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Milo

Milo

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Milo
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  • but it would be a hell to add him

    That's because of the law suit!

    As for the perks:

    • Simple fear needs to have a basic attack requirement. The Trickster and Legion could abuse the hell out of this if it didn't have it.
    • Be silent or be dead sounds.... really complicated and not useful at all.
    • And this hex is a) situational because it doesn't work in all maps and b) a hex. Why is it a hex.
  • @GoshJosh said:

    It's also laggy now too.. the events don't appear until a couple seconds have passed. Never did that before. Just put the original HUD back, or only incorporate the good parts from the new HUD. Freaking hate the new hook timer and health state indicators.

    I don't like how they removed the blinking bars tbh. Still dunno why that was removed.

    in Hud Comment by Milo
  • @Seraphor said:

    You're not meant to be able to wiggle free every time. It's only there to pressure killers into finding a hook straight away instead of taking you for a tour of the map and holding you hostage.

    That said, I've lost count of how many times I haven't been able to get to a hook in time as killer. Usually on The Game or Midwich, although I had one on Macmillan earlier where I was bodyblocked.

    Which is another point. Other survivors can body block the killer carrying you, and make it very easy for you to wiggle free.

    To add onto this - Using Break Out and the Syringe/Agent will most likely guarantee an escape even on your own. Or atleast you'll be very close.

    (as in, you helping someone else)

  • @CornHub said:

    People make awful suggestions on the forum everyday yet you guys can't even humor mine >:/

    There's a diffrence between believing in a suggestion you're proposing yet not seeing flaws in it thus becoming "awful" and... this.

  • @DBD78 said:

    I want to pimp my basement with bloodstains, have different bodyparts to hang on the walls and decide where blood should drip from the roof etc.

    Dead by fashion 2: Pimp up your walls edition

  • @Dragonshensi said:

    https://forum.deadbydaylight.com/en/discussion/236133/post-game

    I would prefer it was added before not after. I would like to avoid a 4 man SWF if I can. I would say they can put an icon over their usernames in the lobbies and such

    And that's why it should not happen. SWF most likely wouldn't find a game.

    in post game Comment by Milo
  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2029965#Comment_2029965

    Hold on, though: We know slugging isn't against the rules, but the OP specifies that this doctor made everyone bleed out. He didn't hook or kill anyone, just locked them in an extended match while refusing to progress it.

    This is similar to when I encountered a spirit that slugged the last survivor after others had already escaped or died, and she refused to hook or mori him, leaving him unable to do anything for about two full minutes.

    Slugging isn't against the rules, but surely bleedout slugging is? The killer doesn't get any points for slug bleedouts, either, so the Doctor wasn't trying to win or bolster his score, he was specifically holding the survivors hostage in an unwinnable game.

    Again, they will eventually die.

    If the killer was bodyblocking someone in a corner (and that was the last survivor/survivors) without any means to procede except the killer moving or someone dc'ing that is keeping the game hostage.

    If survivors are just sneaking around not doing any objectives for 10+ minutes that is also keeping the game hostage.

    Bleed-out slugging is similiar to letting the egc almost run out and then escape as the survivor (ofc it's not perfect similiarty as the killer can most likely just shoo the survivors from the game)

  • @IWasLeft2Die said:

    https://forum.deadbydaylight.com/en/discussion/comment/2027377#Comment_2027377

    "The salad" is rediculous. Salads don't kill you. But they could do "The Baconator" or "The Donut". Those will kill you for sureee

    Anything can kill if you're determined hard enough.

  • So while it technically fixes one problem it could create another - chaining from exhaustion into exhaustion.

    Don't get me wrong, alone this is a huge nerf. Would probably kill the perk if you did use it alone. But if you used it with another exhaustion perk? In right hands it could be devastating tbh.

  • I seriously doubt it.

    I mean, we still didn't even have Quentin's face change!

  • @AChaoticKiller said:

    it does exactly the opposite of what you should do when that close to an injured survivor which is take the heat from them to waste the killers time.

    Because of that the perk for high level play will be F tier since there isn't a need to hide in fact you want to do the opposite.

    So something that the perk isn't trying to achieve, good to know!

    This perk promotes making the game longer for x player if they're being chased but someone body blocks a hit.

  • @Masterninja said:

    This is no sense. I'm going to finish this discussion.

    If you want the faster unlocking speed, put it in plunderers instinct. And then change pharmacy: in your first chest you get a purple med-kit, also eliminate the 8 m reduction of noises.

    Holy, now that's a nerf.

  • Imma be honest, I don't think they ever released the head for that cosmetic. And if they did, they must've not released it because it is in another rift. Could be wrong tho.

  • I simply cannot see how that would change anything.

    You can't change someone's mentality, and if you remove killing in a game, we would have to re-balance pretty much everything.

  • @Masterninja said:

    No It isn't, 20% less of speed is nothing, stop complaining. You wouldn't even notice the difference.

    We need this rework.

    I'm not complaining about that tbh. (also please @ me it makes it easier)

    The question is, do you really need 3 (or more if you use the coin) medkits throughout the whole game? And if you want more medkit uses, wouldn't it be better that it guaranteed the 16 charges add-on instead so you get max 2 uses?

  • @Masterninja said:

    Are you serious? Is just, to -20% less speed. Why are you complaining?

    His rework is way better than the devs design. Also the word of the perk makes sense with this change.

    Imo, I agree. This seems more of a overall nerf than a rework.

  • @chadbeastofprey said:

    https://forum.deadbydaylight.com/en/discussion/comment/2019246#Comment_2019246

    are you aware that there are perks and add ons in the game that make the killer's terror radius fluctuate?

    also yeah i'm aware if they make it range based that depending on the range/killer i will still hear the terror radius sometimes, what is your point? my whole point is that currently i cannot determine where i should be to not scream. if it's a set range then i have more of an idea.

    Actually, you get more of an idea WITH tr when you shouldn't be. Don't be in the terror radius.

  • It was like that.

    However, they changed what exactly a Merciless victory means. And iirc Sony won't allow (that easily) to change trophies/achievements IF the it is still doable (altough hard).

    See Left for Dead for example. It's almost impossible with killers close the hatch and starting egc. However, it's still "doable" in some capacity.

  • @Yvonna said:

    hehehe... ya but it would be sweet, huh! I play both surv and killer. It'd just feel good for everyone to clearly see how many times the boolies actually got hooked :)

    Survivors also see hook counters. We already have this.

  • This person asking for the REAL things.

  • That's why that was only a suggestion. Nothing set in stone.

  • I really like new animations :>

    Still hate "standing still" animation. And how they removed crouching one.

  • Remind me, did they remove that occasional scream (from survivors pov) that was a bug?

    That was nice.

  • @honk137 said:

    https://forum.deadbydaylight.com/en/discussion/213148/buff-trapper

    You do realize he hates trapper and says that trapper needs buffed, watch his 50 win streak and how frustrated he gets

    Why are you reviving 4 month old post...

  • @Azxx93 said:

    Is this a survivor per or killer perk?

    It is a hex so probably killer's.

    You give pontetially more bloodpoints for secondary objective but make them risk losing them if they remove a hex totem (if you have more than this).

  • Kate didn't get a cowgirl probably because a lot of her cosmetics do look like that photo you sent.

    The only missing piece is the hat. (also, I do like current top, please don't take it away from me ._.)

    1. Licensed characters (unless licensers agree) won't get changed. There was one tweet about changing Quentin's face, but so far it's silent.
    2. It might just be me but I dislike most of these "changes". (I do like Feng's, Steve's and Quentin's - because he really needs one)
  • @REL1_C said:

    https://forum.deadbydaylight.com/en/discussion/comment/2002403#Comment_2002403

    I'm just trying to balance out killers objective to survivors objective, let me remind you that 1 hook is just 8.333% of killers objective, 1 gen is 20% of survivors object, whether it's gens or something else, this need to be fixed.

    And that is fine.

    But this suggestion doesn't fix that (early) and actually hurts early more.

  • Or, let Appraisal see opened chests auras within.... 16-32 meters.

  • It seems, playing with atleast one SWF would be beneficial for this.

    Alternatively, soft-throwing while having WGLF equipped could also do the trick. (follow someone that is about to get downed, apply pressure on the killer, hope they don't pick up, trade their down state for your own/injured state)

  • @REL1_C said:

    https://forum.deadbydaylight.com/en/discussion/comment/2001094#Comment_2001094

    This would be true but if a killer is in a chase with another survivor then 1 gen is done when the killer gains 1 hook. Gen speeds do have to be altered, even just a little bit. 47 seconds for 1 gen VS 47 seconds for 1 hook isn't balanced...

    But again, making it 70+ seconds for 2-man would mean that less people would work on gens together.

    Which again brings us to the most effective way to play survivor - split up on gens.

  • Okay so let me get this straight - you want to discourage doing totems... even tho totems are supposed to discourage gen-rushing.

  • And it's refreshing! Usually 1st posters do a complaint and never-ever respond/do anything else.

  • @canakavian said:

    I think it should be slightly different.

    Breaking a wall takes 6 seconds. (killers take long, survivors should take longer)

    It makes an explosion noise when broken for the killer (like missed skill checks)

    After breaking the wall you suffer the broken status effect for 90/75/60 seconds. (killers need several hits to break it with kicks, so survivors would exert them even more and thus suffer from the brokem effect)

    I think the OP meant for this to be like a portal through walls that killer didn't break ealier. Making it take 6 seconds to even do that wouldn't be beneficial. Unless this idea would be changed entirely.

  • They "technically" do that.

    But instead of next event in line, any number you have will be usable next same event.

  • Tbh, it just depends on how fast would you activate those stances.

  • Multiple questions:

    • By "similiar to hex perk" does it mean that it also looks like oen?
    • IF ABOVE IS YES, does that mean the killer can accidently cleanse their own hex perk?
    • This just promotes either bad gameplay from survivor or survivors forcing chases on killers.
    • The rewards you enlisted are very random and could not be beneficial. You can't fully control when you get the token. Also, why do you lose tokens for doing gens?
    • What do you mean by "both" hex perks?
  • @DoomedMind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2000072#Comment_2000072

    It's also a good combo with Breakout for the stacking ! It's a perk I'd like to have, so I patiently wait for it to appear in the Shrine.

    I think bringing a medkit, and Dead Hard/Breakout/Vigil/Mettle of Man would be pretty good ! Maybe replace Vigil with Borrowed Time.

    https://forum.deadbydaylight.com/en/discussion/comment/2000220#Comment_2000220

    And if think this is wrong ! The perk's text says "After triggering 3 protection hits" but nothing is said about an injured survivor to protect.

    True protection hits only trigger after protecting injured survivors.

    Try with WGLF, same result.

  • @DetailedDetriment said:

    Is this a question of "how is it used" or "how do you use it"?

    If the first, you take three hits for other survivors. Can be M1 attacks, hatchets, corrupt purge, chainsaws, etc. After taking three hits for other survivors you will have a permanent borrowed time as long as you are injured.

    If the second, I would like to try to save MoM until the endgame so I can commit to the exit gates or take hits for injured players running to the gate. MoM is also the best counter to Rancor and NOED as long as you are already injured. If I don't make it to the endgame, then I'll use both Dead Hard and MoM to have an incredibly lengthy chase, allowing my teammates to heal, save, do gens, etc.

    Important thing to note, the survivor you're protecting has to be injured.

  • You can't open the hatch if you're on the floor.

  • OP didn't want the actual helpful advice. So I gave him some other advice.

  • @KateMain86 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1994884#Comment_1994884

    Killers have a unique power every trial. Survivors do not. You didn't really make an argument there.

    As for the OP, yes I agree something like this would be a good idea but maybe have it lower the chance. Even still I don't see it as ever really completely blocking any one killer from getting into a trial. Theres a lot of survivors that love playing against killers that others find OP.

    Exactly. My arguement is exactly that - Because banning survivors wouldn't do anything (they're just skins), an equilevant to banning killers would be banning perks for survivors.

  • @Verconissp said:

    https://forum.deadbydaylight.com/en/discussion/232716/since-the-gilded-stampede-event-is-over

    Not gunna lie. i want to stop playing dbd. i truly do, But i can't.. it's a rough cycle that I just can't walk away after all the hours and money i put into this..

    You don't have to fully stop playing. You can always take a break. If the break lasts a long time that's fine.

    And if truly do not enjoy this game at all, maybe you should stop playing. Yes it will be hard at first, but it will get only better and better. (That sounds like advice for an unhealthy relationship)

  • Get into range.

    .... get better at chasing? (that sounds stupid but well)

    Don't play solos.

  • @Anniehere said:

    They announced that the event would last for another week and it's over a few days before the weekend.

    It was obvious that they would disappear eventually.

    I can see them still on the bloodweb but not in the inventory. maybe a bug.

    Actually, that doesn't make sense. ANY other event offering stays.

  • The problem with this, 2 survivors working on a generator is now a waste. There would be more people working on seperate generators, making the game potentially faster than it is now.

  • Two things.

    1. Randoms in 2-man SWF and 3-man SWF would get hurt for no reason.
    2. Why... bloodlust of all things?
  • I think they won't revert it because No Way Out now exists.

  • Let me summorize my answer in a couple of points:

    1. Clearly, the DC penalty must be bugged. Or let me say, the lobbies/matches are bugged. Obviously turning it off for the time being would be the ideal scenario but we get what we get,
    2. NO GAME can detect if you're quitting because you wanted to or the game messed up. If you had any encounter with a game does that please enlighten me,
    3. And with your last thing I can agree - even something simple like you get one dc freeby if you didn't dc in "x" matches would be good.
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