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Mister_xD

Mister_xD

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Mister_xD
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  • i like majority of your changes!

    though i think the Killer being able to see the hatch earlier than Survivors and the hatch being permanently closed when a key is used are not necessary - and the later one would also be impossible to implement, considering there is an achievement for having all 4 survivors escape through the hatch.

    i would however like to add that a key should have an animation for unlocking the hatch. currently the hatch just pops open, the key gets consumed and the survivor jumps in - id like to see an animation of the survivor sitting down, using the key to unlock the hatch and then jumping in when it pops open (animation should take ~5 seconds to be completed)

    this animation would, of course, be interruptable by the killer, so using a key would be more of a risk now.

  • Doc can slug the 3rd player and chase down the 4th extremely well.

    so if you dont want number 3 to kill themselves on the hook, slug them and get number 4 to madness tier 3, thats basically a won game.

    if they liteally just DC out of your game, at least you know they will be out for a while now...


    anyway, i believe you can do it!

    dont let a lost game or two get you down, you will get this challenge done eventually - and then you'll be even happier about achieving it!

    best of luck in your games!

  • i do believe there will be changes to the perk at some point, the question is just: when?

    I totally agree though, on top of the perk only being used by eighter toxic players or unknowing poor souls just trying to get their adept Laurie achievement it also hardcountering certain killers is even more reason to change it.

    though, these changes would need to get rid of the aura reading aspect the perk has, so it would basically need to get reworked / drastically changed, which isnt exactly an easy thing to do, so it takes more time than just adjusting the numbers on some other perk real quick.


    but yeah, the perk needs to change. i really hope they are already working on it...

  • @Raven9 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1167922#Comment_1167922

    There is nothing we can do about this. Ruin was the only advantage that would create pressure and save time, the game breaks as soon as it starts, it breaks after 3 minutes or it breaks after 5 minutes. Unfortunately, the only advantage that really tries to balance the game is gone. Some leave the killer afk, some take a break from the game, some leave the game completely. @Mister_xD Yes, we are guilty of being afk because of the limitations of this game and the game imbalance. The size of the map, great safe places, old maps do not have breakable walls yet, the pallet amounts are the same.

    As Survivor, it is incredibly easy to throw 5 gene chases to a killer.

    https://us.v-cdn.net/6030815/uploads/936/009OED7H0K44.jpg

    You can see what he did after throwing 5 gen chases to the killer. Legion is already dead, whatever I say is empty, so imbalance is not our fault. Everyone unlocked genrush and now they are playing more toxic. No pressure. Because our last advantage for printing is gone. Now there is no point in keeping it in the game because they do not leave the generators they make. I will not keep this too long. @Peanits I hope you are making changes worth updating version 3.7.0...

    you know how you can fix that?

    getting better at the game.


    you know what wont help you?

    immediately giving up and just trying to slaugther players who have no idea how the game works just to have an easy time. if you dont step up to the challenge, there is no way you're gonna beat it.


    you do not need old Ruin to win (not at all) and you should never ever get run around by the same guy for 5 gens.

    seriously, when you've been chasing this dude for a couple seconds and just couldnt get a hit on him, leave him and search for someone else!

    High rank chases take aroun (if even) 30 seconds. anything more than that without a result for the killer (= hit / down) will result in the killer giving up on it and rather go and chase down an easier target.

    you should generally be switching targets a lot. that way you force the player outside the chase to heal, so he'll be one additional person off of gens - this works especially well on killers like the Wraith who can ambush survivors easily and punish those who didnt heal.


    or instead of learning anything like that, you could also go and kill some baby survivors, ruin their experience of the game and probaply get banned for AFKing at some point.

    thats up to you.

  • @[Deleted User] said:

    Probably because they didn't really fix the biggest problem people had with her -- her power is a guessing game from the survivor's side with no real interaction.

    which is no reason to DC, but okay...


    also to "fix that part of her power" you'd literally have to completely rework her, which will probaply never happen.

  • played against a Spirit.

    i used Iron Will, ran in one direction past a window then quickly turned around walked normally and slow vaulted the window. she didnt get me once, cause she always lost me when she started phasing.

    got reported for "hacking".

  • @Raven9 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1167815#Comment_1167815

    All murderers are now using this method. You are free to complain.

    i dont remember when i saw an AFK killer the last time.

    i myself play killer daily and i never AFK.

    i think AFKing just to get easy games is quite despicable, honestly.


    anyway, if you happen to get banned at some point in time (considering the survivors did report you - which they should have), you know where its comming from.

  • @Peanits said:

    It is on the todo list. It basically has to do with the way interactions are handled on dedicated servers. You see them as in the interaction (unhooking), but on their end, they're already done unhooking and can no longer be grabbed. We're planning on revisiting interactions as a whole when we get the chance, and grabs are going to be a part of that.

    as a hotfix for now, PLEASE just add a hit on the person that you "grabbed", so even if the animation is cancelled they are at least injured - or downed. cause when you are close enough to grab them you were definitely close enough to hit them.

    and i dont see any reason why the game should put me in an animation for something, just to cancel it again and not give me anything for that. its basically a get out of jail for free card that passively activates from time to time without anyone being able to do something about it, yet that holds quite an impact over the game.

  • you do know AFKing is a bannable offense, right?

  • @Orionbash said:

    Lol. Killer mains are hilarious. "I cant get a 4k every game so delete" 😭😭😭

    thanks for this insightful and helpful comment, it will forever be remembered by the community.


    now please take your bait and go somewhere else, thank you.

  • it is when they have an offering and can prepare for it.


    and even without that its absurldy strong.

    the house loops are insane and the fences dont make it any better.

    if you have someone who can decently run a killer around on Haddonfield, good luck. you will need it.

  • so by the same logic:

    if i use the strongest killer with their strongest add ons and the strongest offering, screw up somewhere in the game and only end up getting a 2k, that means all of what i just used is perfectly fine and balanced, as i got 2 kills - the devs balance goal.

    or when i massively screw up and only get 1 kill, that means all of what i just used is underpowered and needs buffs, as the balance goal is 2 kills.


    see the flawed logic there?

    the outcome of my game does not determine the power level of the things i used.

    its the exact same with this scenario: the outcome of the game does not determine whether the gen popping 27 seconds in was balanced or not.

    thats two entirely different stories.

  • @Aven_Fallen said:

    So doing Gens = Bullying? Cool.

    Can we stop to use those words when the other side is simply playing the game in a normal way? Thank you.

    i totally agree.

    terms like "camper" or "slugger" should never be a thing, i am just playing the game normally after all.

  • we're probaply gonna get that together with our teammates rank reveal.



    never.

  • i enjoy it.

    i play killer daily and im not at all planning to stop.


    ill be fair here:

    1) yes, having games where they do nothing but genrush is plain out boring and sometimes you literally dont stand a chance, depending on killer, map and survivors, which of course is frustrating. and if you have enough of these games in a row, i can fully understand that you dont wanna continue playing - and you shouldnt! cause if you do, you will make more suboptimal decisions, which leads to you losing more, which leads to you getting more and more frustrated.

    2) having cheap second chance perks deny all the work you put into something feels very cheap and, again, leads to frustration. i cant tell you how many times i had the survivor outplayed around a relatively safe loop and they just pressed E and got to loop it two more times before dropping the pallet - the amount of work you put into this mindgame getting completely denied by someone pressing E (which, lets be honest, takes near to no skill) is really, really annoying. (and the main problem i have with that perk xD)

    3) these frustrating games are not nearly as common as many people here on the forums say they were. as ive said, i play killer daily and the vast majority of my matches go well. now, this is just my personal experience of course, but i believe that the game is not nearly as unbalanced as many love to claim. yes there are problems, i wont deny that. genrush is certainly one of them, but if you were to just read through these forums you'd think that killers would be bound to a chair in the basement while the survivors do nothing but taunting them and then calling them "basement camper" in the end.


    to sum this up:

    at least from my experience, killer is not nearly as bad as it is often claimed to be.

    you can play killer no problem, even though its clearly the harder role. you will need to get good with them though - and i mean quite good. if you are a medicore killer, you wont have that many pleasant games, especially with survivors who are experienced in their role.

    in the end it all omes down to personal preference - play whatever makes more fun in your opinion! for me that would definitely be killer.

  • JuSt DoInG ThE ObJeCtIvE

    CaNt BlAmE Me FoR ThAt


    also what do i care that killing is your objective, the way you're doing it is unfun for me and therefore you're doing it wrong!


    (not trying to defend campers / tunnelers, but genrushers out of all people should be very silent towards the camping / tunneling topic)

  • @Demogordon_Ramsay said:

    https://forum.deadbydaylight.com/en/discussion/comment/1164613#Comment_1164613

    “the status effect is NOT designed to be spread around multiple survivors.”

    That is literally the point of the status effect. It is designed to distract Survivors from doing their objective, and its usefulness is only felt when it’s applied to Survivors that you aren’t chasing. It’s meant to be applied to multiple Survivors so that you can chase one without losing too much pressure. Therefore, it’s useless on a 1v1 110 Killer. Deathslinger is a 1v1 110 Killer. Therefore, it’s useless on Deathslinger.

    “an additional 12 seconds on top of their usual 16 second heal - that is literally the gen slowdown you are asking for my man.”

    12 seconds to mend and then back on gens*

    No one with half a brain will ever heal against a Deep Wound power, my man. Not without doing a gen or two first, at least. Also, since it’s not affecting the Survivors you aren’t chasing since you’re A 1V1 110 KILLER and you can’t effectively spread it around, you’re not going to get any use out of it.

    “also how in the world does Deep Wound deny any of these requests for longer range / increased speed you had?”

    It doesn’t. But that’s doesn’t change the fact that Deep Wound is useless on Deathslinger at best and a counterintuitive hindrance to his power at worst.

    spreading Deep Wound would be the most effective way to use it, that is true, but it isnt designed to do that - the Plagues sickness is designed to be spread around, Deep Wound however is made to stall time.

    when they heal up, they are now busy for the next 28 seconds, 24 with a friend mending them and 36 seconds with selfcare.

    i know your argument here is that "no one heals", but against this killer that would be plain stupid. he is very strong against injured survivors, so not healing is like a death sentence (well, if you know how to efficiently spread some damage that is - if you're continuously chasing one dude down then yeah, they wont need to heal cause there is no map pressure)

    from what ive learned from my games, if they dont heal they are basically dead. thats why STBFL is such a good perk on him, cause you injure them quickly and then you can use your power to chase them down while injured.

    also in your statement that "no one heals against Deep Wound", you yet again mixed up the status effect Deep Wound with the killer The Legion. again: Legion is the one that spreads the Deep Wound super easily to all the survivors, not the status effect itself. Deathslinger is not Legion, he is much more deadly during chases (especially while injured), but he cant just go around and put everyone into Deep Wound in seconds.

    also even if they were not to heal, thanks to Deep Wound they now at least have to waste 12 seconds - imagine him without it, they'd just instantly go to the gens.


    and that brings me to the last point, which i, ill be honest, dont quite understand:

    HOW is Deep Wound a hindrance to him in any way shape or form? its literally a bonus you get for reeling them in succesfully. yeah we dont need it, but its also really nice to have it in some scenarios.

    where is the problem of him having it? its not like it states that "deep wounded survivors are immune to the redeemer" or something like that, it has not a single downside for him - why are you complaining about it?

  • killer hits dont work with weapon hitboxes - this rule applies to any attack that is not a ranged one (Hatchets / Harpoons), which includes chainsaws.

    for normal hits the game marks an area in front of the killer, the "hit area". if the game detects a survivor hitbox in this area, the survivor will be hit. for that, the game automatically moves the killers weapon onto the survivor.

    to clarify: a weapon hitbox would require the weapon to get into contact with the survivor hitbox to hit them, this system however will just automatically move the weapon on the survivor if they are in range.

    so the chainsaw hit "hitbox" is exactly the same as any other killers normal M1 range.


    for the sprint, i dont really know how exactly that works, so yeah ill give ya that one xD

  • @Demogordon_Ramsay said:

    https://forum.deadbydaylight.com/en/discussion/comment/1164589#Comment_1164589

    Maybe something that complements his power and gives him real map pressure? 112.5% speed maybe? Increased range? Actual gen slowdown?

    Anything other than a status effect designed to spread your power across multiple Survivors on a 1v1, 110-with-no-mobility Killer would be infinitely better than what we have.

    the status effect is NOT designed to be spread around multiple survivors.

    LEGION is designed to do that, not the status effect itself - thats mainly here to waste their time. an additional 12 seconds on top of their usual 16 second heal - that is literally the gen slowdown you are asking for my man.


    also how in the world does Deep Wound deny any of these requests for longer range / increased speed you had?

  • @Demogordon_Ramsay said:

    https://forum.deadbydaylight.com/en/discussion/comment/1164461#Comment_1164461

    I've already explained in here a billion times over why such reasoning is flawed because it doesn't work with Deathslinger's kit, but ok.

    whats your suggestion then?

    injuring them normally? insta downing them?


    i dont get why you think Deep Wound is a problem, its literally a bonus you get ON TOP of inuring them!

    what more could you ever want?

  • more damage.

    they gotta heal longer when they do get away from him - its much better than just injuring them.

  • @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1164348#Comment_1164348

    Fun of chases? Earn more points? Give everyone a fun time? Learn how to track and chase survivors better?

    I dont know how people enjoy just sitting around hooks all game. It’s not very interactive.

    have i ever, in any way shape or form said i would "sit around the hook all game"?

    all i said was that i wont leave the hook without a reason. if i get more value from staying around, i will do that - its called optimal gameplay.


    im not a camper, not at all (cause that is very suboptimal gameplay). though im also not gonna just go and gift you that unhook - you gotta earn it.

  • give me a reason to and i'm leaving.

  • @CrispyChestnuts said:

    https://forum.deadbydaylight.com/en/discussion/comment/1162595#Comment_1162595

    Killer didn't just "win", 4k with gens left is "win and..." territory.

    which, again, has nothing to do with the main topic.

    the topic is that they repaired a gen in 27 seconds. the outcome of the match is a completely different story - and ive seen the video, they literally threw the game.

  • @Reborn2020 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1162595#Comment_1162595

    Killer end chase or game quick. Survivors fault. Survivor fixed one gen fast alltogether. Not killers fault for sure😂

    how can that be the killers fault when he literally didnt even had the chance to walk over there and defend it?

    27 seconds is insane, there is literally nothing you can do against that as killer.

    "just apply map pressure", am i right?


    and lets be honest, if that team had been a decent team / if it had been a killer that is not godlike like Otz, they would have had quite an easy round of DbD.

  • @gezza123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1162725#Comment_1162725

    That still delays the game so i would be fine with that

    i dont quite understand how that would work though, ill be honest.

    like, will the killer just get stunned when they press M1 with a mori and you are moriable while Ds is active?

    like, DS is supposed to be the survivor stabbing the killer in the back while they carry them, so how are you supposed to stab them when they literally jump at your throat and rip your organs out asap? or just step on your back and slash you until you're dead?

    is it gonna be like a shuriken they throw, then stand up and start running? xD


    i get that being tunneled and moried off the hook is unfun, but instead of wasting time with adding something like this i would rather having them work on an actual mori rework that maybe wont allow for such tunnels.

    one idea ive seen flying around here was to only activate the mori once everyone has been hooked once, which i quite like.

    though one thing stands: do NOT touch mories without nerfing keys in the process! (i really hope they listen to that, cause if they nerf one without the other the community is gonna riot)

  • GYLCW3W03RSM.jpg

    i have the feeling you are trying to bait us here.

    that or you should really start playing some killer yourself.

  • the killer would literally just slug you for 60 seconds and then mori you.

    i doubt you'd win anything with that.

  • around the same time they nerf keys i hope.

  • Dark Devotion:

    more of a meme perk that sometimes can come in clutch and get you an easy first hit / down. the ability to turn any killer into a stealth killer itself is very good in the right situation, so while not being meta (or even close to it), its also not a bad perk.


    I'm All Ears:

    allows you to win mindgames a lot better. ive never really used it, though i know some players (such as Otzdarva) religiously love this perk.


    Play With Your Food:

    ive never really been a fan of this perk to be honest, though i see many players actually run it - and with the right killer / build it can be very good. its very situational though.


    please keep in mind those are just my opinions - and opinions can differ from person to person.

  • @brokedownpalace said:

    I love how when people share these videos it's always of killers getting 4ks. They also only ended up finishing 2 gens LOL

    which has nothing to do with the main topic of them repairing a gen in less than 30 seconds.


    but yeah the fact that in the end the killer won negates that whole thing.

  • i simply enjoy killer gameplay more than survivor gameplay.


    and in all honesty, most of the games are not nearly as bad as many here on the forums pretend they'd be.

    this is not "Dark Times 2.0", its very far from that.


    there are a few issues that need to be addressed, such as objective times, though i dontn think that much is needed to put this game int oa rather balanced state.

  • i dont get what the problem is here, killers have been losing their add ons after a game ever since the release of DbD.

    they are a one time use now and thats fine by me. brings the two roles a little closer together.

  • @28_stabs said:

    And it shouldnt be a perk, it must be a default mechanic. No joke.

    Devs, explain- why do you think that going down instantly after being unhooked is fun? What for are 3 hook stages, if I stay on hook anyways? Kill me on the first hook and dont waste my time.

    yeah.

    also, every time a gen is repaired all other gens should be entity blocked for 30 seconds by default, cause genrush is no fun aswell.

    oh and when a survivor crouches twice in a row they immediately die. teabaggers are no fun.

    and pallets should be reduced by 95%. getting looped is no fun after all.

    and while we're at it, why are there even 3 hook stages? having to catch a player multiple times cant be fun! a hooked survivor should just immediately get sacrificed.

    also, how is it fun i need to hit survivors twice?? they should always be insta downable.

    oh and stealth isnt fun, so i suggest having gigantic red arrows in the skies pointing directly at them at all times would be a lot better.


    cmon devs, explain how any of these can be fun!

    /s

  • here is what i have learned from a dev post in a very similar discussion:

    the survivor (claudette) continuously sends information to the game on where she is. this information only comes in short intervalls though, so the game has to fill in the blank spaces.

    the claudette here has lost connection to the game for a few moments, therefore the game didnt know what she was doing and filled out the blank space as good as it could, moving her in the same direction she's previously been running into. now, claudette may have changed directions though, so on her screen she is somewhere entirely else, yet the game assumes she is still where you see her. when she got her connection back, the game immediately moved her to the correct position, which leads to her disappearing from your screen - and her suddenly going down out of nowhere on her screen.


    i think @Peanits can explain this better than me though.

    in How Comment by Mister_xD
  • hey ^^

    the ranking system and the score system actually work very differently.

    your rank is determined by emblems, which are earned in game through multiple actions while Bloodpoints determine your Score. This Score has nothing to do with your ranking, it only gives you Bloodpoints to level up characters.

    how do you earn emblems?

    the exact same way you also earn Bloodpoints: through ingame actions.

    there are 4 different types of Emblems for Survivors (Lightbringer, Unbroken, Benevolent, Evader) that each come with 5 different rarities (non existant, bronze, silver, gold, iridescent). in order to increase your rank, you need to get a certain amout of points - each emblem rarity is worth 1 point here. if you fall below that threshold, there is a safe pip that allows you to keep your rank - or, in case you didnt get nearly enough emblem points, you will lose a pip. the tresholds for these increase the higher your rank gets.

    but what exactly do you need to do for each emblem?

    Lightbringer: this requires you to complete gens, cleanse totems and open gates. the most points here are acquired through gen repair though. in order to get this to iridescent you need to repair ~3 gens.

    Unbroken: this requires you to survive. you get more points the longer you are alive without going down. iridescent is only obtainable here when you escaped without ever going down. an escape alone gives you a golden emblem and death lies between none and silver, depending on your time alive in the trial.

    Benevolent: this counts your altruistic actions. each heal and unhook gives you points towards this. in order to get an iridescent here, 3 safe unhooks should be enough.

    Evader: this requires you to evade the killer by eigther stealthing around them or by escaping chases succesfully.


    so to answer your original question: you may have gotten out with the hatch, however you didnt do enough action in different categories in order to earn your emblems.

  • honestly, this whole map needs a full on rework...

    like, downstairs has 4 god pallet spawn points and 2 god windows and upstairs has 3 god pallet spawn points and 1 actually mindgameable pallet... on top of the map being extremely large and having multiple other, strong, jungle gyms plus shack...

  • stop taking games serious, start memeing and dont care aout your rank.

    or play a different game for some time until you miss the good old DbD.

    thats what i usually do when i get burned out from this game.


    if you're looking for some meme strats, maybe do the cosplaying Bubba?

    basically you play Bubba with a survivor face and only equip perks that fit said survivors stereotype.

    e.g.: claudette - you now only equip anti healing perks such as Thanatophobia, Sloppy Butcher, Coulrophobia, A Nurses Calling, Bloodhound, etc.

    its actually quite fun to do

  • imo they should do the same thing they did with the harvester tech: make it a feature.

    and add a hitbox to the crane so you cant just run over that car xD

  • when is the dev stream with his name reveal?

  • @Dr_doom_j2 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1158972#Comment_1158972

    I mean, doctors also create vaccines so we should hope some doctors take part in this pandemic crisis, wouldn't you agree?

    yeah, but our Doctor here works with madness, not with actual medicine.

    thats why i deem him to be rather unfitting to this topic..

  • thats why the walls are a thing: to justify strong loops.

    when i join the map the first thing i do in entering the saloon and breaking certain walls to shut these loops down.

    the other highgrounds arent bad, honestly. there is usually a hole right next to the vault that you can use to get down yourself.

    if we're talking about the gallows, yeah you're gona have to deal with them sitting there until you get up there yourself. though there arent many good looping spots around it, so you should be able to deal with it.

  • @FogLurker said:

    https://forum.deadbydaylight.com/en/discussion/comment/1158785#Comment_1158785

    "I will also play as The Plague and be as toxic as possible and encourage the survivors to cleanse and disinfect themselves and keep away from others that are infected."

    From the first post.

    i'm just saying, you also stated you'd be playing Doc, though he isnt really fitting to that theme...


    i worded it poorly, but i ment to say that Doc wouldnt be that fitting and you should probaply focus on Plag.

  • shouldnt you be playing Plague then?


    they literally wash their hands to get rid of her infection...

  • yeah.

    they announced yesterday that all schools in my area would be closed until after easter due to corona.

    i expect to finish the rift early this time xD

  • no.

    change the kill requirements to something else that is weaker than the current form but doesnt render the offering utterly useless like your suggestion.

    idk maybe only allow it when everyone has been hooked once?

    allow it after X gens popped?


    but the basic idea of "just increase the hook requirement by 1" is not only extremely lazy, but would completely break this offering to the point where you're better off not bringing one and instead ask for a map or something like that.

  • yeah ive had it not count on hills - and one time the chase broke off while i was falling from the main building, so it didnt count either.

  • the maximum amount of points you can earn on both sides is 196.000 BP (not counting events).

    (32.000 times 6 (5 +100% BP offerings and BBQ / WGLF with full stacks)


    the maximum amount of Bloodpoints without any multiplicators is 32.000 BP. this maximum cap is made out of the 4 BP categories (Killer: Chase, Deviousness, Brutality and Sacrifice; Survivor: Objective, Survival, Altruism and Boldness) that each have a 8.000 BP cap.


    the usual killer game includes BBQ and maybe a double BP offering from your side, so you can get a maximum amount of 96.000 BP in a game without relying on offerings from the other players.


    Blood Hunts or Event objectives can increase this number even further.

  • i think thats a visual bug?

    restarting the game should bring you to your "proper" rank.

    if you didnt get a reset, good for you! xD

  • F3IOGPEDVXJQ.jpg

    do it, devs!

    we want it!

    we NEED it!

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