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Milo

Milo

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Milo
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  • @randonly said:

    I really don't see any necessity to nerf items anymore (any kind), or even let addons or make certain combinations not work anymore (like BNP + 1 random addon).

    The killers have full control over the survivors at this point, seeing all the items they carry from the lobby, and even with the recents buffs that decreased certain actions like breaking pallets by 10%, made the flashlight a little less effective and in games of high MMR it is already a bad item.

    It's good that you mentioned Build to Last, but that doesn't even compare to the "item control" perks from killers, such as franklin's demise / Lightborn / Sloppy butcher, since as already mentioned the killer can see the lobby and the items carried by the survivors, and if it is too much trouble, just equip any of these, while for the survivors, well, all that remains is to pray that the medkit gives to heal at least one time, as he/she has the unpleasant surprise of trying to replenish the depleted medkit coming from the pharmarcy with built to last in the locker and finds that the 2 perks have been nullified due to the hemorragic state.

    ps: This COH nerf that you said (stop work with medkits) was suggested by me too at the time that it gave 75% healing speed to affect SWF's, but it was still ignored. Today with 50%, I don't agree anymore.

    As for hyperfocus, as long as you have 30 minute matches in the game using all sorts of gen slowdown perks, I don't see why the other side can't stock up on everything they have on hads. Maybe a minimal Fast Track nerf so that synergy bonuses are not multiplicative with hyperfocus, but additive.

    edit:As for the maps, I've already mentioned it here on the forum too, I'm more radical, at this point there should no longer be maps offerings anymore, as this gives a huge advantage to both survivors and killers. Keys i'm okay with your suggest.

    My guy, I already explained to you on one another post that Hemo (Unless you stop healing midway) doesn't make it impossible to heal with a green medkit. Why are you still saying it like it's true.

    And besides that....

    The killers have full control over the survivors at this point, seeing all the items they carry from the lobby, and even with the recents buffs that decreased certain actions like breaking pallets by 10%, made the flashlight a little less effective and in games of high MMR it is already a bad item.

    You're right, that's why you see more Toolboxes and Medkits. The OP changed flashlights use a bit, however I disagree with 5 sec of use.

    ps: This COH nerf that you said (stop work with medkits) was suggested by me too at the time that it gave 75% healing speed to affect SWF's, but it was still ignored. Today with 50%, I don't agree anymore.

    Why not? It's still faster than current Self-Care.

    As for hyperfocus, as long as you have 30 minute matches in the game using all sorts of gen slowdown perks, I don't see why the other side can't stock up on everything they have on hads. Maybe a minimal Fast Track nerf so that synergy bonuses are not multiplicative with hyperfocus, but additive.

    Toolboxes work great with Hyperfocus because they increase the chance to get a skillcheck. So using a Comodious with charge add-ons can make gens fly really fast (with a safety-net of Stake out). I've yet to see Fast Track be used tbh. Hyperfocus works whenever, Fast Track if you're "losing".

    edit:As for the maps, I've already mentioned it here on the forum too, I'm more radical, at this point there should no longer be maps offerings anymore, as this gives a huge advantage to both survivors and killers. Keys i'm okay with your suggest.

    OP didn't mention map offerings.

  • @Cybil said:

    https://forum.deadbydaylight.com/en/discussion/comment/3185433#Comment_3185433

    I had forgotten about that rule. There doesn't really seem to be much they can do with this perk to make it worthwhile atm.

    I mean... If they really want to exclude gen repairs they really should increase the % to like 25%. Maybe even add unhooking to it.

  • @DBDVulture said:

    Blast mine is a helpful tool for solo queue vs Overcharge/CoB in the same way that Kindred is helpful for solo queue vs camping.

    In the right situation it works fine. People got used to it working in a bugged state and think the perk is weak when it is fixed. Let us not forget that Survivors cried foul when Spint Burst's timer was changed from 20 seconds in 2016 because that made the perk worthless. Then it became "worthless" again when you could no longer get get sprint back mid chase.

    If you want to truly counter these perks you use Repressed Alliance. Blast Mine is more about wasting a bit of killer's time/punishing them for kicking and not chasing, which it can't do an amazing job at.

    This perk is just not good and after the bugfix it became worse.

  • @kingcarl2012 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3185365#Comment_3185365

    OTR blocks pain sound and aura not blood and scratchmarks.

    So killer finds you hits you and you do a decent job looping him and it takes 30 sec for the down, you get hooked, you get unhooked and healed.

    Killer finds you again, decides to tunnel, you burn the rest of lucky break, looping again, downed and hooked again, and this time when you get unhooked you have no protection from lucky break and then your dead.

    This doesnt even cover if your against plague, or your teammates just wont let you heal them.

    It should charge to 50% when you get hooked whether your at 0% or 45% obviously if your over 50% it doesnt charge extra.

    It also shouldnt tick down when someone with guardian unhooks you for the first 8 seconds while that protection is active.

    And it should be based on healing charges not time so your not punished for healing faster.

    I may sound ignorant here, but shouldn't you use lucky break to lose the killer and not loop with them?

  • So it does something more against... 1/3 of the cast?

  • @FeryGEN said:

    Some more ideas

    https://us.v-cdn.net/6030815/uploads/KHRZ1CUW5QMB/wate-bp-fast.png

    and Automatic waste of bp up to level 12, because there is only choice at level 11

    And, another one, just let us click the nodes we want to buy. Holding takes way too long too.

  • @Zolfo16 said:

    Do you still need BP? I literally am bored to spend them.

    More BP and faster Bloodweb. So both, both would be good.

    Although getting free 500 survival bloodpoints for existing would feel really out of place.

  • @YOURFRIEND said:

    If you have two addon slots free, how is that "hard mode"?

    At that point it's just "Side B" characters.

    Cause with Padded Jaws Trapper, you would most likely either use both add-ons that slow down your escapes or one of those+Honing Stone. Not really a hard mode but a diffrent play-style... ish.

  • @ExcelSword said:

    If you are on steam, you can look at players you have recently faced. It will show you all other players in your last match:

    https://us.v-cdn.net/6030815/uploads/OG0SFC0OWIYW/image.png

    You do have to use some deduction some times if multiple people have anonymous mode on, but you'll at least find all other 4 people you played with.

    Of course, this doesn't work with cross-play players (I had a console survivor teammate this match), but it's something to be aware of.

    Oh, that works again? I remember checking it a year... or was it two years, where it was just blank so I stopped bothering.

  • @YOURFRIEND said:

    https://forum.deadbydaylight.com/en/discussion/comment/3181974#Comment_3181974

    If you have one survivor with no mither just chasing the killer, bodyblocking them every time they get into a chase and the killer can either hook them which does nothing, or slug them which does nothing, then that's a frustrating experience for the killer and honestly maybe an efficient use of that survivor's time. Invincible survivors are annoying if you remember the short lived "endurance meta"

    With OP's idea, your situation doesn't do anything. No Mither survivor can still get hooked progressing the hook counter.

  • @TicTac said:

    Did you just murder pwyf? Or do i not understand it?

    Some of the other perks also dont need a change.

    You lose 1% and all tokens after downing someone but can gain tokens on all survivors it seems. Take it as you will.

  • Revert/Combine it tbh. Both would work.

  • Features New Killer - The Mastermind New Perk: Superior Anatomy When a survivor performs a fast vault within 8 meters of you, this perk activates. The next time you vault a window, your vaulting speed is increased by 30%/35%/40%. This perk deactivates after vaulting a window. This perk has a 30 seconds cool-down. New Perk:…
    obraz.png

    Here

  • @tippy2k2 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3148905#Comment_3148905

    Personally I follow DBD Code Reminder on Twitter

    https://twitter.com/DBDcodeReminder

    Usually someone on the Forum will also post it at some point (and bonus, you get to see a picture of Holly when that happens!) but some do slip through the cracks since so many of them expire so quickly...

    There was a code?

  • @Rudjohns said:

    Survivor perks that I've seen people complaining about in this forum

    Calm Spirit

    Resurgence

    Any Means Necessary

    Deliverance

    Left Behind

    Fast Track

    Detective's Hunch

    and now Boil Over, even after the nerf

    Is that in General Discussion or something?

  • @Bartlaus said:

    https://forum.deadbydaylight.com/en/discussion/345221/give-laurie-and-michael-myers-new-outfits-already

    Yes, that's a great idea. Unfortunately we still need more Feng Min cosmetics... muahaha!

    Well, she is Original...

  • @Xord said:

    https://forum.deadbydaylight.com/en/discussion/comment/3173992#Comment_3173992

    Youre really such a salty killer, aren't you?

    To insist THIS MUCH into not fixing an issue that is survivor sided. Let's deconstruct your while argument piece by piece.

    1. This is 100% guaranteed with deliverance.
    2. Yeah that's the whole point being brought up.
    3. You don't know what's coming in the mori update. They did announce something but it's been 6 months, it mightve been changed. It might even be delayed, who knows. It's still an issue right now. Arguing that "in a few months it won't be a problem" isn't a viable argument.
    4. You just described what I said? Yes ok?
    5. Keys open hatch. Also if the killer leaves you to search for the hatch, it might give you time to find it. If he facecamps you, and already closes the hatch, your chances are very slim, but you do deserve the option to still unhook and loop the killer a little more. It's also not impossible to entirely lose the killer, especially if you have perks such as lucky break or off the record. (you need OTR anyway for this to work. Your argument about "it needs to be a slow killer" is irrelevant.
    6. Yes that's the hatch mechanics. Reqsuires to be found. So?
    7. Lol. You jjust proceeded to point out how situational it would be to find yourself in that situation and your only argument is that if the killer plays a non meta perk (No Way out is absolutely not a meta perk... it's not terrible, it's okay maybe it's even good. But it's not meta.)
    8. You litterally just said "your plan fails if the killer has no way out" and then proceed to say "well it might work if you have the most played perk in the entire game".

    TL;DR: Your sole and only argument is that "this is an issue that doesn't happen all that often and therefore doesn't need to be fixed".

    Glad behavior didn't think this way about the invincible totems.

    One of the reasons that OTR change was a semi-mistake. This arguement now has any ground.

    I'll still stick with - Deliverance shouldn't work, same with 4% chance of escaping. Most of the time it's just overall waste of time for a couple of extra bloodpoints. I'm not saying that all the time it wouldn't do something but most of the time it would still lead to survivor's death.

  • It feels like that, yeah.

  • @randonly said:

    https://forum.deadbydaylight.com/en/discussion/comment/3170204#Comment_3170204

    It can't heal one health state because 16 Ticks is >>precisely<< what you need for that. Usually Sloppy butcher comes with Thanatophobia which is a hybrid perk (gen + heal slowdown) or simply 4 Gen slowdown perks (which includes Thanatophobia) + Addons to apply the hemorrhage effect (or not, just thanatophobia is enough).

    So, killers doesn't even need a build all focused on delaying healing, just one (with addons) or two perks from the killers and it simply makes 4 or 5 niche survivor perks outdated.

    Even undoing the midyear update nerf to remove the injuried condition from pharmarcy, the perk was already dead anyway.

    Just because something takes longer to do, doesn't mean it also takes more charges to do. Healing takes 16 charges. You heal 1 charge per second. Full stacked Thana gives 20% penalty. So you heal 0,8 charge a second instead.

    EDIT: My bad, with a green med-kit it will actually be around... 1,2 charge per second? Something around this I think my math might be iffy.

  • @randonly said:

    pharmacy was already ruined even before the mid-year update, with the hemorrhagic status update, where the green med kit can no longer supply ONE cure even if the killer is using the right perks, which they very often use in the build with the sloppy butcher perk. Not even Felix's Built to Last can be more useful, a niche perk to combo with pharmarcy, since the lockers you use to restock the medkit, when you come out of the locker, you've lost all the healing ticks you had accumulated before .

    This hemorrhagic status as a default in perks and addons still doesn't have the proper counterplay, making many niche survivor perks outdated.

    At the time of the change it was suggested that the lockers also prevent the survivor from bleeding, as well as preventing the aura reading of the survivors when the killer uses that type perks (like Barbecue), giving proper counterplay and rewarding the survivor who heals at the correct spot and timing. , but as always the feedback is ignored, meanwhile killer perks that come from Hex, like the third seal that leaves survivors blind are much less used and more niche and has the proper counterplay, which is precisely cleanse the hex totem.

    And today with all this risk of frequent debuff from hemorrhagic status you only get the useless green medic kit from pharmarcy if you got injured, and no more in the 1st opening.

    Green medkit always heals you one healthstate (unless you stop with hemo applied ig).

    Pharmacy is bad, however the rework could just become a buff if they did it like this:

    You have a knack for finding medicine. Searches through Chests are 40/45/50% faster, increased to 80/90/100% while injured and the noises they cause along with their hearing distances are reduced by 8 meters.

    Pharmacy guarantees an Emergency Med-Kit on your first completed Chest Unlock and everytime you unlock a chest while injured.

    We get old Pharmacy back but with a niche if any other chests haven't been unlocked. However the Rummage way other people have been suggesting would also work.

  • @RaSavage42 said:

    I'll admit that the cheaper bloodwebs to make a difference... on paper

    But I haven't played since before the Dredge came out... so my experience is meaningless

    Trust, they do make a diffrence. 30-50 level bloodwebs take around 20-25k bloodpoints instead of ~50k. One decent Surv game equals atleast a level. Maybe more with 100% increase.

  • @Xord said:

    I feel like dream world is basically a pathetic version of nightfall. No darkness AND he is technically undetectable but has a lullaby. He also virtually doesn't have any power if survivors aren't in the dream world.

    His power should be stronger for how difficult it is to have survivors in the dream world.

    Also dream pallets should be baseline. The snares should be add-ons and should be stronger.

    Getting someone into dream world is ... difficult? What. But you're right, he should have something outside of his dream world that helps in chases.

    (Also, dream pallet freddy is way weaker than snare freddy. Unless they buffed it somehow he would be overall weaker)

  • @blue4zion said:

    https://forum.deadbydaylight.com/en/discussion/344169/outbreak-breakout-is-the-kind-of-achievement-i-thought-wed-left-behind-in-the-past

    I say this is all relevant to someone who wants to grind out Achievements right away.

    Otherwise, this is something you dont even have to think about and will eventually have it.

    Eventually get it but when? In 500+ hours?

  • @Sarahnator said:

    I feel exactly the same. It was my favourite map and I play both sides but now it's been completely ruined for me and I won't be playing for a while after I saw that bs. If they can just trash such amazing stuff like that, especially when we need more maps not less, then I have barely any desire to play lately, it's ridiculous. RIP RPD.

    cough they in theory made 2 maps out of one, resulting in more map value.

    I'm not sure how I feel about RPD, but for now it's decent imo.

  • @Aven_Fallen said:

    Just play the game normally, you will get it eventually.

    I dont really understand why people want to play to get those Achievements. Especially because the reward for completing a game is almost non-existent.

    Eh, it's completion sake. Seeing "100%" on steam page feels rewarding to some people.

  • Isn't that the point of the lullaby or am I missing something.

  • Alternatively to that maybe also try Nemesis? That lets you have 4 obsessions in the game in theory. If that many people dc idk what to tell you,

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/3147170#Comment_3147170

    I have had quite a few times were someone was trying to kill themself on hook and i resqued them before there were able to. They just played.

    Most people ragequit as a knee jerk reaction. And hook suicides make it very convenient to do so without penalty.

    Now it's true that it won't prevent all quiters but how convenient it is you can't deny it isn't encouraging leaving.

    Dcing too much will suddenly end in no longer being able to enter a lobby, being afk means you aren't playing the game you wanted to play. The mayority of people would get over their kneejerk reaction and just play if it wasn't so convenient to leave.

    Heck even if it only reduced suicides by 10% it would already be worth it. That's how little base self unhooking brings to the table

    And I had a handfull of situations where I unhooked them before they were able to kill themselfes and they just run straight into the killer's arms.

  • @Adjatha said:

    Bad news:

    The players currently playing DbD as survivors will never accept any greater complexity.

    Look at old Undying: take out 2-5 totems? An impossible task (apparently), so Undying nerfed to a flat 2.

    Look at Pinhead: One survivor has to go to the highlighted box once every 90 seconds. An impossible task (if the bevvy of complaints is to be believed).

    I mean heck: people complain about Pig's bear traps, and she's in the bottom five of worst killers in the game.

    They'll have to make a new game (or DbD 2) with the more complex gameplay from the start because there is a zero percent chance current survivors will tolerate anything that makes the "click M1 on gen, repeat, leave" snoozefest more difficult or dynamic.

    SoloQ.

    The main problem with all these points is soloq. (although Undying sucked to play against all together)

  • @Seraphor said:

    You have a 61% facecamping rate?

    Out of four survivors you get facecamped nearly three times as much as you should?

    I'd say you're the problem here. The role of survivor is to survive. Stop getting yourself caught and hooked.

    Damn, guess I just shouldn't go down once then, my bad.

  • @Gary_Coleman said:

    It is awful. It makes the game feel hollow and pointless. The bloodweb didn't used to feel like a chore, to me. Once you get all of the perks, the bloodweb feels like a bad thrift store full of crappy useless junk.

    So how did the update change that?

  • @DyingWish92 said:

    Killers have 4 perk slots. I'm not running Surveillance when all it does is tell me someone has tapped the gen. Doesn't even mean the survivor is there.

    By that logic, Surveliance should be made stronger with another effect, while Call of Brine shouldn't get that effect.

  • @RatbasterdJr said:

    There’s always gonna be a meta man. There’s no point in getting stuck up on it. Just enjoy your matches.

    Well duh. However, the person states that it hasn't changed as much as it prbably should've.

  • @Yamaoka said:

    " It essentially gives you unlimited heals while being extremely time effecient. "

    Meanwhile reality:

    1) you have to run to the nerfed/small radius of the totem which often allows the killer to track you down and even if they don't find you it often takes ages to run to the totem.

    2) booning wastes time.

    3) boon-healing got nerfed so hard it often takes so long to heal that the killer has enough time to hook someone and interrupt or even catch you before you're done healing.

    Circle of healing has become so mediocre I just stick to Botany Knowledge with a medkit.

    It's still time efficient if your team also healed themselfes with it.

    (Also, 20-ish seconds self-heal without a med-kit is now slow?)

  • @Rokku_Rorru said:

    https://forum.deadbydaylight.com/en/discussion/comment/3133422#Comment_3133422

    Honestly I'd be okay with this but it'd be a mess in solo Q so would the killer ban idea, maybe they could add a draft mode similliar to mobas?

    This would be less of a mess tbh, cause it doesn't limit matchmaking. Although there's a high possibility you would never see some realms ever again.

  • @ThatOneDemoPlayer said:

    Why tho? What's problematic about Hoarder and Franklin's activating on Items?

    Pinhead. Literally only Pinhead with his box, cause he can activate chain hunt early. (mostly soloq problem tho)

  • @Bot_Salvo88 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3131876#Comment_3131876

    MMR doesn't reset on 13th. Grades do. MMR and Grades are 2 different things. Matchmaking uses MMR to work.

    Yeah I knew about grades. Just was confused cause that other person stated that mmr does too. Probably they think grades=mmr I guess?

  • @Lanz said:

    Since it's the 13th, yeah it is normal right now. Give the game a couple of days to sort good and bad players.

    Mmr resets on 13th?

  • The info page is below customization. They just split it for some reason.

    obraz.png


  • I think it might be a good idea to sell blood points for new comers to give them option of spending less time to get perks. It may need some adjustment for buyers to fully enjoy the game, for instance having a limit every month to purchase blood points.

    Hard disagree (unless it's for iri shards).

    Having the perks start at tier 3 on characters and reducing the bloodwebs costs in general by like 1k would do the trick.

  • I will comment but not because I want it back. It shouldn't come back. The only thing that should come back because it seems to be missing is it's validation.

  • @TragicSolitude said:

    https://forum.deadbydaylight.com/en/discussion/comment/3130671#Comment_3130671

    Eh, as killer I mainly focus on using my power and I get bored by most perks that don't help with BP. I still haven't found a perk to replace BBQ, so I usually leave the fourth slot empty because I either get annoyed by the perk (any slowdown) or I forget I have it equipped and it becomes useless (Whispers, Lethal Pursuer).

    Even when I don't need BP I just like seeing that I earned a lot of it. It feels rewarding. I find I enjoy the game most if I'm playing for Bloodpoints, as it's what I have the most control over. It's frustrating to play for kills or escapes or even pips, and while it can be fun to attempt meme builds they can sometimes be so difficult to get use out of that it becomes a chore.

    How about Thrilling Tremors for that 4th slot? You literally cannot forget you have it.

    1. That was a thing, however was deleted when SWF and Soloq became one lobby.
    2. I have no idea how it works, but I have a clue - They give you the role you play the least of. The ideas of having 6 daily challenges, 3 surv and 3 killer seems like the best one to me tbh.
    3. eh
    4. eh , those would have to be either expensive or rarity capped.
  • @cacao1 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3127354#Comment_3127354

    yes! thats the fun about grinding. you dont lay down on your addons and perks like a dragon on his treasure but addapt using stuff you have each month. its fun aslong the grind is doable -> and I suggested to reduce the grind before, so dont blame me if you did only read the headline and not the whole post.

    Even with reduced grind, that just sounds bad, sorry.

  • Technically speaking you don't have to waste that much bloodpoints for the same effects pre-prestige update. P3'ing makes it so every char has it on on Tier 3. Prestiging once does the same thing as lvl 40 did.

    I'm not saying this system is flawless but in theory this is better for killers because you overall should spend less bloodpoints if you intented to get every perk on every killer. For survivors it's pretty much worthless.

  • @Saitamfed said:

    https://forum.deadbydaylight.com/en/discussion/comment/3125023#Comment_3125023

    Well, yeah... people like standards because it's easier to get the hang of it. BHVR standarized TR precisely for that reason... consistency and balance too.

    It's clear balance wise they want to go away from that, atleast recently.

  • Terror Radius being diffrent sizes is confusing to new players?

  • They're adjacent to friend list.

  • Unnerving seems a bit too bonkers. It's like you had Doctor's power on a 20 seconds cooldown.

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