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Milo

Milo

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Milo
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  • Or latency. Probably latency.

  • @PNgamer said:

    "the event items you barely had to clock anytime playing in to get"

    NO ! this is not true, sry

    Let me rewrite that.

    "The event items that weren't entirely hard to get"

  • @MauriceMaverick said:

    https://forum.deadbydaylight.com/en/discussion/comment/1375135#Comment_1375135

    Don't know, but it would be kind of cool. At least for franchises, wich we already have. As Bonus character. Like the legion and his mascot costume.

    Well Legion is their character. It would have to be 2 licensers coming together and agreeing to it.

    in New outfit Comment by Milo
  • Why does it need to exhaust you?

    And wdym by "it works on Deliverance"?

  • @Luigifan64 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1373310#Comment_1373310

    Yuuuuuuuup, all of Yui's perks need buffing in some way, none of them are that good. (But hey at least they're not as terrible as Zarina's or Steve's perks).

    I would say Cheryl/Heather's perks are even worse than Yui's.

  • I would make it so it's infinite when the last gen pops but nerf it's % a little bit (3/4/5%) so it's not as opressive.

    in Hope Comment by Milo
  • The question is: Will there be legendary skins for x character that is not assiociated with x movie?

    in New outfit Comment by Milo
  • Isn't Bunny Legion something from Silent Hill?

    @FeryGEN said:

    https://forum.deadbydaylight.com/en/discussion/comment/1372586#Comment_1372586

    I also thought about it, this is the only logical explanation, but even individually they remain licensed.

    Yes, but maybe they didn't want the sets to be mixed and matched. Obviously this is speculation but is the most logical we have right now.

  • @Demsael said:

    Precision : I play stealthy. I'm usually not spotted by the killer until the late game, and even then I'm not hooked easily. 9/10 the first time I'm hooked is when I'm alone in the match (and so I die), which doesn't bother me much. I play alone most of the time too. (And I'm most of the time the one rescuing others)

    My concern is just that I don't have fun if the Killer camp or tunnel my teammates. It's boring and killing the game.

    https://forum.deadbydaylight.com/en/discussion/comment/1372116#Comment_1372116

    Upgrading the chance self-unhooking by a few % and being affected by a debuff in repairing and movement speed overall is a very very nice idea. It's not particulary rewarding, but it could be a counter camping. But they'll have to manage that you automatically get Borrowed Time if you unhook yourself while within the Terror Radius. But very nice idea !

    https://forum.deadbydaylight.com/en/discussion/comment/1372167#Comment_1372167

    Most of the time, genrushing occurs when the killer chase for 4 minutes straight the same survivor. If you don't put them down after 45 seconds of chase, forget it, and go put pressure on the gens. Killers are to often way too obsessional when it comes to put a survivor down. If they're healthy and you walk next to a soon-to-be-finished gen, go for it and the people repairing it. Everyday I have killers walking right next to me and my gen and not coming to pop it because they're in a chase with a very good survivor. You need to evaluate when someone is wasting your time.

    https://forum.deadbydaylight.com/en/discussion/comment/1371367#Comment_1371367

    It's not smart, it's dumb. Dead by Daylight is a game for 5 players. Yes, it's a 1 vs 4, but overall we all try to have fun together. The best games I played as the killer (and not farming, like really playing the game) is when I manage to kill everybody, but the survivors thank me at the end because they had fun.

    • Yes, I saw that Claudette crouching behind that tree, but she just got rescued and the rescuer is right in front of me, so why not chasing they instead ?
    • Also I only play with stealthy killers, so I don't get bother with loops. If the chase is too long, I cut it, go to stealth mode instead, and track my prey in a more efficent way
    • So, examples : When someone get unhooked, go for the rescuer. It's simple, nice, and fun. Or if you put down a survivor that you already hooked right before, leave them there, getting a chance to get healed, you'll chase them later.

    Overall, if you play this game to evaluate how big your balls are, I assume it's not the right game for you because, again : Dead by Daylight is a game for 5 players trying to have fun.

    (And when I say YOU, I don't say YOU, but trolling camping tunneling selfish killers)

    Sorry for double posting but i just noticed this

    I play stealthy. I'm usually not spotted by the killer until the late game, and even then I'm not hooked easily. 9/10 the first time I'm hooked is when I'm alone in the match (and so I die)

    You see that's one issue. When survivors don't try to use their hook states tactically there's a bigger chance the overall team will lose.

    My concern is just that I don't have fun if the Killer camp or tunnel my teammates. It's boring and killing the game.

    There are a lot of possibilites on "why" the killer chose to tunnel. They couldn't find the rescuer, the rescued survivor just went right into the killer, the rescued survivor was the only survivor they found after searching for others. It's not only killer's fault trust me.

  • @Cheers said:

    The developers have stated they have no intentions on changing camping. Under this, camping is classified.

    Additionally, tunneling is simply going for the easier survivor. It's simply the smart move.

    Not changing camping but making it less ... appealing (i dont remember if that was the exact word but something along these lines)

  • @Kind_Lemon Why should getting a stun as a survivor punish the survivor? Because the killer "tactically" messed with that pallet or something?

  • My guess is licensers wanted it this way.

  • @Cheers said:

    The long wait time isn't due to ban times, but rather the lack of people willing to play killer.

    Whenever I play killer, I'll very rarely wait more than 15 seconds to find a match, yet when I play survivor, I'm waiting 10, 15 minutes.

    Same!

    Although it mostly depends on the time of day.

  • When u see the rank is rainbow on the result page, just check their profile then u will find out the answer.

    No, not really. I am currently a rank 3 survivor and got matched into a game where my team was 12 ranks and killer was 13 (and i was playing solo)

    The matchmaking in general is currently broken

    And i dislike your idea of making gens longer. (also why is 3man swf considered "weaker" than 2swf (and im guessing)+2swf?)

    1. Are you the last survivor?
    2. Are you sure you didn't accidently get into struggle after your 1st hook?
  • Any healing perk like this should have that notification, it's kinda weird they still didn't qol those.

  • @blue4zion said:

    This is much better placement for head-on, I'm assuming that's a reason why.

    Buffing Head On, yaaaaas

  • @ManyAchievables said:

    why would you prioritise Whispers on Trapper over a teachable in the first place

    You can always get the teachable next round :p

  • @ClappingCheeks said:

    https://forum.deadbydaylight.com/en/discussion/comment/1370369#Comment_1370369

    thats just for a week its fun to change it up once in a while

    I mean, if i was that person with only 1 prestiged character with all perks, i would most likely not play at all. Or play less just to do challenges.

  • I agree. It is a legendary skin. It just being a diffrent model is slightyl underwelhming.

  • Maybe it was a bug if there are 2 survivors?

    I know for a fact that if it's the last last survivor it will kill them.

  • I think Legendary Skins are fine.

    The full set skins are kinda weird.

  • @batax90 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1359194#Comment_1359194

    I think its boldness because the cage are part of the killer so in a way you interact with the killer when you uncage someone this is the only explanation i can think of

    But then it would make sense it's half for each.

  • @Gesteppie said:

    Undoubtedly he is the strongest killer out there atm.

    I've got green rank killers absolutely thrashing red ranks and this is experience from over a few games now.

    He has to be balanced properly otherwise they are going to loose a lot of survivor players

    I think people just need to play against him more. Adapt etc.

  • @SkeletalElite said:

    If the condition is going to be a completed heal the effect needs to last much longer. No shorter than 30 seconds for sure. No longer than 1 minute.

    Or just make it so you can do it faster. https://forum.deadbydaylight.com/en/discussion/161465/buff-to-blood-pact#latest wink wink

    1. Yes. This works both ways tho, survivors can't use DS, Borrowed.
    2. The cages always spawn as furthest as possible
  • Okay bye? It was developed by people that don't know how to develop games. Period. Do you know how to develop games then?

  • There's already Mad Grit. But if they wanted another bodyblock prevention perk then i guess this could work.

  • They'll probably rework Haddonfield the same way they did Springwood Soon™

  • @Onyx_Blue

    Spirit Fury is in fact survivor dependant, great point. However there is still an interaction between obession and killer - not having interactions. I know it sounds stupid but because the killer will try to avoid hitting the obsession with basic attacks that can lead to survivor trying to be more interactable.

    But in what kind of meta do you want to go into? The only metas (that atleast i know of) are genrush and slowdown. And PGTW is pretty fair - you hook a survivor (your objective) to prevent progress on your other objective.

    Tbh, i forgot you can't access endurance while healthy. But still could be "abusable". Not OP but even more annoying.

    Another person is hooked it deactivates? You get healed it deactivates? Something along these lines.

    Latest Plunderer's buff. You can see auras of items on the ground. And no it's not wrong to think that. But how would your change exactly change that perspective?

    peeling away from synergised slowdowns Are they? They seem to be changing it so those perks together can be strong.

    With atleast 30 second cd, the person that is being chased now can run away from the slugged survivor not resulting in many/other screams. And if they get downed almost immeditely after it shouldn't result in chains of downs.

  • @Onyx_Blue said:

    @Milo this is the sort of criticism I was hoping for.

    You're right about my STBFL, maybe it isn't the best form for it; however, would you not agree that it's at least a step in a better direction for it. Making it so the perk is applicable all the time, in chase vs all survivors?

    Franklin's does have that requirement to it, however most people who use it, do have the attitude of "damn item users trying to troll me, let's troll them instead." It breeds this negative perception that item gamers are' toxic' instead of "hey, we have interactive players here, lads."

    Remember Me already slows opening down, I do see why you're drawing on that, but i'd say the idea I gave puts them apart, purely on the basis of it physically prevents escape and forces a new kind of end game stealth play and freedom to chase in killers eyes. Remember Me doesn't quite offer that completely. But I do like what RM does so i'd say they both could work well together.

    So your Adrenline wouldn't pick them from Dying? What about providing Endurance for 20 seconds when the user gets injured if the survivor is Healthy when the Exit Gates are powered?

    How long would your cooldown be for it? Because i'm running scenarios over in my head and i'm seeing a cooldown doing minimal to nothing in terms of restricting how dull it can be to go against.

    Yes and no. Reducing your succesfull hit cd can be a powerfull tool. A killer just receiveing it would feel slightly anti-climactic. EDIT:+ I feel it would be inconsistent or more so in any other form it takes.

    That's more of an issue of how powerfull these items can be in right hands. It's a perk that counters many item users in the lobby effectively. (IF Overhelming presence was better that would probably be used in it's place)

    I mean im not saying your idea is bad. It's an interesting concept. However i do not think Thanathophobia needs that rework. It could be a new perk or Remember Me rework (mostly because that's how Freddy's perks works - endgame)

    My bad - i meant it would either heal a heal state (so yes even from down) or give haste. And wouldn't endurance be that be more annoying than haste? It would block an insta-down for 20 seconds.

    Infectious is only really good if it chains into many downs, that's why it's so good at slugging. Cooldown of like 20-30 seconds should be just enough.

  • @Onyx_Blue But your STBFL makes it so killer is more dependant on what survivor does to have an effect. And with how wonky the chase mechanic can be it would make it more inconsistent.

    Franklin's is unique. It only counters those things if you hit someone. Until then those interactions exist.

    Wouldn't that work better for Remember Me? Also, no it does make sense - You see someone injured, dying you get scared and are more sloppy. (the only thing that doesnt make sense is that the debuff isnt active while someone is dead)

    I agree with it only during one thing, but i don't agree that it should do nothing while fully healed. Maybe change how it works: When injured you heal a state, when healthy you run for 150% for 3(or 5) seconds. Causes Exhaustion no matter what.

    Wouldn't you say a small cd would do what you want? Restricting it's range is more rewarding for small tr killers, whose range was small to begin with.

  • The same reason they made it so if every survivor is on struggle they die. To not waste time.

  • Then how would the key work? (or that "Where did they go?" achievement)

    in hatch camp Comment by Milo
  • In their latest anniversary stream they said they have no plans to change hook struggle in the near feature.

  • Not really needed after the added more unsafe pallets to maps.

    And you should break those safe pallets anyways. Or be gut at mind-games at those mid-safe pallets.

  • Every map (that is open) seems to follow the same-ish structure - 2-3 L and T walls, 2-3 jungle gyms and filler pallets.

    I wouldn't mind if there was a "x tile cannot spawn near x tile" but the maps aren't that big.

  • endgame collpase has been created to avoid Hostage-games to be never ending,

    And that's what EGC does.

    It prevents the game for lasting too long if nothing is happenning while also giving survivors a timer.

  • It's accumulative. Spending 60 consecutive seconds would be impossible.

    How do I even determine whether I'm within 10 meters of the killer?

    You guess tbh. I just ran after the killer without being in a chase, that worked for me.

    Secondly, I feel that this challenge is a great example of challenges that require players to go so far outside of normal gameplay it actually becomes detrimental to the match

    Yep.

  • The Edited part:

    DWM shouldn't have both (+10 second cd is super short even Q&Q is 20) Either CD is 30/25/20 or scratch marks last 3/4/5.

    Small Game also grants considerable speed for disabling The Trapper's trap by 20%, 25%, 30%. No

    And Any Means Necessery should have its cd reduced. It is a fine mind gaming perk imo.

  • @Poweas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1345470#Comment_1345470

    Yea, botany knowledge with it makes it really strong. But individually it isn't that good anymore, I wanna see it used more often individually, you know?

    And that's good. Perk combos is what should make perks stronk (see Q&Q+Head On, Spirit Fury+Enduring as examples)

  • They should fix their game so that doesn't happen.

    DC bans should stay tho.

  • I can't find a single situation where that would be usable tbh?

  • There are 2 flaws. 1st (obviously) each variation would have their best variation. Which still kinda makes meta perks.

    2nd - what happens to teachable perks? You said about merging MoM (Ash) and Borrowed (Bill).

    Oh and how would some other variations work? Can you give more examples?

  • All of these were reasonable enough with a good explanation.... except for Sprint Burst. SB would become the BEST exhaustion perk. You have better dead hard (cause you still can "miss" a hit AND you run for 150% for 3 seconds)

  • @Mat_Sella said:

    https://forum.deadbydaylight.com/en/discussion/comment/1341677#Comment_1341677

    actually, they've said that they want camping to be a bad strategy, and if they believe camping is not actually a bad strategy, they will work to change it

    They want to discourage camping. So like emblem/bp rewards/penalties probs.

  • @USELESS said:

    https://forum.deadbydaylight.com/en/discussion/comment/1339272#Comment_1339272

    But some killers like hillbilly will be most likely in a good map

    But some would have a higher chance of worse maps (Spirit, Legion for example)

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