MrMori
MrMori
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- MrMori
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I see where you're coming from now that Dead Hard has 75% usage, but honestly I don't mind this at all. Most survivors will reveal a different exhaustion perk than DH after this update, and if the ones that don't reveal their echaustion perk manage to straight up parry my hit with new DH, I applaud them for that. You won't have to breathe down every survivors neck anymore cause new DH is too situational for most players to want to run.
Besides, you could always just play Legion. They went from being hardcountered by DH to hardcountering it. And I'm fine with that.
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Comes off as a little ungrateful, not gonna lie.
All this update needs is 80 seconds on hook + rework hook grabs to not work on healthy survs and it's great. Then also let killers see hook stages, because why not? Increase killer FOV. You know. Basic stuff.
Later, they can add more info for solos. I do seriously think the lack of info for solos is very depressing.
"This player can pick themselves up, this player can self unhook, this player has been working on a generator for 5 seconds, this player has an active decisive strike"
I mean it can't possibly be that hard to add in a couple HUD elements right, and it would do wonders for solos.
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@Sadako_Best_Girl said:
https://forum.deadbydaylight.com/en/discussion/333980/10k-per-category
God almighty just uncap it. Not sure why they needed to be capped in the first place.
Great idea!
*equips distressing + speed limiter on bubba*
*6800 deviousness points for 1 down*
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This but unironically.
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@hailxsatanxeveryxday said:
As far as I'm aware, these things are already bannable offenses, but the problem with making something like that "non-appealable" is that zero tolerance policies rarely work out in the ways they are intended to work out.
Example: A streamer called me the n-word while they were livestreaming a game I played in the other day (and, I suspect, also used it in the in-game chat, although I couldn't see it because some of the words were blocked).
Without context, that sounds pretty bad, but the streamer was African-American, and it was clearly being used in a casual, conversational context, not intended as a racial slur. But let's say that I, for whatever reason, decided to report them to BHVR, accused them of calling me "the n-word" (without context), included the audio and the chatlogs in my report, and then sent it off to BHVR. And then let's say that whoever read my report was apathetic or just wasn't paying close attention, skimmed through the chatlogs, saw the word, and hit the permaban button, with no way for said streamer to appeal. Would that be fair?
Homophobic slurs can be even more of an issue, simply because the most popular one isn't used in a homophobic context in 90% of its internet gaming community appearances. You can argue that its status as a slur puts it on a higher level than most obscenities even when not used in a homophobic context, but I still think there's a clear difference between using it as a synonym for "idiot" and using it to intentionally target LGBT people. I think the latter is deserving of a permaban, while the former should be a shorter ban or not bannable at all (like any other swear word, assuming you didn't try to get around the chat filter and the word ended up being edited out of the conversation).
I've been autobanned by Facebook's system for using that word in perfectly benign, self-referential contexts, and when I appealed the ban, whoever was reading the appeal clearly didn't understand that I was quoting something or that I'm not straight myself and didn't intend it as a slur. I didn't break Facebook's policies at all, but if whoever's reading my appeal doesn't understand the context, what recourse do I have?
In other cases, I've gotten 30-day bans for calling someone a "cow" (in a context where we were joking about eating grass) or saying "girls are weird" (in a comment that should have been perfectly clear that I was mocking an ignorant point of view). But whoever read the reports - if anyone - didn't understand that, and I got a popup saying that they didn't have enough people to double-check the report due to COVID when I tried to appeal, resulting in multiple 30-day bans for no sane reason.
If Facebook can't make this stuff work right, what makes you think BHVR has the resources to investigate these things properly? And unlike Facebook, people are actually paying to play DBD.
As far as suicide goading goes, there's a lot of potential for discussions about suiciding on hook, etc. to be misunderstood by an automated system or even careless human employees. As far as I'm aware, this is also already bannable, but you're more likely to get a temp ban for it (I've never done this or been banned from DBD, myself).
Context is more important than the use of individual words or phrases themselves. Clear hate speech should be bannable, yes, but there should be a working appeal mechanism in place with multiple tiers of appeal if they did decide to crack down on this stuff more, because it would result in false positives.
I wish I had a nickel for every time I've thought that exact thing!
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I think if it's a special perk skillcheck, like Overcharge or Oppression, you should fail it if you release. But if it's just a regular skillcheck, how about you gain the Incapacitated status effect for 5 seconds instead? Then it wouldn't be worth it to just release to dodge difficult skillchecks for example. Pretty straightforward solution.
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Man, hooks should respawn after someone is sacrificed even without a perk.
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@Ryuhi said:
how about this: instead of just having the meme buildup to mori that is extremely impractical, make it so that her manifest flickering appears more erratic to survivors that have more stacks. If they're full? She flickers with maximum potency at all times to that survivor while manifested. They're already piss easy to get rid of and they played it super safe with her tv cooldowns, so it should be a more interactive level of threat. She can't even see exactly how many stacks people have, just a general idea less they're full or empty.
Im sure there are better ideas but gotdang she needs something
It's so strange how Dredge can see Nightfall progress and survivors can't, while Sadako can't see condemned progress past 1 bar but survivors can. She really is the worse version of Dredge. But like this suggestion shows, she doesn't have to be. Hell, even something as simple as lowering the post TV teleport cooldown to 50 instead of 100 would do wonders.
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A permanent chat mute would be fine. I'd also want the option to disable chat completely, even requiring a restart to reenable. And the option to turn off profanity filter. So both extremes, people who hate engaging in post game chat and people who love that toxic ######### get what they want.
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It's fine because Off the Record disables lategame, they can't stack it with Dead Hard, and you can just hit them when they get off hook and you remove both BT and Off the Record like mentioned.
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@Falkner09 said:
https://forum.deadbydaylight.com/en/discussion/comment/3057112#Comment_3057112
I mean, I never ay him and I think this is a frivolous complaint. Some perks don't work in every situation. Try using healing boosts against Plague.
I think it's a fair complaint. Freddy used to be able to tunnel through BT and it was just not a good time for anyone. I think it should be changed, DS isn't going to be ran anymore and if the Pinhead knows what they're doing they'll be able to tunnel unrestrained now, which is pretty bad. I honestly think the devs should increase time on hook to 80 seconds, remove hook grabs, then nerf BT to 10 seconds. That would be healthy for the game and reduce stuff like this, camping and tunneling. But it would probably lower kill rate.
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Yeah agreed. The changes are good, but some perk changes are not great:
- Botany, it could just be 35% like it is now but remove the Healing Item Efficiency
- Self Care could get reverted to 50%. If any self heal speed should be reduced it's CoH, that could be reduced to 35% since you already get 50% bonus healing speed
- Calm Spirit, even if the silent action is optional it's lame. If 100% reduction is OP, why not make it 75% and with no speed reduction?
- Thanatophobia did not need a buff, and certainly not with the increase in gen time
But other than that, I'm happy with the changes, very happy with the changes to DH, Endurance, endgame, everything, really.
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Why should we agree on something that is wrong?
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The math isn't complicated.
Base heal is 16s. Self care efficiency is 35%.
16/0.35= 45.7.
Doing something 50% faster is the same as dividing it by 1.5, just like doing something 100% faster is the same as dividing something by 2.
45.7/1.5=30.47.
It's 30.5 seconds roughly, a little less with skillchecks.
The only thing I'm bummed about is that CoH self healing was left unchanged while Self Care was gutted. I have absolutely zero issue with Self Care as someone who plays mainly killer. But CoH I do.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/3054443#Comment_3054443
Deathslinger doesn't need a lullaby.
People were complaining that spine chill was becoming useless when the devs initially announced it would only work on LoS to killer. Deathslinger requires LoS to hit you with a spear so having the ability to reduce his terror radius to lower than his 18m range is not a huge problem that ever needed to be removed. With M&A, there's a 2m range where you won't have a TR that he could hit you at, but those shots at 16-18m are the easiest to break out of it.
Yeah the Spine Chill change is so strange. They first gut stealthslinger, but now they massively buff undetectable in general and stealth killers far beyond what M&A slinger was capable of. So what is it, is Stealth fine or is it not fine? Man it's time to revert the nerfs. I still think he should get a lullaby to help newbies out though. It could be subtle enough to where it would sort of work with M&A. Kind of like with Tricksters lullaby fading in and out in a confusing way, so M&A works well on him.
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@sizzlingmario4 said:
While slinger might not feel as great to use as he did before, the ADS nerf was unfortunately necessary. Quickscoping just wasn’t good design in a game like DBD - it’s not an FPS game and shouldn’t be treated like one. I do think he could use some improvements in other areas though.
As for Twins, you should be allowed to switch back to Charlotte faster after downing someone with Victor. The cooldown should only stay at 5 seconds if you intend to continue using Victor, as that was the whole point of that nerf.
Yeah, changes I'd make to twins are small and straightforward.
Swapping to Charlotte from Victor now takes 2 seconds instead of 3, you can now swap as soon as you've downed someone with Victor.
Victor can be summoned back to Charlotte when Charlotte is within 16 meters of Victor. Why is this not a thing already, I don't know. Would dramatically reduce slugging and camping and promote healthy gameplay.
And finally, increase the time to get Victor back after he dies to 12 seconds. Right now it feels awful for the survivors to outplay Victor, then have him spawn after 6 seconds and come running right back to them like nothing happened. A little more time would be fair.
Such easy, small changes, but no, they're a "monster at high mmr" and are to be nerfed accordingly.
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@jesterkind said:
While I agree that Twins need some love (that they'll hopefully be getting soon enough, thank god), I think it's missing the point a little to say the cooldown should only be for punishing a mistake. The point of the nerfs was to stop Victor from slugging, which requires something for after he succeeds in downing someone.
Now, in my opinion, you should be able to swap to Charlotte during that cooldown. That is the only change his post-down cooldown needs, as far as I'm concerned, and the other aspects of Twins should get more focus.
Also, obviously Deathslinger needed nerfs, we don't gain anything from pretending otherwise.
He really didn't need nerfs. His stuggles have always been the 4v1 considering how long he has to spend reloading mid chase, between missed shots, and after getting his down. All of this takes time.
I agree with @TheDarkTyrant, so many killers are clunky and simply feel bad to use. Have you tried using base kit Pigs power in chase? Why on earth are the numbers as punishing and clunky as they are now? 1.3 seconds to crouch and uncrouch, 0.75 seconds to charge up a dash, on top of 4 seconds fadeout AFTER the 1.3 seconds to crouch before your terror radius is gone.
Same with Freddy, you have to charge up your snare, then release it, and it hardly does anything. And why can't survivors start in the dream? Or make the addon that prevents releasing yourself with a failed skillcheck basekit?
Or like mentioned Slinger, 0.4 seconds ADS? Why? If the issue was spamming aim and release without losing distance, just make the ADS 0.2 and his MS while aiming 70%, down from 80% right now. That way every time you aim in and release, you lose a lot of distance as you're slowed while aiming and releasing the ADS. Also revert the Terror Radius to 24 and add a lullaby.
I could go on and on, but in short, most of the killers on the bottom of the roster aren't even that bad in theory or in concept, they're just held back by super terrible numbers. Boggles the mind why they can't just change the numbers in one patch and test if it improves killer variety.
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No you won't lose perk tiers man come on.
A better question, what was the rate of prestige levels you gained based on perk tiers earned again? I can't find the chart that tells it anywhere.
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@ArchAbhor said:
https://forum.deadbydaylight.com/en/discussion/comment/3054341#Comment_3054341
But its not. It might be for you but for me the majority are fun or nice conversations. Those people who are telling others to one hook themselves need to be reported and punished. Everyone else shouldnt be punished because of a couple of bad apples.
That's true, which is why being able to enable or disable the filter as well as chat whenever you feel like it in the settings would be a good addition.
Besides, BHVR may not have throught about this, but there's another revolutionary idea a couple video game developers have thought up just recently called a "chat ban". Very experimental stuff though, for now we must choosing between banning someone from the game completely and not doing anything at all, at least until this incredible game mechanic becomes more fleshed out and refined.
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I've had the idea that maybe the killer could "Slam" the locker, scaring the survivor and preventing them from leaving for like 5 seconds. But you couldn't do it for another 5 seconds on the same locker after you had slammed it once.
That way it would prevent the infinite locker save without being abusable. This double locker ######### got far worse with the Dredge update because they added lots of double lockers right next to each other near corners so you can easily set up an infinite save spot. The only saving grace is that most players don't do it.
So yeah, an option to "lock people in" for a little bit would solve this.
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Solution: Add chat censor as an option to the settings and make it enabled by default.
Also add the option to disable chat completely, requiring a restart to change so you can't turn it on or off after a game. Add a big nice icon right next to anyone who cannot enter post game chat, including console players. It should help queue times since now survivors that wait for 15 minutes to tell the killer to kill themselves will just leave chat once they see the killer has chat disabled.
I mean I keep chat hidden, but hidden is not the same as disabled. I don't see the issue here. It's 90% just verbal abuse, may as well just let people turn it off.
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My biggest gripe with Ghost Face isn't that. Note that your mark lasts 60 seconds, and you can stalk them from afar so they can't reveal you. Sometimes it's better to just apply marks to create some pressure than trying to 99, failing, getting revealed, wasting time.
No, my biggest gripe is that his stupid floating cloth stips make it drastically easier to spot you coming, you can even see GhostFace who's trying to stalk around corner.
The other thing is after hooking someone, you can't even use your power till you break line of sight. Really clunky and annoying. How about just making the person on hook not able to reveal, but make GF get revealed twice as fast when near a hook, and from 50% more distance? I'd be okay with that. Just feels weird that a stealth killer isn't allowed to stealth and prepare another ambush right after hooking.
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20 extra seconds on hook timer for each stage + remove hook grabs would do wonders. Then they could also comfortably nerf BT to be like 10 seconds instead of 15 since survivors have a much bigger room to unhook.
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It's strange how it requires getting a merciless instead of a 4k. I'd be fine with a 4k at the very least, but it does suck hard when the last two survivors decide to make it their life mission to outlast eachother for a stupid pity hatch when you need to adept.
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I just AFK, they'll usually end the game within 10 minutes. If they don't I'd DC but that hasn't happened yet. Though I've actually barely met any cheaters.
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Man, they should have just removed losing perks, addons and offerings in an update when the prestige reworks were announced.
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You won't lose your progress, read the patch notes.
https://forum.deadbydaylight.com/en/kb/articles/340-6-1-0-ptb
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Agreed. No point in keeping depipping now that you can't lose grade, grade isn't used for matchmaking AND grade is hidden.
It only serves to frustrate players to get told after a bad game "Oh btw, you also lost progress"
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Your ideas would make the grind almost nonexistent, I don't think they'd implement them.
I will say this though, getting all perks on a single character will now take significantly more BP, while getting all perks on all characters will take significantly less, BUT you earn the BP far slower as killer specifivally.
Right now, you need 1m BP for level 40 on all other characters, and you can get every perk on a character. Getting Tier 1 of 3 perks costs 25k per perk, assuming 2 perks per bloodweb and 50k per bloodweb. Not so bad. Not only this, but you can keep the web at 50 to keep getting 4 perks each web and choose 2.
With the new grind, you HAVE TO prestige before you get any perks from other characters. To do this, not only do you have to level to 51, since you can't prestige at level 50 anymore, which costs 50k, you also have to pay 50k extra for the prestige itself. Realistically, you can get to level 50 and prestige in 1.5m BP (1.4m if you skip perks in favor of cheaper webdms but that makes no sense now). That's now 1.6m BP for a prestige.
For survivor, this isn't so bad because they'll get bonuses they'd not get before, but for killer the removal of the BBQ bonus is a massive increase in grind in general.
For me who just got everyone P3d, I'll be getting pages upon pages of perks on every character. But getting P3 on all characters will actually take far longer than before.
And don't even mention addons.
One step forward two steps back I suppose. I'm just glad to be done with this grind.
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I think it's funny.
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Survivors should gain the Endurance status effect when within 16 meters of a hooked survivor. Deep Wounds is more than enough punishment for an unhook attempt against a camper.
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@Onyx said:
https://forum.deadbydaylight.com/en/discussion/comment/3048229#Comment_3048229
Doesn't solve the issue with Bubba and Hag and Billy, etc, tho. How would you fix that?
Some killers should be more powerful near hooks than others, this is fine. The increased time on hook would give a much larger window for survivors to get an unhook when the killer wasn't nearby, and if they facecamp, the increased time on hook would punish them much more severely than before.
We could also nerf some of the strongest remaining "facecamp slowdown perks", like DMS and Deadlock that can be used from afar, but honestly DMS isn't as powerful now that Pain Res got nerfed.
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Fair, but I don't think devs will increase FOV in a hundred years, their minds are made on this. Because a role being uncomfortable to play without a perk is a great way to balance your game.
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Agree on removing hook grabs, the stupid thing never gets validated anyway. I'd rather just have 3 survs rushing towards hook with 2 99'd gates and with BT and bodyblocks on the ready and know it's over than to have the carrot of an unhook grab dangled in front of my face.
But don't disable the killers power when near a hook, that's terrible.
Remove hookgrabs, increase time on hook to 80 seconds. That oughta do it.
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@KajdanKi said:
Why would you care about it anyway?
They are happy they survivef thats all. Hust hit them - force them to leave and move on.
The hell, people are angry about such things, cant believe
Getting tbagged hurts my fragile ego, but I never tunnel, hit on hook, nod or shake excessively as a response or in general.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/3048007#Comment_3048007
You can also just walk towards the gate at make them leave as well.
Devs said it's perfectly fine for killers to bleed survivors out during EGC, I think killers can handle holding W for a few more seconds to the exit gate honestly, I understand it's annoying but it really does have a way to be stopped quickly.
The whole point is that it's draining to watch yourself get taunted anytime you lose, and that we may as well just add mechanics for both sides to skip that part. Would reduce salt in general.
You're right that killers have more "control" over the BM than downed survs do though. It's just that this "control" is the equivalent for being 4-1 down in football, but at 80 minutes you get rhe option to walk to the sidelines and get spat on by the other team to let the game end early.
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@KajdanKi said:
https://forum.deadbydaylight.com/en/discussion/comment/3048181#Comment_3048181
This does not work yet, yes.
I wonder if its any good since you can be for example red rank Blight and if you ever try the very new killer for the first time , thanks to mmr you get baby survivors - you will obliterate them anyway. i dont see a point of that ...
MMR is a number between 900 and 1900 or so I believe but yeah pretty much.
Killer specific MMR is just a band aid for the enormous power imbalances between killers. And SBMM doesn't even know if you're bringing an OP build + addons or not, so what's the point?
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If you nerfed the player hitbox on the hatchets to be the same as her environment collision she would be insanely punishing to play and her playrate would drop by 80% no joke. No point in that. Just learn that hatchets have a spherical hitbox and play around it.
Sometimes you get hit right after you cross a corner, but it has to be this way sometimes or no one would play huntress. I personally get crushed by huntress, but all that tells me is that I'm not good at versing her yet and that I need to practice.
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Nah lmao.
I'd like to see Pyramid Head, Nemesis, Hillbilly and Freddy get an addon pass just like you, but also a few changes to Slinger, namely reload addons, terror radius addons and the mangled addons.
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I don't mind genrushers, it's just comical when I bring zero slowdown and play a midtier killer to see the gens done in 3 minutes. And I don't bring slowdown. Nothing to be upset about since there's not much I could have done. Maybe I get a 1k if I'm lucky.
Hell if they want out so bad I'll sometimes even open gate for them since they're in such a hurry. Can't imagine that's very fun to them either but oh well.
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Nurse, most of her addons are bad, the only good ones are range addons. I think we should buff all her other addons to that level since her killrate is so low.
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@LauriesToes said:
Yeah I burst into tears when someone crouches or clicks at me I can't help it )':
This but unironically.
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@Ruma said:
https://forum.deadbydaylight.com/en/discussion/comment/3041729#Comment_3041729
If someone unhooks in front of me wirh BT and the unhooked tries to bodyblock me when i try to go for the rescuer, i will tunnel them out aswell.
I will tunnel all 4 survivors out, every game. And if I suspect one of them has Off the Record, I will switch targets and tunnel someone else out, until I've tunneled all four survivors out in 12 hooks.
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@drakolyr said:
https://forum.deadbydaylight.com/en/discussion/comment/3048125#Comment_3048125
I only see HURR DURR SURVIVORS BAD CRY.
Honestly, both sides should have equally fun. I also got killers who dragged me to hatch, to close it in my face. While i was non toxic in match.
Open your horizon or play survivor too. Helps a lot. Its always 2 sides of a coin.
I was exaggerating and making a joke but I guess this is very serious business.
Anyway, I'm a pretty okay survivor, reached Iri 1 and have all achievements and stuff and I honestly think its bullshit when I get gates ultra far away from each other and get a free escape as last survivor.
Hatch I just jump into without waiting for the killer, but a timer would force survs in. Camping hatch as surv has the same energy as waiting at gates. So yeah, auto close in 60 seconds, what's the issue?
Survs should get the option to surrender through unanimous vote once everyone is downed or hooked, for example. That would make survivor less frustrating to play, and save time for everyone. Would also prevent killers from bleeding survs out for no reason.
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@drakolyr said:
https://forum.deadbydaylight.com/en/discussion/comment/3047994#Comment_3047994
No, the killer did not win at this point. And thats the other point. Its a 50 vs 50 and killer shouldnt get a free buff. They already got advantage if they hook a survivor and can freely roam beforehand.
Its completly fair, the first one gets the hatch. If killer dont like to wait on the hatch, close it. Endgame collapse starts. If the survivor has a key, well he won.
But it wastes time and you have to be psychologically tormented by survivors relentlessly tbagging you, mocking and utterly humiliating you by standing over the hatch as you approach and tbagging for like 2 seconds. It's horrible.
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No joke bring DS and your favorite chase perks and take it as practice. If it keeps happening, maybe killers are targeting you cause you're not strong in chase?
It's funny how much expectations and mindset impact how we respond to things. I know I'm more likely to get frustrated playing survivor when I have a challenge I wanna finish for example.
So if you assume killers will try to tunnel you out and accept the challenge and use their tunneling to practice chase, you'll have a better time.
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To make you run Mad Grit.
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I use Bubba, Billy, Slinger, PHead, Nemmy and Demo regularly. Sadako instead of Onryo, Myers instead of Shape, of course. Guess I like the shorter nicknames.
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@Regulus47 said:
https://forum.deadbydaylight.com/en/discussion/comment/3048022#Comment_3048022
You have to be trolling. "Yeah if nurse is unstoppable how about we make her have 5 blinks because it would make her better to play as." Maybe play survivor every once in a while?
I think you're the one trolling. You're implying Slinger is OP or something after the nerfs, and now you're comparing a Slinger buff to a Nurse buff?
He wasn't even OP before the nerfs, he still has to reload at the minimum 2 times per down and is 110. His struggles are in the 4v1, not the 1v1, so what does it matter if his power is oppressive in chase? It feels clunky and bad to use now, if that's fine with you then great, you'll see far fewer Slimgers cause his power feels bad to use.
Right now he has nothing other than being easier than huntress. But not as easy as Trickster.
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@Regulus47 said:
https://forum.deadbydaylight.com/en/discussion/comment/3047954#Comment_3047954
Then you're a biased killer main too. Have some self awareness. Deathslinger as fine as is, he doesn't need to be made stronger in chase when he's already near unloopable if the person playing him has ever played an FPS before cause of the amount of tiny holes on tiles.
Spoken by someone who probably hasn't played Slinger once since the nerf. If he's still an unstoppable, uncounterable chaser in loops, would it even matter to you if his ADS was faster? It would purely make the killer feel better to play as.