Milo
Milo
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- Milo
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Comments
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It doesn't really need it tbh.
After the recent buff it became a really good perk that i use pretty consistently in my soloq matches.
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I just dislike how your ideas just promote SWF. (also Idea 9 with those numbers is impossible, but still it's a bad idea)
I do like idea 1 and 4, Idea 2 basically is a nail in the coffin for the last survivor, Idea 3 (if 2 was also introdouced) would be pointless except ofc in a 4 man all luck things.
And Idea 6 and 7 seem slightly out of place for Luck mechanic.
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@Twinbros said:
https://forum.deadbydaylight.com/en/discussion/comment/1097917#Comment_1097917
There are a few good killers who don't have a "I'm lazy I win" button and do perfectly fine. Guess it all comes down to the skill of the player. Killers with no skill tend to gravitate towards 1 hit killers because they are garbage at chases or simply bad at the game. Killers who know how to chase or play the game don't need the "I'm lazy, I win" button.
Yeah, those that have good mobility.
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@BigBubs said:
https://forum.deadbydaylight.com/en/discussion/comment/1097914#Comment_1097914
Not really.
Oni already has a similar addon and it's very rare too.
Also , exposed is useless on injured survivors. Aura reading would be way more useful on those.
Except, atleast with Oni you don't remove the exposed aspect.
And, if they don't see you to have enough time to stalk, couldn't you just y'know hit them?
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Yes because that's how disconnecting works.
If you/them got disconnected because client screwed up they should fix that. Other than that they can't see which disconnect was a rage quit or just a internet loss.
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Lastly. With future killers, I would suggest Xing any 1 hit down abilities, and actually have killers work for their kills. Otherwise if you want to continue giving out 1 hit downs just make a 10x10 map with nothing in it but hooks, and let the killers get their 4k.
Oh yeah because any M1 killer (without mobility) is good right?
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- Make decive give you both deep wound and borrowed time effect for tot sec (at least 15, take the killer away from killer, making the surv the possibility to make distance, go to a loop and full healing with a medikit, evading the stressful start match tunneling until you die)
I don't really get this one?
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@arcnkd said:
Killers should drop the Survivor they are carrying if they drop from a height; so that Killers have to actually carry Survivors to the hook without having any 'shortcuts' (dropping from house balconies in Haddenfield; dropping from top of basement stairs; etc.
That's all really.
Now imagine Haddonfield.... 80% of the time you would wiggle off with someone's help.
Heck, just being on a window only balcony makes you immune.
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@Trollthem said:
https://forum.deadbydaylight.com/en/discussion/comment/1097142#Comment_1097142
If you lost your capacity to slow the gens progression (ruin) you'll have greater chance to lose points in this emblem since ruin is ######### and it spawn most likely near the survivors.
They just have to open the doors at 99% and just play more with the killer to get points , they dont even need to chase , they just can do totems since it give you 1000 points and 1500 for hexes , most of the players are teams on discord , they can do some gens and then change roles and chase with the killer.
How ? Am i a dev? if they know how to ruin it they sure know how to fix it.They just have to know that atm its bullsxit
That's why i proposed some changes about that , cuz atm it ruins more the killer side than the survivor side.
(Ruin) Most hexes don't slow the game down.
We're talking about emblem points? Or bloodpoints? Because now i'm just confused. (totems count for lightbringer btw)
You can always propose a feedback and suggestion on how they should handle it. Cause just saying "change it" isn't very construcitve don't you think?
Your change gives survivors 160 more seconds of holding M1.
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@Trollthem said:
https://forum.deadbydaylight.com/en/discussion/comment/1096255#Comment_1096255
Ok so if you don't protect your totems (exemple : ruin) you'll be gen rush more faster so you'll lose guardian's emblem points , so it DOES count for pipping and oh? so why do i see red things on my emblem at the end? even i dont lose that much points
Dont pick every little things , you know what i mean about Popping 5 gens and getting out , of course you'll have chases with the killer , Audacity is such an easy mode to get points as for rushing gens .
How to up pursuer? Well i don't know , but at this point i think they need to rework it.
Holding M1 isnt fun? Well it doesnt give you any stress either trust me survivors will always love the easy mode , that's why i said that survivor is actually the easiest thing and the most funny thing if you want to get points/exp level , its just a waste of time to play killer atm , it was fun when you just had 10k points to do at least you could've train your killers and have fun .
TECHNICALLY no, it doesn't. Does protecting your totems help? Yes of course. But that is not required to pip.
Yes i know. But still if survivors end a game too fast then it's more likely that only 1 or 2 survivors will actually get a pip while the rest only gets a black pip.
need to rework it.
Hooow.
Yes, holding M1 isn't fun, shocker! It is easy but it's seriously not fun just sitting on a gen 80 seconds and then doing it again.
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I'm still waiting for the cowboy hat (on her head)
Now it would be perfect to double it up with her other hat!
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@Mastropiero said:
If the point of nerfeing the ruin is to help the new players, but they create a new battle pass where the doctor is the main one and has the most difficult skill checks of all that means that the game developers are cheating us or do not have the slightest idea of what they are doing 🤦♂️
Except the only difficult thing are the counter clockwise ones.
For the random location you just need to get used to it!
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Flash news: It also blocks the survivor from fast vaulting that specific window!
Also this should be in Bugs section
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They did a year ago, for Wraith and Nurse if i remember correctly.
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It might because the game cannot recognize it. Which is kinda dumb but whatever.
Keep trying!
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Or, atleast, give the Emergency some add-ons!
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@Lan said:
I think this is a great idea! It is shown that behaviour is capable of doing this (as shown in the tutorials) but they only have set instructions. (Move one way to hook, or called in the shack to have their input to walk down and unhook you)
They may be able to do this, but I think that they are too lazy to do that, or they don't have the knowledge or materials to do it.
All in all, love the idea!
They may be able to do this, but I think that they are too lazy to do that, or they don't have the knowledge or materials to do it.
No, actually. At one point in the past they said it would be too much of a bother. For example making them either too smart or too dumb.
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Let's talk about how you need to pipe as a survivor :
You forgot about helping others!
-Protect your totems (hello ruin and cie)
-Not staying near the hooked survivors even if their friends make me chase them around the hooks.
Those 2 are false. Totems don't count for pipping (and we're talking about pipping) and if another surv is close enough to the hooked surv you won't lose points.
Nerfing emblems survivors side .. Make them work more , more things to do and not just ' Oh lets pop those 5 gens in 2 mins and lets get out of here
Actually, this leads into black pipping at best. Also friendly reminder that there are 4 people competing for the same emblem, while killer is competing against himself.
-Up the pursuer emblem (killer side) .. its kinda a pain in the ass to chase when you have pallet looper , you cannot just hit them when you want , and the chase takes some times.
-Give some killer love about some perks (like ruin)
How exactly?
-What about changing the whole gameplay if you let the gen rush out there? Give them 7 gens to do instead of 5 ? Give killers some time to play without having any stress cuz i can assure you , survivors dont have any stress .
Trust me, holding M1 isn't fun. That new Doctor add-on atleast for me spiked it up a little bit.
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a) It doesn't need it
b) Head On would become close to uselesness imo.
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@Endless said:
https://forum.deadbydaylight.com/en/discussion/comment/1072115#Comment_1072115
Then how does the game work then how does killers win? /confused
You can get survivors by checknig gens. And hook them from then on.
I mean, you don't need to be a genie to know you can find survivors by gens.
Because they can't win without fixing gens. So yea, you do need to check gens and it's surroundings constantly. Or else how do you even play the game then?
If you only check gens you won't win. And if you check a generator and start chasing someone we go back to the OG reply.
And now if you waste too much time doing anything, other gens will get completed.
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@Endless said:
https://forum.deadbydaylight.com/en/discussion/comment/1069004#Comment_1069004
That's them chasing/tunneling a single person instead of checking gens.
You cant check gens 24/7 without harming and hooking, otherwise you will just lose.
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... Yes, no. Basically both at the same time.
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... P2W mechanic basically.
The grind should get easier, but it shouldn't be easier because of paying money.
Buying pass should give you more exp for shards instead.
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@Zeur said:
https://forum.deadbydaylight.com/en/discussion/comment/1069695#Comment_1069695
except for they do with other things that they add to the end screen as it says defeat or victory all survivors killed disconnect bonus legit look at the end game screen really look at it and look at the little +plus what ever at the end that it shows you, same concept.
So the real question is why is it so complicated to make rules and exceptions except when in chase, there could also be a penalty for survivors running killers around hooked survivors because tbh those survivors are throwing the game too instead of running away. There are sooo many ways to fix this problem its that no killer main wants it to be fixed because that means that they cant face camp someone that they found to be annoying all game. you could even add in a exception for when the exit gates are powered. So why is it so hard to think outside the box?
Keep throwing reasons why it can't work and you dont want it to work instead of giving reasons for reasons it could work and thinking outside the box. If these are concerns you have with removing points for camping and you are telling me that you have considered that people might exploit it. Why haven't you thought of ways to stop people from exploiting it instead of saying the same thing the guy before you said. I can keep throwing reasons why it could for almost every reason you say it can't. If you down someone after the exit gate is powered and you really want to keep that kill fine so be it. At least at that point the survivor on the hook had a good round.
except for they do with other things that they add to the end screen as it says defeat or victory all survivors killed disconnect bonus legit look at the end game screen really look at it and look at the little +plus what ever at the end that it shows you, same concept.
Please enlighten me, which stuff shows at the "tally up" screen.
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@Zeur said:
https://forum.deadbydaylight.com/en/discussion/comment/1069235#Comment_1069235
there have been more complicated and complex things tackled then camping the hook, also they could always give points back without giving the killer a notification on the side saying they are getting points it could be something implemented at the end game screen. points removed for such and such.its not hard to code rules into a game they do it all the time
Then they're hiding info during game. Which they literally don't do and would be a weird exception.
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@Endless said:
Too bad there ain't many *active* players on the forum. This post needs more visibility and upvotes.
As I too. Want some adjustments towards this issue. Being prevented to play the game at all while "playing" survivors makes me want to stop playing completely. What's the point of queing for 10 minutes, and only end up with less than 5 minutes of "gameplay" per match because I'm constantly being face camped by noob killers then tunneled to death one by one.
I hope the DBD Team actually reads this entirely. And considers a few changes for the killers QoL and Survivor's.
> What's the point of queing for 10 minutes, and only end up with less than 5 minutes of "gameplay" per match because I'm constantly being face camped by noob killers then tunneled to death one by one.
Same for killers but with getting genrushed
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@Marcavecunc said:
... healing them at the same time they're working on a generator? yeah no
what next, conga line healing? "you can heal someone else who's also healing someone else"
Its basically "give them self care to 50%" the perk.
Cause literally you would get the same outcome if they Self cared to 50%.
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You would see more unintentional trolling than you would see legit trolling.
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I think, just because it can deactivated before Endgame it shouldnt have a activation thingy.
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Because.... There's really not a good reason. They should even add that as an option if they want to keep the old thing
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@Sinner5Gonn4Sin said:
https://forum.deadbydaylight.com/en/discussion/comment/1066099#Comment_1066099
I thought it up with SoloQ in mind indeed, but if they could possibly make it so you don't get awarded a stack if the Bloodlust timer keeps ticking after you broke the chase wouldn't that fix the issue ?
Chasing is kinda broken tbh.
You can lose a chase EVEN if you see the surv.
Thats why im glad they changed Lithe >.<
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@Kind_Lemon said:
https://forum.deadbydaylight.com/en/discussion/comment/1058912#Comment_1058912
This game is most certainly not a logic zone, but there's a clear difference between appropriate suspension of disbelief as the world supports it and the removal of feasibility through nonsensical mechanisms.
My argument is based on usefulness much more than logic, but it seems you've fixated on the portion of my post simply there to sand the edges of a change.
Okay.
Unless you're also suggesting to remove the timer thingy then this is a nerf.
And overall even if you did remove it i feel like it would be less worth to run it.
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@landromat said:
https://forum.deadbydaylight.com/en/discussion/comment/1064998#Comment_1064998
2 secs is pallet stun duration. Enough time to react
Reacting to it and doing something to prevent it are 2 diffrent things.
Let's say - they drop a pallet, Legion vaults over and cancels their power right away. What can someone do in that situation?
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My only issue with this is: Go into Frenzy after finding someone (probably you someone injured) - exit while not hitting them - 2 sec stun after a huge burst of super controlled mobility with faster vaulting of windows and pallets.
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@rhodamia said:
Increase hook timers and sounds of hooked survivor but don't let us see the aura. We heard the sound that says someone got hooked but WHERE. That would increase altruism. Increase the usefulness of some perks, even open up new opportunities for New perks.
... So basically either Empathy or Kindred.
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Purple Insta heal not being useful? You have achieved comedy gold by friend.
Seriously purple insta heal still basically gives the old effect, but prevents insta-downs if a killer decided to use them on ya.
Pink is fine-ish at what it's supposed to do - reduce the time healing so you can do something else.
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Maybe they keep adding more each patch?
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It also makes little sense that an injured survivor doesn't bleed at all for a duration without a med-kit, which is how the perk works currently.
You're saying in a game where you can get hatcheded, chainsawed, maimed and a couple of back rubs heal you up.
This is a video game. It doesn't have to follow sense 100%.
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That's very anti productive of her... she should've had bond!
But on real note, report them.
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Keep playing! Or get a swf group.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1055984#Comment_1055984
Survivor queue times weren't a problem when those challenges were designed, remember. And they aren't necessarily a problem everywhere. Personally, I find survivor queue times to be either longer or shorter than killer queues depending on the time of day.
Yup.
My survivors ques atleast like 2 days ago were almost instant!
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@Satelit said:
Nothing is scary after you experienced it enough
Exactly, if you play a horror game again and again it will stop being scary.
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@LordCyphre said:
Why is everything allegedly a scam all of a sudden?
Because of the latest update i suppose.
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@Fibijean said:
If you click on the settings button in the post-game screen and go to "Match Details", it will tell you which character each player was using.
Wait seriously? This is the best info.
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You can click the arrow near the chat to disable it.
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@Aeichi said:
https://forum.deadbydaylight.com/en/discussion/comment/1034756#Comment_1034756
Are you sure about this ?
For example, when I used my DH last time: he lunged at the start of the animation and still hit me at the end (and without any bloodlust btw)
Same for hits on windows, he seems to be able to hit you through larger distance
Any killer that starts lunging at the same time or "slower" than you dead harding will probably hit you. Although it's a very small window
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The only thing i don't agree with is "Snap out of it" nerfs.
However i think it's a huge buff.
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- Im still against that. The playerbase isn't THAT big, it would probably increase the que times even more!
- That only counts for one emblem, The Survival one. Which could get some tweaks i guess.
- "They just hate running gens I suppose" ... what does that mean? Also they will probably do some more tweaks now that ruin is gone.
- Somehow im against that.
- Okay then using flashlights, keys, instaheals are not toxic as well. Oh also this "They blame killers instead of improving their own skills." statement doesn't really fit this point. I agree that it's true tho.
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@Nos37 said:
Bitter Murmur does not reveal the survivor for 10 seconds after the killer closes the hatch because the perk states "when the last generator is fully repaired, all the survivors' auras are reveaed for 10 seconds."
Dark Sense does not reveal the killer for 10 seconds after the killer closes the hatch because the perk states "when the last generator is powered the killer's aura is revealed to you for 10 seconds."
Hex: No One Escapes Death needs to follow the same rule.
Then adrenaline also would have to follow that rule.