Mr_K
Mr_K
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- Mr_K
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Comments
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The Green Key is still in the game after years of being proven broken.
Guess they consider it not in good basis.
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Damn, I ended the season with 1 000 000 blood points stored up again.
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BSOD
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Like peas and carrots
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It's to set the stage for a Nerf Hillbilly campaign.
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@Micheal_Myers said:
https://forum.deadbydaylight.com/en/discussion/comment/855770#Comment_855770
I am a Myers Main I played since day one of me getting the DLC. And guess what? It was my first.
My second was Huntress.
I entered purple and Red ranks with Myers. I know what is bad or good for killers.
And having 90 spine chills going off and them hiding before you get there is kinda dumb
A good <killer> player will have no problems.
The basic argument given for all killer changes. π
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Cosmetics are coming
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Most survivors only get as good as they need in order to survive.
Take the old repair speed of generators. Before patch 1.5.0 gen repair was 70 seconds. After the patch, 80 seconds. What happened? Gens started to get repaired faster. Why? Well one because sabo was gutted and no one was wasting time doing that. Two, pallets were starting to be reduced. Survivors couldn't waste time by running to pallet havens so they focused on repairing.
Time goes on and Ruin gets fixed. Ruin turns out was supposed to pause the gen repaire after hitting a good skill check. It just took the Devs forever to fix. Now that ruin was good killers started to run it more. Some survivors grew tired of running around searching for it and started learning how to hit Hex skill checks. This translated to hitting Great Skill checks against killers without Ruin, speeding up repair time even more.
This is why I considered old survivors lazy. All this was possible back in the day. Gens could of been completed in under three minutes if they wanted to. It wasn't untill it became a necessity that they started playing more efficiently.
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@Almo said:
We removed efficiency buffs and debuffs from all items. They remain on perks. Efficiency buffs on items were just a weird way of altering the number of charges, so we removed them.
With perks it makes more sense since they operate on more than just an item, so it may need to give different raw numbers of charges. For example a perk affecting both toolboxes and medkits would need to give different numbers of charges. But an addon only works with one item, so we can simplify that and make them just mess with the charges themselves.
Wait, toolbox instructions still says Toolbox's repair efficiency. Was this changed or a future change?
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I feel most of the solo complaints come from players that normally play SWF. Yeah, I know a lot of the time your teammates seem like bots with bad A.I. but you do get decent teammates some of the time too.
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Majority of people want to win. To want to escape is to want to win. To want to 4k is to want to win.
To try to win is tryharding.
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@Revansith said:
My understanding is that as follows:
My close friend (the one I SWF the most with) will likely end the current season at rank 8, and will reset based on the new rules to rank 9, so far so good, before they would have dropped to rank 13. OK, in my case my highest rank average has been rank 14 in the past two seasons. I will reset to rank 17. This means on the reset day I might be SWF with a rank 9 which is 8 ranks higher than me. Its unclear if the rank 17 rest rank will have any pips. I am inclined to think not.
So basically my challenge is this: to pip up while playing against rank 11 killers...so chances are I wont be able to SWF with any of my friends anymore due to being too low a rank. And sadly it has to be said the gray ranks are predominantly new players so my chances of a successful team win are somewhat diminished. It was the main reason I SWF'd mostly to ensure better team mates.
Going forward we wont know the ranks of the survivors we are matched with until the end game chat.
This game desperately needs regular unranked PVP where player experience and bloodpoints and rift challenges can be done without greatly upsetting the ranked players whose goal may be different.
I suggest they add ranks 20-25 which will be considered unranked and use a better process than pips for ranking unranked players up to 20
New players start at Rank 25 and play five ranks "unranked". I am not sure how that would best work, maybe remove SWF from those unranked ranks.
With the new rank reset it might not be possible to get back to rank 20. They said nothing about where brown ranks will end up implying they will stay the same. Rank 20-18 may very well be the new player buffer.
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@yandere777 said:
https://forum.deadbydaylight.com/en/discussion/comment/855932#Comment_855932
Even then you'll be able to get a new one and quickly build up the lost stacks. But here's the issue with your logic.
Furtive chase is about a low tr in chase but nemesis is about a no tr in chase. Nemesis will activate almost every chase, much easier to change your obsession and it takes away your red stain. Furtive chase becomes obsolete with nemesis
No TR in chase after the pallet stun. Before you get to the stun, which can be awhile against some survivors, you have Furtive Chase.
Now is Furtive Chase a good perk? No, not at all. It might even be outclassed by another bad perk Beast of Prey in the next patch.
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It was based on the average rank.
Bringing a new survivor with you is a risk you make knowing that they will be match with a killer near your rank. You take on the responsibility to help your teammate during the trial.
Before, a new killer had no choice to play against survivors of their own rank or a swf team of higher rank with a rank 20 mixed in. The killer is alone with no one to help them in these situations.
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Actually, Furtive Chase may synergize with Nemisis. To get the reduced TR you would want to chase the obsession. Now you can chase anyone and more than likely they will become the obsession during the chase.
It only really becomes a problem if you accidentally kill an obsession.
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Normal pallet stun is 2 seconds.
But I think saving a survivor with a pallet slam is longer but haven't tested it.
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If I'm not tired I can.
Teammates though....π
But if the killer doesn't have ruin they sure can pop those gens like they're hitting every great skill check.
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Myers outclassed Wraith
Ghostface outclassed Myers
Oni outclassed Myers
Devs "buff" Myers with Undetectable.
Just not a good year for our favorite slasher.
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@POTUS45 said:
snowballs should be a winter event special item where if you equip it, you get five snowballs to throw in a game that do nothing but are for fun. i'd love to throw a snowball at a killer
Diversion but with snowballs
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A friend of mine in green ranks played against five yesterday. All running the matchbox addon (4.6m/s after a blink). It's a sad thing that Nurses rather become normal M1 killers than blink to catch survivors.
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A round mass of snow pressed or rolled together.
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@PolarBear said:
https://forum.deadbydaylight.com/en/discussion/comment/855596#Comment_855596
So any plans on changing it?
Yeah sure. It's now 4 seconds per blink.
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There haven't been many post about the Spirit changes since it was announced. You had a few hours of people talking about it but then went away fairly quickly. The major factor was the Devs didn't overstep in their changes and the changes they did make are hard to dispute.
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Legion isn't forced to use their power all the time.
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The biggest cause of DCs on both sides is entitlement.
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No doubt to avoid killer in a survivor lobby bugs.
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I'm afraid you are asking for too much.
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Yes, completely agree!
The end screen results must reflect the true rank. It's been this way for far too long, years even. I can be two pips away from a higher rank but it shows that rank instead of my actual. Also what's the point of being rank 1 when the other players still see you as rank 2? They should know I'm rank 1 damnit!
Fix it π€¬
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@Mr_K said:
Hate to interrupt this back and forth but has anyone played Nurse in the PTB?
They made changes to how her blink movement interacts with the server.
From my experience the blink movement animation is missing. It looks like you blink in place then instantly pop to where you would of landed normally.
Anyone else have this problem?
Guess OP was right. I've only seen one other person post about this bug on the PTB Feedback.
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I don't believe its useless except on Legion. Removing your TR and red stain around some jungle gyms is quite strong. Depends on which map you get.
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@toxic_clown said:
https://forum.deadbydaylight.com/en/discussion/comment/853804#Comment_853804
we remove that. too powerful. thats an addon now
Better make it at the very least Very Rare or I'm going have to riot on Twitter.
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Deep Wounds used to go down when in chase instead of within terror radius. So what happened during Legion's release is exactly what you would expect to happen.
Abuse the ######### out of the game's buggy chase system.
What players quickly found out was by not looking at the survivor the chase will end causing deep wounds to begin degrading. If the survivor stop running to mend the killer can easily M1 them. If they keep running the killer would moonwalk after them following the blood trail. Eventually the bleedout timer will expire leaving the survivor on the ground.
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I believe he already passively gains power but at a really slow rate.
One step out of the way.
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He seems like a fun killer to play.
Clearly we need to do something about that.
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Interesting observation. Hopefully the Devs and players take this into account before contemplating nerfs and changes.π€
π π€¬π‘ NERF ONI NOW!!! π π€¬π‘
Well you tried.
Β Β―\_(γ)_/Β―
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Hate to interrupt this back and forth but has anyone played Nurse in the PTB?
They made changes to how her blink movement interacts with the server.
From my experience the blink movement animation is missing. It looks like you blink in place then instantly pop to where you would of landed normally.
Anyone else have this problem?
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See a window, vault a window.
See a pallet, throw a pallet.
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Thx 4 the tip
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I agree
Should be more of a gargle. πΉ
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For self reporting
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@KillermainBTWm8 said:
Maybe this will help "Warnings and bans follow an escalation process, eventually becoming permanent.
THE ESCALATION PROCESS IS AS FOLLOWS:
- First offense: Warning
- Second offense: 1 week restriction (cannot create threads)
- Third offense: 1 month forum ban
- Fourth offense: Permanent ban
Moderators may choose to skip one or more steps in the escalation process if it is deemed necessary."
Jail is the second offense, you get a 1 week restriction on threads and have a lock on how many times you can comment per minute that makes trying to have discussions a pain.
If they can't make threads...
How are we talking to OP right now?
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@Jejune said:
https://forum.deadbydaylight.com/en/discussion/comment/853380#Comment_853380
So you are telling me that the effects are not addative as everybody says they are?
Also we are far from 4.0.0 update my dude
Not at all what I'm saying. I'm talking about Iron Will only.
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@LetsPlayTogether said:
https://forum.deadbydaylight.com/en/discussion/comment/853313#Comment_853313
You dont reduce your breathing sounds to 0 with Iron will. You decrease the pain grunts to 0. Stridor increases your breathing sounds. Whats that kind of complicted to understand by just reading the whole discriptions?
Even though its grunts of pain, Iron Will mutes both pain and breathing when injured since update 4.0.0. This is most likely due to no breathing audio playing during the injured state.
In other words, it has been bugged for years.
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But it's safer over there.
π₯Ί
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Oh the burrito. I thought you were talking about maps.
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Because it could of been worse and if Spirit mains press their luck it might backfire.
There are still some fuming saying it wasn't enough of a nerf.
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Who da ######### is Quentin?