Avatar

Milo

Milo

About

Username
Milo
Joined
Visits
12,066
Last Active

Comments

  • @inutilem said:

    @Milo You know, it's been revealed that some challenges require using a flashlight. I don't use flashlights, so, I don't want to do such a challenge.

    So dont do it...? You're not forced to unlock stuff, its just there.

  • @TAG said:

    I would strongly suggest making the Timer add-ons not stack. Also, Hidden Timer IMO is not worth anything higher than a common.

    Maybe not common, but yeah usually when it's starts ticking you're only focusing on the timer anyways.

  • Also you forget that GF can attack right away from Night Shroud.

  • @PolarBear said:

    This will not be a problem once the husk system is implemented. (Husk system meaning, if a player disconnects, it won't instantly kill them but instead leave a husk behind that the killer can down and hook)

    But does that husk count as a survivor towards hatch?

    Will that husk auto-struggle?

    So many questions

  • So you actually want to do (almost) every challenge in the tome.

    1. Why do you want to give Demo budget old Freddy?
    2. 10 seconds of Broken.... why?
  • @NullSp3c said:

    https://forum.deadbydaylight.com/en/discussion/comment/831936#Comment_831936

    This is a way for you to get rewarded for chaining hits and chaining 4 hits isn't that easy and also brings you lethality that legion completely lacks.

    Maybe reduce the mending time from 15 to 10 in exchanges for this. But with the correct values this would fit legion perfectly imo.

    It would only be broken if legion was a 4.6 m/s killer that he isn't in this rework.

    It's a matter of testing, but the idea itself isn't broken.

    Even two hits give you a 1,6 fatigue time. EVEN with 4.4 m/s killer (that can first catch up with FF) would be really good

  • Am i the only one that sees the "reduced fatigue for each survivor" being broken?

  • I don't think it should.

    Although it having higher chance for skillchecks would be good

  • @PistolTimb said:

    I mean, you can already instantly down them and hook them either way. Evil Incarnate is supposed to be hard to get and shouldn't be tried unless you have good perks and a good map offering. Buffing tombstone is not something Myers needs.

    But it beind denied by a locker seems silly

  • if we still had infinite mending legion

    That was unintented bug.

    And Spirit is just slightly overperforming imo, mainly prayer beads and her mind games that she has advantage in.

  • Make Unbreakable basekit. Slugging shouldn't be a valid strategy.

    Why should it? There are perks that counter slugging (unbreakable, flip-flop) and perks that promote slugging (Knock out, deerstalker)

    Make the survivors only produce scratch marks while in a chase (it makes sense if you watch horror movies and see the chase scenes where the survivor is desperately trying to escape against a killer), when you lose the killer it should give you a "window of opportunity" to actually evade the killer.

    That would be a good stealth buff, but any speed boosting exhaustion perk would basically give you hoodini build for free after going around a corner (chase mechanic is kinda wonky)

    punish a toxic survivor

    Yes im nitpicking one quote but how the hell you know there's a toxic survivor before being in a match? Just because they have a flashlight? Because unless you have, future vision, you're just taking a mori because you want to.

    Make the killer gradually lose vision while he/she is facecamping (it returns slowely while getting out of range of the survivor)

    What range? (still wouldn't "fix" it still curious)

    Remove the timer on DS but make it so that it stays active until another survivor is hooked with the exception if you're the last survivor then it doesn't activate at all. This in combination with the Unbreakable in basekit should completely eliminate tunneling. The tier of the perk determines how many times you can activate DS : 1/2/3.

    You can only get unhooked 2 times. But it does become true anti-tunnel

    Nerf flashlights even further by removing flashlight blinds when the killer is destroying pallets (it's stupid and provides no purpose other than annoying the killer and being toxic).

    Why? It provides with 2 other things (not only being "toxic" as you suggest): Boldness points and a chance to confuse the killer giving you more time to escape.

    Also no one would use flashlights anymore and if someone wanted to use one they would have to do the last second switch.

    Make Gens take a lot longer (80 seconds solo -> 120 seconds and nerfing effects of cooperating even further) to complete so Hex : Ruin is not a requirement for winning.

    1st no one wants to hold M1 and sometimes space for 120 seconds in a row. 2nd ruin would still be probably the best anti rush perk, along with Pop Goes the Weasel (instead of 20 it would be 30)

    Make Gates longer to open (20 seconds now, should be 1 minute).

    You already answered that above me

    Make the killer see if someone has DS so he can avoid picking the survivor up by mistake (but only if the DS survivor buff is implemented)

    Oh, so you mean like that make tunnelling obsolete.

    Let the killer see how which survivors are SWF and which aren't (honestly they can do this right now by looking at your friend list or matching survivor names) (but only if the Ebony Mori nerf is implemented)

    Sure?

    Completely scratch or rewrite the rank system so that a game where everything is stacked against you (Mori, 5 stack Devour, camping or tunneling killer) doesn't result in deranking if you give it your all anyway -> will significantly reduce D/Cs

    I doubt people would dc less without a punisement for doing it multiple times. I'm sure people don't care about rank when they dc, otherwise they would just wait out the animation to lose 1 pip or safety pip instead of double depipping

    provide a fun unranked mode (other than KYF) which you can play with and against randoes (maybe also 2 or more killers vs 8 or more survivors in this mode).

    Do you mean just 2v8 mode? If so go for it might see some play. But i don't think we should have 2 diffrent ques for same mode (1v4) The ques would go bonkers imo

    Remove rank reset or adjust the time limit (I want to play DbD to relax and not to get put under pressure to get a certain rank before a certain deadline, I have a life outside of DbD too)

    If rank really meant something (like giving you rewards) then i would gladly take it lasting 1 more month. Otherwise i don't really see the point.

  • @CosmicSphere said:

    https://forum.deadbydaylight.com/en/discussion/comment/826371#Comment_826371

    fair enough, depends on the values we're are talking about here. If its like stbfl in terms of slightly noticeable changes when using the perk then i dont see the problem.

    Did you just say that 40% of faster succesfull attack cd is not noticeable?

  • Because some would be p2w/p2l

  • I like every except stacking Pebbles.

  • Or make it so that green med-kit has some charge add-ons

  • @SilentSpectre said:

    I haven't noticed that they're separated, are they really?

    Some of them are, like Claudette's mini doll.

  • This isn't really feedback BUT i think the pink one will get cancelled after getting hit with BT.

  • @Forceful_Spork said:

    https://forum.deadbydaylight.com/en/discussion/comment/825361#Comment_825361

    The mechanic stays the same across all tiers. The only thing that changes is the values.

    What My Rework Would Do: At Tier 3 of the perk,

    Sorry then this was misleading atleast for me :3

  • @Forceful_Spork said:

    https://forum.deadbydaylight.com/en/discussion/comment/824458#Comment_824458

    I didn't want to change the perk's maximum values, and if I did, it would only be to fully counter A Nurse's Calling. I just wanted to change the way you acquire those values. Also, people mainly use the tier 3 version of a perk, with the exception of Discordance, or, in rare cases, Make Your Choice.

    That wasn't my point.

    I just don't understand why the mechanic changes from Tier 2 to 3 (which basically means using tier 1 and 2 would be still pointless when you're levelling up a character for example, same was with Kindred 1 and mostly 2 - they wouldn't be that used until tier 3)

    I don't see the point of (if it had the same mechanic) keeping it tier 1 and 2.

  • There seems to be a lot of Hard challenges nowadays because of some changes.

    Take Left Behind for example

  • Okay okay... but why only tier 3?

  • Tomes are pernament. They stay forever.

    Rifts on the other hand end after XX days.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/824397#Comment_824397

    You need to get a protection hit, which isn't easy nowadays. ?

    Protection hits are actually detrimental to your team most of the times, so I think this is fair! ?

    1 Protection hits is actually pretty easy.

    2/3 on the other hand... oof

  • I only think they time should be decreased (while still being exhaustion)

    IF every killer had some kind of timed exhaustion then Fatigue could work

  • I don't get it kinda?

    Auric Cells give you enough to buy another Rift.

    Would you like to pay for Rift everytime?

  • @AvengerBear said:

    Yeah, I agree. When I did this challenge, I used a chest offering and ran around the map only looking for chests without doing anything else. I got hooked twice and died during the process, I didn't do a single thing and got a depip for this stupid challenge.

    ...How you didn't have enought time to do anything else? Also getting chased is doing something

  • @SaigonTimeMD said:

    https://forum.deadbydaylight.com/en/discussion/comment/820226#Comment_820226

    Oh wow, that's great! Thanks for the fast response - I thought I had until the Blight ended to farm as much Serum as I could, but that sounds much more manageable.

    If that was the case, then you wouldn't be able to get the serum without either grinding everyday 24hours or using money

  • @EuphoricBliss35 said:

    https://forum.deadbydaylight.com/en/discussion/comment/820158#Comment_820158

    Regressing exit gate sounds scary? Lol

    if you’ve lost 5 gens and you haven’t killed anyone, I hate to break it to you, you’re not getting a 4K unless it’s a swf that’s feels bad for you and is going to meme their own death

    Also, that’s not “why people DC” - people whom rage DC can’t keep their emotions in check, accept defeat, and move on. That’s not so much a criticism as it is describing what’s happening in that particular moment

    ”you should never feel like you don’t have control” spoken like a control loving person :)

    So please tell me, what is/are endgame build/perks?

  • I think if they somehow were able to put more challenges in that 2 week gap it wouldn't be that bad.

    EDIT: Or more time consuming but more rewarding ones

  • Left Behind is actually a good perk now ^^

  • @Ebisek said:

    https://forum.deadbydaylight.com/en/discussion/comment/820219#Comment_820219

    How the one survivor near hook can force killer to stay here also? No, you are just that kind of killer which still walking around the hook and waiting for oportunity to hit freshly saved survivor again. And made the BT in game kit will destroy your gameplay.

    Thats a reason why I am ignoring you. No cares about killer abusing, but survivors mmmm, they can abuse everything.

    You know.... by just being near the hooked survivor. Should killers just give a free unhook if they literally can see the other survivor?

    And no. Ofc i will go back if i see someone LITERALLY RUNNING TO THEM IN MY POINTS OF VIEW. And i play survivors mostly and even then i use my BT to tank a hit for someone else even if they weren't tunneling. Cause that's optimal.

    Oh yeah, because when Legion abused moonwalking that was fine right?

  • @Ebisek said:

    Remove "grab" option for killer and move borrowed time to the base mechanics. EZ.

    And stop crying that BT is toooo OP. One hit protection for few second after unhook should be matter of course and if the killer play fair, never be needed. Hook someone and go to track another one.

    No, also why did you ignore me :c

  • @HatCreature said:

    https://forum.deadbydaylight.com/en/discussion/comment/818157#Comment_818157

    So what do you think of the idea? I was trying to find something that wouldn't change what players already do, opening Exits, patrolling certain areas, hiding, hunting etc. Peanits said they are working on changing Exit locations so they're farther apart, if they do that then this idea would benefit from it. I've come up with other ideas but this one is more in-depth.

    Not really a fan of it.

    Balancing 6 points of patrol would be way harder than 2/3.

  • @HatCreature said:

    https://forum.deadbydaylight.com/en/discussion/comment/817627#Comment_817627

    Ins't the Exit 16 seconds to open? Or am I getting 16 from Remember Me? If the Exit is actually 20 seconds then the Lanterns should take away 13 seconds so they'll still have 7 seconds to open it. I don't want the manual part to take too long because the current EGC we have now is if you get found at 1 of 2 Exits that are pretty close you're dead. They gotta have a chance and now I'm seeing why they shouldn't be getting an extra hit lol

    The idea of an extra hit is more of a boost for Survivors if they get found. In lower Ranks if you get found you're dead but more skilled Survivors will be able to hide and escape chases so they won't need that extra hit. I mostly put it in there because depending on how the match went you could have no pallets, it could be really small, it's basically just a boost to make them feel better. It isn't 100% necessary and if it's too powerful it can be removed.

    The Animation for taking a Lantern was originally going to be the same exact animation you have for taking a Lantern, from the Lunar Event. But now that you mention unhooking, that seems the way to go. As for the Aura for the Lantern it really all comes down to where the Lanterns can spawn, I think the max distance can be 24-32 but I'm leaning more towards 24. That would have to be a thing they would have to test, if the range is too big then it would be too easy but if it's too small then it's not happening.

    It's 20

    But still, survs complain about current EGC because if you get find you're dead. That extra hit wouldn't make a diffrence either way

    And the animation from Lunar Event is literally unhooking animation. I was just asking.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/817574#Comment_817574

    Making it 100% while getting the healing benefit is pointless because when you're healthy — that's your Iron Will and Stridor can't make you grunt louder while healthy. ??

    My point was - why add the healing benefit when those 2 things were already covered by previous version.

  • the Survivor must collect 3 out of 4 Lanterns, each Lantern applies progress to the Exit switch up to 9 seconds of progression leaving 7 seconds for the Survivor to do manually

    Why 9 seconds, how 7 seconds (the gate is 20)

    Additionally, during the 1v1 the Survivor is given the Endurance status giving them 3 hits before they go into the Dying State, that is if they are in the Healthy state, if they are Injured it will still be 2 hits.

    The Survivor has the advantage of taking 3 hits, this is because it is a 1v1 and the Survivor is inherently at a disadvantage with no real way to get out so they need a boost in this scenario.

    What does this accomplish really? Im really curious, except the "force" openning the gates by taking hits. Also you can still be instadowned.

    They have no Auras

    The Perk Left Behind will be changed to reveal Auras of the Lanterns

    ^

    Also how far away would those be? How long would be the animation (the unhooking one?)

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/817228#Comment_817228

    The healing acts like an Iron Will and Hides your blood trail if you're curious! ?

    But why not just keep the "free" iron will and no blood trail. The things the perk already has?

  • @FriendlyGuy said:

    https://forum.deadbydaylight.com/en/discussion/comment/817100#Comment_817100

    Old base nurse is a perfect example of a perfectly balanced killer. Extremely high skill cap, but extremely difficult to learn and optimize. Able to face an optimal survivor in a FAIR matchup, if played optimal. Every killer should be like old base nurse in my opinion. You are basically saying killers shouldn't be buffed, because they would become too oppressive. Imagine killers being scary. Scary huh?

    It's hard to balance out a game with that many diffrent killers for all of them to be balanced yet strong.

    Some simple changes could really turn one killer into too opressive one while other would just slitghtly help them

  • @Science_Guy said:

    That one, honestly, is not that hard.

    You're not going to finish it in your first try. You don't have to, either. But every couple of games, you have those rounds where you're on Genny-(blank) duty the whole time. For instance, the very last game I played I ended up completing four different gens. It's hard, but it's not impossible. Many survs probably come close to doing it all the time without ever realizing it or even trying.

    Oh, and regarding the other Tier IV challenge everyone is complaining about: FWIW, that same game I also ended up rescuing 2 other survivors during EGC and probably could have gotten #3 if things had gone slightly differently. Challenging and BS aren't the same thing.

    But now imagine 4 people trying to do that challenge

  • @chickenwing said:

    What if there was only one ultra rare offering to spawn one extra pallet for survivors, but then killers also have an offering to remove 1 pallet

    That's not balanced at all.

    The hook spawning further away is 3:1 ratio.

  • 2 - Sloppy Butcher?

    3 - Unnerving Presence

  • In Apex you stop getting rewards for free track after level 37.

    In PUBG you earn rewards every 5 levels it seems till level 100, most of them being coupons.

    In Fortnite .... im not sure how it works for f2p players but ... i think they get some rewards till certain point? Atleast it was like that in previous seasons.

    In DBD you get stuff every 5 levels or so (charms and skins) till level 55 when it makes a jump to Claudette's hair and final charm.

  • I feel like they should increase the BP cap for survivors a little and then buff the bp gains from certain actions (like repairing gens alone)

  • I feel like it should heal you when you're injured without a sprint burst and give you a sprint burst that avoids exhaustion when healed.

  • Nothing should ever be balanced by ranks imo

  • @Ebisek said:

    https://forum.deadbydaylight.com/en/discussion/comment/814723#Comment_814723

    1) Abused - What kind of abusing do you mean? Killer abusing when he facecamp and wait for moment when you touch the hooked? Killing survivor shoud be about hunting (and footprints tracking), not glitching the situations like a basement camping.

    2) Borrowed time should not be a perk. We need perks to keep this game fair dude? - thats terrible. Borrowed time providing one hit (no GOD mode) protection for few seconds after unhooking. If you think that borrowed time is strong, something is wrong with your gameplay. As a killer, how many times I ve hit someone with borrowed time? Maybe once when I ve followed someone which running to the hook location and I was not sure who is who when they running across to me.

    This is same situation like Decisive Strike. I remember one streamer which cryed that he get 4 DS. This doesn't mean - DS is overpowered or we are "toxic swf". This is about fact that something is wrong with his gameplay when he still walking around hook and then tunneling hooked survivor to get DS 4 TIMES.

    In good games there are mechanics like god mode for a few seconds after respawn to avoid sniping the spawn point. From this perpective, DBD is not good game.

    1) Abused, but by survivors. Making the killer stand near the survivor while the other 1/2 surv do gens.

    2) It should. And i actually play BT and you know how survivors who aren't getting tunneled use it? To block a hit for their rescuee. Making someone basically invurnable for a couple of seconds is strong, it's like current DS

    3) DS - Depending on situation, was he destroying the team thus DS making it basically imposible to do anything? Was he actually tunneling? Those little things make a diffrence in arguements.

    "Spawn Points". Yeah, in those games you die and respawn. After you die in dbd you go back to your respawn point - the campfire which kinda gives you a god mode till a new trial.

  • @Ebisek said:

    https://forum.deadbydaylight.com/en/discussion/comment/814543#Comment_814543

    Dynamic entity progress? No progression if the killer is within 10 meters range? Slow progression 10-15, ... medium and normal?

    Remove grab option.

    Build-in borrowed time?

    Killers have lot of opportunities and ways how to slow down the game. Stupid hex ruin grant me lot of 4K games yesterday. Lets hook survivor and walk to check the gens. oooh, scratch marks around gen lets hunt someone else. Two others are off the gen rushing (hooked and saver). Only one is working on totem/gen.

    Look, there is no reason to walk in 15m circles around the hook. Only if you want to feel the pain of bullying someone with tunneling. Then so.

    Oh something that was already tested? And was abused by survivors?

    Why remove a grab option? That would be pretty inconsistent with other grabs.

    And no, Borrowed Time is a strong tool when it's a perk.

    And you're right. It's the most time efficient thing to not camp, but not in all situations.

1 … 55 56 57 58 59 … 136