Milo
Milo
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- Milo
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@RaSavage42 said:
https://forum.deadbydaylight.com/en/discussion/comment/3251767#Comment_3251767
That's because they coded it that way... it's harder to take a code and make it specific
I mean... it's like taking something big and general and making it small and specific
And plus it's BHVR we are talking about
Okay, call me ignorant that doesn't how coding works, but couldn't they just copy Rancor's requirement into No Way Out?
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@RaSavage42 said:
That would be to hard for BHVR to code...
Not really, Rancor is the proof of that.
Just make No Way Out have the same requirement as Rancor and we good.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3248933#Comment_3248933
Currently most picked killer with highest killrate in top MMR. And you call him weak? I don't think there is anything more to add
He's just fun to play tbh.
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@[Deleted User] said:
Bhvr really seems to love chest opening.
And yet at the same time, they nerfed Pharmacy to only work while injured.
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@Purgatorian said:
I only let myself get to around 600k bp to lessen the time spent spending them. That takes long enough, let alone if I had 2 million.
I am happy with the changes they made but I agree with those that request an auto complete. Since I don't spend as much bloodpoints per time, the opening of the mystery boxes never really bothers me.
Just clicking the damn nodes (like in the tome) would do so much to fasten it.
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@not_requested49 said:
https://forum.deadbydaylight.com/en/discussion/352100/twins-have-so-much-cosmetic-potential
They're not going fo waste time on that because Twins are the least picked killers of the whole roster
Sure adding cosmetics would help SOME but to bhvr I don't blame them ignoring the twins
+Technically, Victor is a power.
Atleast for now they have a rule to not give cosmetics to their powers. We'll see if they change their mind sometime soon™
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I mean, semi-reverting it would suffice tbh.
Make it so it works while uninjured but keep extra medkits you get while injured.
But I do like that aura reading part, 10/10 would keep.
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@Alen_Starkly said:
How many of you have been deciding which role (survivor or killer) to play, based on the bloodpoints incentive active at the time?
Ever since they were introduced, I have not played a single match based on the active incentive. If I really want to play a certain role, I will play that role. The BP incentives are too weak for me to pull me to play the role I'm not in the mood to. The only thing that pulls me personally to play a certain role (usually killer, 'cause I prefer survivor) is when there are tome killer challenges that I want to complete.
In my case, I mostly want to play survivor, and the incentives are on survivors most of the time, so they coincide nicely, but even if they were on killer, it wouldn't motivate me to play killer instead. I think that for me personally, what could motivate me to play a role is if there were iridescent shards attached to it. Or just player EXP, which influences the rate I get shards at.
Killer queues are still long from time to time, so incentives don't seem to be working suffiiciently.
I'd like to hear your opinions.
I do.
Mostly because, if there's killer incentives it means the queues are fast :>
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@DrPatriot said:
https://forum.deadbydaylight.com/en/discussion/comment/3241162#Comment_3241162
I think that even with 25% flip flop, wiggling would be unreliable.
You would be suprised how many times survivor get to 75-90% wiggle progression.
So yeah, a killer slugging with this addition could be very punishing.
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@GoshJosh said:
It doesn’t seem to fit the perk. Though what I would like to see is Vigil allowing exhaustion recovery while running (at a 33% rate).
Faster mending could easily be added to lower tier healing perks like Solidarity (for mending others) and Resurgence (for mending yourself).
I also don’t see why altruistic mending comes with speed penalties. Those should be removed.
Why wouldn't it fit the perk?
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@RaSavage42 said:
Yes we all complain about Gen regression
Me personally... I complain that the Gen regression is to low... and that it's no wonder that Killers use these perks
.25 charges per second... that's base Gen regression
1.0 charges per second... that's base Gen progression
What frustrated you about that match?
Gen Regression (Perks).
It can get quite annoying seeing a gen get down to 0% after some of these hits. (not like getting denied hooks is fun either)
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@Hanselpup said:
https://forum.deadbydaylight.com/en/discussion/comment/3235508#Comment_3235508
What needs to be changed?
At the moment? Nothing, because, as I said, Sole Survivor exists.
Although I guess that Endurance thing could stay?
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@Garboface said:
make it so if you die on first hook you get banned?
Rip people who get camped ig. Or people that get left by their teammates.
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Seeing as she is a Legendary Cosmetic it's probably not possible for her to be a standalone survivor.
Maybe they would add Bloody cosmetics eventually tho, keep hoping.
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@TeabaggingGhostface said:
Remove the hatch aura and its perfect
Then we have something like this already - Sole Survivor. Only the numbers are way lower.
@Hanselpup said:
You will get the job done... no matter the cost.
When you are the last Survivor remaining in the Trial, you gain the following effects:
- If both exit gates are closed, gain the Endurance status effect.
- See the aura of the hatch and exit gate switches within a 40/44/48 meter range.
- Your generator repair speed is increased by 200%.
- Your exit-gate opening speed is increased by 100%.
Left Behind deserves to be a powerful "last ditch effort" perk for its activation condition of being the last survivor left. I designed it to give the last survivor much better chances of finding the hatch before the killer, which is currently what the perk does... but does poorly. Should the killer manage to close it before the last survivor can reach it, he still has the potential to make a comeback with double exit gate opening speed, but his chances of survival dwindle if the killer finds him first. The endurance effect is meant to keep the last survivor on his toes just a little longer to (hopefully) find the hatch before he goes down, but he loses it if he's bold enough to try repairing or if he tries to open an exit gate. If there are only one or two generators remaining and looking for the hatch seems like a bad idea, the last survivor could pump out his last generators to power the gates and strain the killer's patrol if he hasn't found the hatch yet. Overall, I think these are definitely well-needed changes for Left Behind. Tell me what you think!
You legit would always escape as the last survivor.
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@Slaymore said:
They don't seem to listen to any reasonable feedback on the subject. To avoid camping and tunneling there a few things that must ALL be done:
1) BP penalty (aggressive, to the point where they lose BP)
2) No iridescent shard accumulation penalty - possibly lose shards as well
3) NO objective completion in that game (daily, rift, steam, nothing)
4) Increased delay timer for their next game - 10 mins per occurrence should correct the issue pretty fast. Get these killers out of the queue
The problem comes in the talent of the devs - I don't trust them to be able to detect camping and tunneling especially when so many smaller bugs still exist (hitboxes through walls, timers, etc.)
For that to happen, the objective of the game would have to be altered. Or atleast, getting a kill shouldn't make it way easier for the killer that it basically forces them to kill someone fast.
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Killer shouldn't have an ability to instadown from the moment they spawn on the map.Meanwhile chainsaw killers...
Tbh, now that I think about it, I just wish it had some sort of indication it's in play.
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The fact that the tomes got a click function and bloodweb didn't is baffling to me.
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The animation is slightly longer than endurance duration.
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They technically aren't locked.
You should see those versions appear in your other character's bloodwebs/loadouts even tho it says they're locked. To get tier 3 you need to get to prestige 3 or level them up via bloodweb.
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Yes, if we reverted this one perk in particular will mean they'll get more players. Even tho, this perk was hated and overused.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/349180/killer-sided-game-perspective
61%. Killer was never asveasy as is now. If this is the case, then good riddance. Survivors are being nerfed consecutively every patch and 61% is the bare limit I am willing to play against
Yes it is 61%...
Considering all other factors like, it takes all of the ranks. And how it also probably tracks survivors suiciding on hook.
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Distressing just sounds really good. Too good even.
No Mither is interesting tho.
And I won't comment on the other changes cause (atleast for me) this is just a test, which most likely, won't even come to the game in the way it's currently designed.
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@GannTM said:
This is great way for me to get horny in game if I saw Spirit in that skin.
TFW I would always die because I'm distracted by... things.
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@Sheridan_LT said:
https://forum.deadbydaylight.com/en/discussion/comment/3207600#Comment_3207600
If a single person is tunneled all game, how do you not finish 3 gens in that time? Why would a Killer using a feature of the game make you that mad??
Soloq.
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@not_requested49 said:
https://forum.deadbydaylight.com/en/discussion/348353/rancor-needs-this-slight-change
How is it fine? Rancor is getting nerfed into oblivion even tho its hardly used liek pharmacy and calm spirit..
Yet these perks got also nerfed.
I guess they wanted killer version of killing perks. Fortunately for us, this isn't the final version of this update.
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@Chocolate_Cosmos said:
Then you would have to nerf it to 3 seconds.
I mean... does Parental Guidance count flashlight as stuns?
Because if not Smash Hit would literally not change much. It would work off Blast Mine additionaly.
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@_kostas_pap_207 said:
https://forum.deadbydaylight.com/en/discussion/comment/3204653#Comment_3204653
You made it even better
This guy means that it needs to be weaker
Em, no it is worse. Just not that much worse depending on the situation.
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@Majora said:
basekit unbreakable infinite times? ruining rancor which is one of the most fun and meme perksand devour hope one of the most hype perks? for what some weird finishing mori that nobody cares about and serves no purpose?
removing alot of the fun of killer, and iconic perks. Slugging is essential when your going against strong SWF groups. Guess devs just want us to play S tier killers, sad thing is i like to play the whole cast and dont wanna be another tryhard blight/spirit/nurse. really bad direction for the game to go, and hackers still running rampant.
i was missing playing this game and with my hurt wrist cant really play as much nowadays but was gonna force myself but dont feel very motivated to play if this is the direction the dev's wanna go. So thanks for letting me know so i can stay away from this game.
One time they are using PTB to actually test changes and the community is at a war.
Can we atleast wait till the ptb. We know it will be bad but we can atleast see how bad in practice and then hopefully they will take that feedback and change it accordingly. (because I doubt they will drop it completely)
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Is your connection good? Maybe you're desyncing (but tbh, that should help you as killer not hurt you)
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Generators don't regress while blocked by the entity.
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I'm 99% sure it works like this already.
Or atleast you have 3 loadout slots for cosmetics and 3 loadout slots for perks respectively.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3198329#Comment_3198329
If you loose the game because you tunnel, then that's actually desired behavior. Tunnel is cheap and going for such tactic SHOULD result in low benefit (with my suggestion it makes it not cheap but expensive, but still huge benefit).
If the survivor is hiding and not doing objective, then you already are effectively playing 3v1 (remember conspicuous action cancels the effect?) which means you are better off ignoring this survivor (and having easier game at the same time).
So why would it be bad?
Tunnel is cheap and going for such tactic SHOULD result in low benefit (with my suggestion it makes it not cheap but expensive, but still huge benefit).Actually, even tho I hate it, it's a reasonable tactic mostly because of how the game is designed.
If the killer wants to win (via kills) then getting one member out of the game is good because of how efficient survivors are.
OH ALSO
When multiple survivors work on a single generator, they get a debuff in speed. This silently tells survivors, that it's good idea to split on several generators instead of everyone hopping on one.but then we have a perk that negates this penalty. So should killers also get a perk like that?
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@Jago said:
https://forum.deadbydaylight.com/en/discussion/comment/3198287#Comment_3198287
We managed to finish all gens, but thats not the point.
My point is Mending should be prioritized before Snap out. You shouldnt be forced to rely on a team mate to mend you. Thats nonsense.
You weren't forced to find a teammate until you stopped running to get the mend to get so low. Imo that's balanced.
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This sounds way underpowered with current numbers, just because of how this hex functions.
Either it needs to auto activate whenever the gen pops or the duration needs to be way longer. Otherwise, it's just a really decent camping tool if near a dull totem.
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The Grind for survivor practically hadn't changed... Unless you have multiple main survivors or as you said, didn't pick teachable perks you disliked.
but perks that you already unlocked with iridescence shard don'T get upgraded to next tier when you prestige a survivor...And that makes sense, because they only upgrade at specific prestige levels.
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@kingcarl2012 said:
https://forum.deadbydaylight.com/en/discussion/347351/reworking-self-unhook
Definitely not option A.
What would be the % chance on option B, and would you be increasing the luck values/slippery meat to compensate for the fewer chances?
Also why change it?
So survivors cannot suicide on hook it seems.
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@BreadSilence said:
*Inner Strength
Also, while I wouldn't be opposed to that idea necessarily, finding lockers is the least difficult thing to find on just about any map. They're pretty much everywhere especially since Dredge was added to the game. You needing the game to hold your hand and remind you of where you're supposed to go after cleansing a totem because you forgot about one of your 4 perks is just you being a vegetable. And vegetables aren't meant to be people, they're meant to be eaten! So stop being a vegetable and start eating them!
Does the name matter?
But I agree with your point.
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@AcelynnBen said:
https://forum.deadbydaylight.com/en/discussion/comment/3194365#Comment_3194365
how? tho
a ping system would do amazing but i certainly do not want survivors screaming in my eears or spamming use mic in pre lobby and just leaving when u refuse
Im not talking about voice comms.
Did you ever play Identity V? Something like those speech bubbles that also shows their general location. Or one idea that someone even made icons for where near the survivor it shows a little icon of what they're doing.
Small things like that give info that SWF already have, bringing them just a bit closer.
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@AcelynnBen said:
https://forum.deadbydaylight.com/en/discussion/comment/3192823#Comment_3192823
so basically we are just running in circles
buff survivors = all other killers are that aren't nurse suffer and SWF gets even more buffed
buff killers = nurse exists
i think nurse has become the center of dbd at this point
If we buff Soloq survivors to SWF levels then we can really buff killers.
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I suppose one possibility might be to make it be an activated ability like Blast Mine or Pebble rather than tie it to lockersHow about this?
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You have noticed that people pay attention to whatever makes the loudest noise.
After repairing a Generator for at least 3 seconds, Press the Active Ability 2 button to mark the generator. It's aura is revealed to you in yellow. The generator will smoke heavily for other survivors.
After 15 seconds (could be longer or shorter), a loud noise notification and random scratch marks will appear for killer at the highlighted generator's location.
Red Herring has a cool-down of 60/50/40 seconds.
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Aaaaaaaand no. Unless you also mean the amount of uses, then sure why not :)
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- Oh yeah, I was only thinking about doing it this way
~While sitting still or healing yourself, press the ability 2 button to consume 1 token to heal yourself for 20/22,5/25% healing progress. This healing progress cannot be lost by the Hemorrhage status.When healing an injured survivor, press the ability 2 button to consume 1 tokens and heal a survivor for 7,5/10/12,5% healing progress. This healing progress cannot be lost by the Hemorrhage status.Just fyi, Idk if 0,5% is possible, but if it is I would do it way. This way you cannot sit on 1 token without being able to use it on yourself.
2.Fair enough I guess.
3.I respect trying to make it better, I'm only saying that's doable without having to make it less selfish. Even it giving a burst 25-50% healing progress when getting up from dying state would make it better. (+Hemo Protection)
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@GamerEzra said:
I didn't know STBFL was a gen regression perk...
You learn something new everyday.
As for OP...
I still don't understand Eruption's Incapacitated duration buff. Felt really unnecessery and it mostly hurts soloq even more. So reverting that, maybe even slightly reverting the % loss would help a bit.
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Couple small things:
- It shouldn't be "ability 1" because of For the People.
- It requiring you to have 2 tokens to heal yourself and an injured survivor feels very odd. It could totally just be 1 token and half your suggested progress.
- Shouldn't affect mending imo
- Just because some perks are selfish doesn't mean they don't fit. A lot of perks then would have to be reworked. This perk is limited by the number of uses and Hemo, that's all.
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/3189003#Comment_3189003
Don’t be sorry, i would request a source for such a statement as well.
though.. it was an endeavor to find this, looked through their twitter posts and dev updates etc until I somehow came across some Q&A stream (forgot those even existed) and had to look through GoodBoyKarus summaries until finally found it:
"Can you make linked outfits more flexible?"
As soon as the QnA was announced this was asked practically immidiately lol.
The team is looking into making non-licensed sets more accessible to mix + match, such as killer weapons or survivor heads. Sets exist to help minimise clipping, however these pieces they're looking into usually don't clip. This will be done on a case-by-case basis.
Summary Thread: https://forum.deadbydaylight.com/en/discussion/285995/holy-the-devs-did-a-dev-stream-again-and-i-watched-it-again-so-you-dont-have-to-again
Video of the stream for official wording (though I didn’t watch it now):
Big thanks. Must've missed it when I watched it 😅
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@Mooks said:
Linked outfits were only introduced later on so it makes sense that older cosmetics weren’t linked (eg Laurie’s Outfits you have mentioned)
in case of licenses - it’s not only up to BHVR but also the license holders if these cosmetics can be split or not. And they apparently have decided to make them linked despite the feedback - especially as the second chapter of RE introduced even new linked cosmetics I wouldn’t hold my breath for them ever changing them for this license.
for original sets, they have stated they want to revisit every original set and see if they can be split in 3 individual pieces or even 2 linked pieces plus one individual piece. We don’t know when they will start with this though…
By all means, sell the set as one and don't allow people to buy individual pieces of the set in the store (that's why they're a set)
you just assume that’s the reason. And it’s very likely it’s part of the reason. But there might be more to it.
but I would even assume that linked sets actually sell less and monetary gain can’t be the only reason to have them linked.
for original sets, they have stated they want to revisit every original set and see if they can be split in 3 individual pieces or even 2 linked pieces plus one individual piece. We don’t know when they will start with this though…I'm sorry, but when did they say that? I thought it's only a community suggestion that wasn't yet answered to.
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@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/3186424#Comment_3186424
Blast Mine was always strong against Pop because it gave you time to run. You can get the same effect from Sprint Burst but you can have both and literally be 20 seconds ahead of the killer. Blast Mine can also protect someone who doesn't have an exhaustion perk ready (or doesn't have one at all).
The biggest value though again is from the information with solo queue. You can say : I am working this generator over here. This can suggest to another survivor that they should go for the save because you are WAY across the map.
https://forum.deadbydaylight.com/en/discussion/comment/3186480#Comment_3186480
Repressed Alliance is not a perk most people use because there are 4 survivors and you literally cannot chase them all at once. Denying access to the generator is functionally better for the killer than it is for survivors unless 1-2 players are dead.
I am working this generator over here. This can suggest to another survivor that they should go for the save because you are WAY across the map.Wiretap now exists. Lasts longer and gives info if the killer is close. EDIT: Oh and it charges faster too.
Denying access to the generator is functionally better for the killer than it is for survivors unless 1-2 players are dead.Or, y'know, if they have gen regressing perks/just normal regression. Then Repressed is better for survivors.
You can't use Blast Mine defensively unless the killer really wants to kick that gen. Otherwise they will just chase you if they saw you.
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How about elevator music? Especially when blessing a hex!
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@RaSavage42 said:
Boons don't need to be buffed in any way... they are hard to snuff (cause lining up so the action shows up is bad)
Plus Survivors chose where they go and can replace them endlessly (without Shattered Hope)
And Hexes should take longer to Boon then dull (IMO)
I disagree... somewhat.
All boons except CoH should get buffed somehow. They're just most of the time not worth running cause their effect is very smol or just very unlikely.