or so seconds, any survivor that is working on a generator should get a speed boost such as prove thyself would work.

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

  • @Chilli_man2400 said:

    Ironic how a perk that many people said even Otz said was a dogshit perk and awful. Now it’s Mettle of man levels of strong. How the tables have turned

    Eh, nothing will come close to old MoM or DS power levels.

    Boil Over is currently only overpowered on specific maps. And on most of these maps these could get fixed by adding a hook near a location of said drop.

  • @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?

    Dead Man's Switch is also asked to be nerfed.

  • @ThiccBudhha said:

    Okay, so what you do is down them. Walk up to a wall and set a trail parallel to the wall. Pick them up, line up to the right of the torment so that when they wiggle out, they land on the trail. If they realize what you are doing, you can just drop them and pick them back up. In my experience, they usually 99 their wiggle which is basically best case scenario for you.

    That is what I do for the daily mission when I want it done in one game guranteed.

    This sounds way too complicated for a thing that gives 30k bp.

    Which you can do just by playing the game most of the time.

  • @dugman said:

    Only issue with that is I think Hemorrhage isn’t intended to be a primary condition, it’s usually linked with something else (e.g. Sloppy Butcher is both Mangle and Hemorrhage). So if you significantly buffed Hemorrhage you’d also have to revise anything it’s paired with.

    As a secondary effect leaving more blood trail isn’t bad though. And it works especially well with Bloodhound, one of my personal favorites. 😉

    As a secondary I agree. However there are some add-ons that ONLY give Hemorrhage. Either they should get a secondary effect or Hemorrhage should be slightly better.

  • @AngyKiller said:

    Tunneling is just the Killer doing his job efficiently. Seriously. When are Survivors going to grow a pair and realize getting knocked out of the game is part of playing a game that you can be knocked out of?

    Every day is another 'I got eliminated from the game and that's TOXIC! 😥' post.

    Because we have a mix of "casual" and "ranked" mind sets.

    (Also, I doubt anyone has fun when they get camped+tunelled. Same goes for killer when they feel like they can't do anything)

  • Why are they even dead harding your frenzy. Unless they specifically know that there are like 3 non-injured survivors around there's no point lol.

  • @AngyKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2755737#Comment_2755737

    Imma side track this a little bit, why isn't current Sole Survivor used? Do you think, if the 1st surv dying gave you 32 meters instead of 24 it would be used more often?

    It's not used because there are better perks for the META. But that's not an excuse to push broken ideas onto it in an attempt to shove it into said META.

    Do you think Iron Will 2 after 2 deaths with added Aura Blockage is better than Iron Will 3 from the start?

    I think giving it Iron Will + Aura Blocking is OP. Hands down. look back at the list of Killers being countered by a combo of aura blocking + iron will; 16 Killers. You're supporting ONE perk countering 16 Killer's add-ons or powers.

    If you can't see how that's a problem, then there's nothing more to say here.

    If you think there's nothing to say then okay.

    Have a good evening then.

  • @AngyKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2755326#Comment_2755326

    This perk doesn't turn it into 1v1! It makes a survivor equal to a healthy survivor (with one more benefit of no aura readings)

    With this idea, you truly become immersed... around 2 tokens. Which means 2 survivors have already died. This idea (without scratch marks cause screw that) makes 1v1 a "I'm now a healthy survivor even if i'm injured".

    So basically, it negates the Killer's ability to track a wounded Survivor for no reason other than...because? There are other perks that do that, and they're not gift-wrapped in one perk.

    What is the point of this new perk? If you remove the scratch marks part; you're still getting 75% quieter grunts (a T2 Iron Will), which counters Spirit, and negating blood tracking, which hard counters Bloodhound, Wraith, and every indoor map. Then it's blocking aura reading, which counters BBQ, Nurses Calling, I'm All Ears, and a plethora of Killer add-ons.

    Let's list every Killer countered by the aura blocking:

    1. Clown has aura reading,
    2. Artist,
    3. Hag,
    4. Doctor,
    5. Myers,
    6. Legion,
    7. Huntress,
    8. Pig,
    9. Demogorgon,
    10. Trickster
    11. Pinhead
    12. Nemesis
    13. Plague
    14. Wraith
    15. Oni

    That is literally every Killer with some some form of aura reading in their add-ons or power. All countered because 2 Survivors died. Make it 16 Killers because Spirit is countered by the free T2 Iron Will.

    This perk is still OP. It's hard countering most forms of tracking in one perk. This is OP. There's a reason Distortion has tokens; it's because having infinite aura-blocking is OP.

    There are other perks that do that, and they're not gift-wrapped in one perk.

    Those perks that do those things basically have no other conditions. They just work. Here you're using survivors as a resource. THIS has to acount for something.

    All countered because 2 Survivors died

    And you're making it seem like 2 survivor dying is not a big deal?

    What is the point of this new perk? If you remove the scratch marks part; you're still getting 75% quieter grunts (a T2 Iron Will), which counters Spirit, and negating blood tracking, which hard counters Bloodhound, Wraith, and every indoor map. Then it's blocking aura reading, which counters BBQ, Nurses Calling, I'm All Ears, and a plethora of Killer add-ons.

    Imma side track this a little bit, why isn't current Sole Survivor used? Do you think, if the 1st surv dying gave you 32 meters instead of 24 it would be used more often?

    Do you think Iron Will 2 after 2 deaths with added Aura Blockage is better than Iron Will 3 from the start?

  • @AngyKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2755196#Comment_2755196

    Also, this perk is a definition of "1v1 me killer", idk how you didn't get that from "Your teammates dying = you're stronger"

    Because the Survivor team is supposed to get WEAKER as people die. They are strong as a 4 and weak as a 1.

    So, by that logic, making the ONE as strong as a Killer is making them stronger as it activates. In this case; as teammates die. Thus; they get stronger as teammates die.

    So, what does current Sole Survivor encourage?

    I never said Sole Survivor was good. I just said this idea is stupidly over-loaded and OP as hell. No grunts of pain, no scratch marks, and no pools of blood, just because they're the final Survivor?

    Why not make the Survivor invisible next? The Killer has 4 ways to track someone: Grunts of pain/breathing, Blood & seeing them, scratch marks, and auras.

    This perk idea literally negates everything but flat-out seeing the Survivor. No sound, no blood, no scratch marks. Play a Survivor with dark cosmetics and you're basically invisible on some maps.

    No single perk should passively negate 3/4 of the Killer's tracking info. That's insanely broken. If a Survivor wants to play immersed; they need to use MULTIPLE perk slots. Not ONE.

    This perk would be META the second it hits the game. Free Shadowstep without needing to light a Totem, plus Iron Will, plus no pools of blood (thus countering Bloodhound & a stealthed Wraith)? Ever Survivor would use it and immerse until they find the hatch or he Killer DCs because they can't find the last Survivor.

    And again; No perk should turn the game into a 1V1! If every Survivor used it, it would turn the game into 4 Killer-power-level Survivors Vs 1 Killer. Rather than 4 Survivors = 1 Killer Vs 1 Killer.

    The whole point of the game is 1 Killer = 4 Survivors. Or, 4 Survivors = 1 Killer. The SECOND you alter that equation; the Survivors will be so brokenly OP, because they are not meant to 1V1. They are meant to be a team. In 1 Survivor Vs 1 Killer; The Killer is supposed to win.

    People need to understand that basic concept before they start throwing out ideas.

    Why not make the Survivor invisible next? The Killer has 4 ways to track someone: Grunts of pain/breathing, Blood & seeing them, scratch marks, and auras.

    So being healthy is now broken? And as I said, I think scratch marks and a 100% (maybe like 75%) reduction of grunts is just stupid and shouldn't be included.

    No single perk should passively negate 3/4 of the Killer's tracking info. That's insanely broken. If a Survivor wants to play immersed; they need to use MULTIPLE perk slots. Not ONE.

    With this idea, you truly become immersed... around 2 tokens. Which means 2 survivors have already died. This idea (without scratch marks cause screw that) makes 1v1 a "I'm now a healthy survivor even if i'm injured".

    (also, shadow step exists like- It can be destroyed but it literally removes 2/4 killer's info)

    And again; No perk should turn the game into a 1V1!

    This perk doesn't turn it into 1v1! It makes a survivor equal to a healthy survivor (with one more benefit of no aura readings)

  • @AngyKiller said:

    So, basically, you get Iron Will plus no blood plus Shadowstep, just for not dying?

    That's so brokenly OP, and encourages Survivors to hide and drag out games because now the Killer can't find them with literally any perks or powers.

    Gameplay-wise in a 1v1 situation it is a fair matchup because poor Laurie does not stand a chance on her own versus Michael, these stacked effects allow for Laurie to put up a fight as the sole survivor of the team and perhaps reach the hatch or door without being found first!

    There's your problem; Survivors are not supposed to have a 'fair chance' in a 1v1 against the Killer! This is NOT a 1v1 game. This is a 1v4 game. This means the '1' Killer has to h ave the power to match '4' Survivors. This also means, when the '1' Survivor is all that remains; The '1' Killer is stronger than them, and surviving is almost impossible.

    People need to stop thinking this game is a 1v1 game. It's not. Your perk is insanely broken but you think it's fair because you think 'I'm making the 1v1 even' is a good thing.

    So, what does current Sole Survivor encourage? What does current Sole Survivor provide to that one survivor that hasn't died but others have fallen?

    This is overloaded (scratch marks and 100% reduction is a no-go imo) but is a better step than what we have now.

    Also, this perk is a definition of "1v1 me killer", idk how you didn't get that from "Your teammates dying = you're stronger"

    -------------

    Alternatively, they could also drop the whole survivor dying stick and replace it with a buff of sorts that you get when no one is near you within a distance. What buff however I have no clue.

  • @loopsahoy said:

    I'm ready for entitled survs to complain, killers to agree, and whatever else may come along. Post what you want!

    Mad cause bad. Git Gud.

    -------------------

    I agree and they should add those changes you mentioned.



    Also, just a question: How were you not able to hook anyone? I despise this map because it's just a big maze, but even if the hooks spawns are terrible I always managed to atleast barely hook someone. Were they very altruistic or something?

  • @GoshJosh said:

    Realistically, how many times do you think Boil Over is going to be used and have effect in that scenario? Come on.

    Once, on RPD in library. And if killers get too greedy on some other maps.

    @C3Tooth said:

    I think the -25% penalty when drop buff is abusable with Sabo squad. I think this penalty buff should be replaced with "+0.5 / +1 / + 1.5sec Killer stun if success the grasp"

    This would reward for succeeding the wiggle, but still makes Sabo squad has to work for it.

    So instead of a decent solo perk and good-great SWF perk, you would have an annoyance overload in SWF but useless in solos.

    (Actually curious if flashlight saves would work with this?)

  • @AnObserver said:

    The cough effect would be cool.

    Take Plague's Audio for coughing and use that for the sound that occurs around every 40s.

    It gives an in-game tell that the Killer is using Stridor as well as allowing for a specific Audio cue for the Killer to listen out for that can also bypass Iron Will.

    Bonus points if the cough creates a visible breath cloud as to pay homage to the Perk Icon.

    Take Plague's Audio

    Wouldn't Nemesis one fit more tho?

  • @AngyKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2746949#Comment_2746949

    It has to be somewhat random, or Survivors will just have muscle memory for it and never risk missing.

    Also, the random timer for skillchecks can help a Killer run towards a gen before the Survivor makes 1 or 2, which can mean the difference between starting a chase or kicking the gen again.

    And if it's random then it can either be removed immediately OR not removed ever. Idk It just feels wrong to me?

    @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2746949#Comment_2746949

    It's only survivor items and perks that delay skill checks, so it would be kinda our own fault and something we would need to factor into our gameplay. For example, you have a toolbox with the add on that gets rid of skill checks? Well your not gonna wanna use that on a regressing gen until you get that skill check, then switch over.

    There's no reason why our own perks can't have risks to them. It adds to strategy and gameplay

    There's no risk to RNG. There's no strategy to it. Not using the toolbox in general (Who even uses that add-on?) is a strategy, which you do anyways sometimes.

  • I would rather it was a fixed thing you can control, instead of skillchecks. Like sometimes you might not get a skillcheck for 30+ seconds.

    Like either it's a special skillcheck that will guarantee to spawn after x seconds or something else.

  • @Tsulan said:

    People are just mad, that they can´t stomp weaker players anymore.

    We need the SBMMR, because it shows how unbalanced the game is. Does it suck to lose 30 times in a row? Sure! But thats not the SBMMRs fault.

    You absolutely freaking can.

    MMR just stops it briefly. You can tank your mmr (as you did your rank in the old days) to get easier games.

  • *I still don't get why this perk has a cooldown*

  • @AngyKiller said:

    What? Are we talking about one perk, or a list?

    And if so; what perk? You just say 'it' and 'This perk' without naming what 'it' is.

    This is not happening. The general perk that affects great areas sizes in skillchecks.

  • @Gamerherz said:

    https://forum.deadbydaylight.com/en/discussion/comment/2743877#Comment_2743877

    That does not do enough to stop killers camping the basement though. Especially With the hooks always spawning in the basement it will make the killer camp the basement more since the hooks are only there which is the completely wrong way. With the survivors screaming if they’re nearby it will incentivize the killer to get them aswell and get him away from camping the basement. And if he decides the basement for some reason there still will be the chance of a Kobe. My Change is way better for the game

    The change is not impactful enough to warrant a place in your loadout. Unless you're specifically going for a basement build. And if you're going for a basement build you will most likely hang around the place anyways.

  • I have that if I played against a Huntress recently.

    My brain just starts humming it for no reason.

  • @Minecraft said:

    people ignore items in general.

    also you shouldn't get anywhere near a chest unless you desperately need healing or you're guaranteed to win , bring your own stuff and focus on gens.

    Ok.

    *Brings the Plunderer's build and a coin*

  • @indieeden7 said:

    I really don't think it needs any more limitations, it's already a well balanced perk.

    Technically it would just be a correction to a missed action.

    DS should deactivate whenever it does something to advance the game in some way and openning a gate should count for that.

  • Technically speaking (don't hate me for this)

    When you're bleeding out the game will eventually end. So, while it takes a while, the killer isn't holding the game hostage. UNLESS in that scenario where the killer is dropping you on purpose. But the you might find the hatch.

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