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MysticAdvisor

MysticAdvisor

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  • Survivors: Spams flashlight

    Godzilla: exists

    Godzilla: Steps on the whole map and instakills everyone.

  • I want Godzilla


    Person 1:It’s GoDzIlLa!!!!!!!

    Person2: Wait it cant be Godzilla due to international copyright laws!

    Person1: Well lets run away and sCrEaM like it IS GOdZilLa!!!!

    Person 1 and 2: AHHHHHHHHHHHHHHHHHH!!!!!!!!!!


    Guess that movie! ( if you want)

  • @Viracocha72 said:

    https://forum.deadbydaylight.com/en/discussion/comment/843790#Comment_843790

    I absolutely agree with your suggestions. I even say just make it built in to the game and not a perk. Then it would truly be an anti tunneling measure.

    Yep, I agree!

  • @Viracocha72 said:

    https://forum.deadbydaylight.com/en/discussion/comment/843740#Comment_843740

    Yeah but op enter a scenario which is all too common for good killers, you're getting good pressure on a team, you specifically don't tunnel but still get punished for it. It should be harder for newer players , it should be something that requires some skill that you have to learn over time. Why do you think it should be easy for new players in the first place? It's not anti tunnel if you have hooked somebody else before getting hit with it. And everybody always says count to 60 or slug but again that kills your momentum. So I'm just supposed to slug and stand there and guard them for 60 seconds? Makes no sense.

    Why should stopping someone from tunneling you be harder? If you tunnel someone within the 60 seconds it’s your fault.

    I do agree it could be changed to as soon as someone else is hooked it turns off and also remove the timer.

    But they should make it an automatic activation if the killer picks you up.

    BTW: If not tunneling kills your momentum then simply down them without camping their body.

    It applies the same pressure as hooking them.

    They can’t do anything unless they have a perk or a friend to help them, in that case at least 2 survivors aren’t on gens.

  • This isn’t a compelling argument.

    Simply saying your a killer sided player is no excuse to deny or invalidate their argument.

    Similar to saying git gud.

  • @Viracocha72 said:

    It's also way too easy to use. Anyone who's ever hit a good skill check can hit it 99% of the time. Like why not just make it automatic at this point? They need to make the skill check a little more difficult like maybe have it appear in a random spot on screen like when you're playing against the doctor.

    Sure it’s easy for an experienced player to hit.

    But what about new players?

    They can easily miss it which makes the perk a waste of a perk slot.

    Also remember this perk can only activate ONCE a match and if you hit or miss it, the game counts it as the perk activated and you lose the perk.

    In some ways DS should be automatic because if someone is tunneling this should be automatic.

    Making the skillcheck harder screws over newer players so that wouldn’t make sense.

    Simply count to 60 or slug if you want that person so bad.

  • I don’t see how this would help.

    If gen progress isn’t increased on the same gen with more people then why would we bother working on a gen together?

    If we could just go to a separate gen and rush

  • Well he is not that OP actually It could take the entire match to get enough stalk for him to do that if he equipped the tombstone and or infinite t3.

    I tried it you have to stalk almost all game but I was on a farm map lol.

    By the time you have it good survivors already have at least 4-5 gens done.

  • @Jejune said:

    https://forum.deadbydaylight.com/en/discussion/comment/841000#Comment_841000

    The games i play what usually happen as survivor 2-3 gens pop. Then 2 more. 1 hook. Last gen is popped. The end. Now why do i want what i said??

    Hmm I typed a mistake good catch but still the meaning is quite similar.

    Survivors shouldn’t have to die because you feel like it or because they performed better than the killer.

    It seems you have not been constructive with the criticism and suggestions offered to you.

    You have been offered different solutions to a problem you seek to solve but you have dismissed them.

    I no longer see this as constructive.

    Good day.

  • @Jejune said:

    https://forum.deadbydaylight.com/en/discussion/comment/840801#Comment_840801

    I want to make it clear i can 4k alot usually let the 4th one go if i find hatch on the way to a hook. I dont care for keys tbh. I dont see them in my games either as a killer or survivor. And even if they have a key they still have to do all the gens to escape through it.

    I play everything tbh. I dont play chainsaw brother that much tho.

    If you “4K a lot” then why is this a problem for you?

  • They will carefully review her and start to address her issues in a timely manner.

    However she will be “waiting in line” for awhile so it’s anyones guess.

    The pinks don’t sound that bad.

  • @Kerbert said:

    Forum? Constructive? Im sorry but those two words can never be in a sentence together.

    It may not be 100% possible but if everyone tries then this forum would be a lot better than it currently is.

  • @Jejune said:

    https://forum.deadbydaylight.com/en/discussion/comment/840684#Comment_840684

    The thing about your idea is just removal of keys which wouldnt help situations where there 4 people left regardless of the amount of hooks that happened they 99% all escape beacuse you cant keep track of 3 players while one is unhooked and there is objectives left for survivors.

    I didn’t remove keys I changed them.

    I thought you would care more about unfair hatch escapes, some of the community does and the hatch causes the most stress in endgame.

    I think you have some things scrambled you said you want the game to be more chill late game but the way your going about it isn’t right if you let survivors live that long you’ve been outplayed in skill/ maybe luck/ and strategic thinking.

    You have to kill as many survivors as you can before they open the exit.

    Remember the devs want a 2 live/ 2 die ratio so killing everyone or a majority of the survivors is unrealistic.

    Also what killer do you usually play?

  • Killer:

    Overrated: Ruin

    Survivors can easily destroy 1 of your perk slots in the first 18 seconds and good survivors can counter it by hitting dem skillchecks.

    underrated: Unnerving ( for my doc build)

    Survivor:

    Overrated Ds: can be avoided and is not guaranteed to trigger since you could miss your skill check which makes this a bad perk for new players.

    underrated: This can’t be happening/ Stakeout- The best to help you hit great skill checks and a counter to ruin.

  • @Jejune said:

    https://forum.deadbydaylight.com/en/discussion/comment/840603#Comment_840603

    The problem is the reason i suggested it is because if survivors outplayed you there is no comback. Even if you hook one of them there are 3 of them to unhook and then block for eachother.

    Its not very interesting game for the killer. On top of that survivors dont leave game unless you push them out even if they are the only ones left.

    My suggestion made it so that you could kill all or if 4 gens are done. One of the survivors would die (they would get some points if they sacrificed themself in the alter) or killer hooking someone to death. Leaving 3 vs 1. Which is more relaxing because you have one less person to keep track of. On top of it, it would make it harder for survivors to get someone off the hook in the end game.

    I thought my idea was relaxing and Fair because it removes unfair keys And hatch plays that the survivors could use last gen to escape instantly which completely circumvents your idea, and it would slow the game down a little bit and allow more general control for the killer which in turn should be more relaxing.

    It’s fine to want a relaxing/ fun game but you have to keep it fair for the other players.

    Otherwise The other players wouldn’t enjoy it.

    Thus player satisfaction and game health would crumble.

    Also if you get outplayed by survivors then you were outplayed that’s final you have to learn how to adapt to a game that is very strategic.

  • @Jejune said:

    https://forum.deadbydaylight.com/en/discussion/comment/840538#Comment_840538

    Do you think that you could change my idea in a way that it would feel fair?

    I probably could, I was gonna comment on your original response to me but my phone deleted it lol.

    So what I would do is

    1:Remove the 1 person has to die

    Optional 2: Perhaps add an additional objective for end game like breakers that survivors need to activate that are next to each generator then link to a master breaker box after the gen is completed ( has to be 2 of them to avoid camping).

    3:More hatch requirements or redesign- I mentioned this a few times now but we could turn the hatch into a mineshaft elevator that goes below ground. You need to power 1-2 gens and repair it like a generator, then you activate it and send 1 survivor down to escape; however, The elevator can’t be called back up without a key.

    Also if the survivors call it for the first time it naturally takes 120 seconds to arrive.

    Keys used-> Green calls the elevator in 180 seconds/ Purple-> calls elevator in 60 seconds/ Pink -> calls elevator instantly or 10 seconds.

    Now the killer can kick the panel on the elevator to stop its progression from being repaired or to pause the call timer and slowly regress it.)

    The survivors have to repress the button after a quick repair action to resume the call.

    In the beginning of the match the elevator is highlighted red like the gens; however, if the elevator is repaired and called the elevator makes a loud buzz noise the gates make, thus makes the elevators aura turn blue or yellow with a sound and on screen notification that the elevator has been called.

    Purpose to give killers and survivors an equal chance to catch/ escape that is more fair and reasonable than the current hatch.

    4: Better map design and balance so poor map presence killers can have at least a fighting chance.

    5: Rework or buff some killers so more killers are viable; however, any good player can make any killer terrifying to verse.

    This all would follow your general guidelines because it slows the game near the end removes stress from a 1v1 endgame and is more fair than the current system.

  • @Jejune said:

    https://forum.deadbydaylight.com/en/discussion/comment/840291#Comment_840291

    I sometimes find myself in a situation when i hooked everybody twice and then they finish the last gen and escape because there is no way for me to do anything about it.

    Well how about you dont get free the mori but game cant continue until one person is dead?

    Even though this is slightly better.

    It’s still not fair to the other players that played well.

    They shouldn’t have to die for playing well.

    You should earn your kills by playing well.

    Bring game slowing perks or info giving perks or a mix of both to make your way to victory smoother and more probable especially if you play a killer that has slow mobility and poor map pressure.

  • This is terrible I’m sorry but it’s not fair for 1 player to get the boot for playing well.

    If you as the killer allow survivors to complete all gens and open the gates without killing anyone then you failed.

    You shouldn’t be allowed to kill a survivor without earning it.

    Same thing with ebony has to be adjusted.

  • Nurse -> Ripped a new one

    Spirit -> Katana cut in half

    Billy -> Is about to get a HEAVILY discounted chainsaw

    Doctor -> Went insane by being on the internet for 6 hours

    Myers -> Will have a bell on him so he can’t sneak on survivors

    Freddy -> Is still celebrating even though he might be stabbed by the entity AGAIN

    Bubba -> Might have a polished chainsaw

    Wraith. -> Exists

    Pig. -> Forgotten in the graveyard for now won’t be touched for awhile

    Plague. -> No longer effective, BHVR gave out the cure earlier this year

    Hag. -> Murdered by a flashlight

    Demogorgon -> Was surprisingly buffed after the ptb

    Legion. -> Gutted

    Trapper ->Padded jaws are base kit

    Ghost face ->Stalked by 4 p3 Claudettes

  • Wouldn’t it be funny if ash could talk in matches?

    Killer hooks survivors and starts to walk away.

    Your crouched and hiding then you hear “WhAt NoW?”

    Then you see the killer racing back towards you. ;)

  • @krowzar said:

    I hope the devs read this.

    All you have to do is call their name by saying @example see?

    also if they look at this.

  • I actually found awesome music on YouTube that would make great chase music but is kinda themed.

    But the idea was the longer the chase goes on the more intense the music gets.

  • I agree that ebony moris could be changed but don’t touch huntress.

    she is already 5% slower than your average killer and if you read the addon she only gets 1/2 insta down hatchets.

  • Unfortunately with huntresses 5% reduced movement speed your already going to have a difficult time traversing the map so any info/ game slowing perks may greatly benefit you.

    Also knowing where survivors are like with your bbq is good also bitter murmur/ nurses calling is good as well.

    But the biggest thing you need to learn is how to hit survivors accurately with your hatchets.

    They May end chases before they start or just end them before the survivor reaches a critical loop.

    Luckily when chasing an easier not always accurate method is to hit them while they vault or throw pallets instead of trying to hit them in the open ( which you should do).

  • @[Deleted User] said:

    i want a blonde male survivor because we don't have a male survivor with blonde hair + blue eyes uwu

    CHRIS! Time to die Chris!

    cough cough Resident evil reference ;)

  • Complained about something similar in my previous post (What’s up with people lately?)

    There are moris and campers/ tunnelers everywhere times 10 fold during reset.

  • More rare than moris you mean?

  • Xbox one

    Rank 10 survivor solo que - less than 10 seconds.

    Rank 9 killer que - 2 minutes or less.

  • Nah right now Jason is tangled in legal matters out of the entity’s control.


    ERROR_404

    KILLER_NOT_FOUND

  • The other day I played plague for the second time killed 2 other 2 escaped.

    One of the last 2 messages me( Xbox) and said “GG EZ” I said “ GG I’ve performed at the developers standards of 2 kills”.

    they shut up after that.

  • If someone dc’s check real quick...

    Did you bring a mori?

    Are you an optimal spirit/ killer?

    Did their team have aids?

    Did you down them when they were being toxic?

    Were they unfairly downed? ( hit them 4 seconds after they vaulted the window you hit them through).

    If so then you must be dealing with survivors that are salty about something your running.

    If you brought a mori and they disconnect I don’t blame them.

  • @johnmwarner said:

    Pretty sure it's a red herring, I just really don't see them linking two killers this closely.

    Possibly someone else who has seen the alter before the entity took them.

  • @TunnelVision said:

    https://forum.deadbydaylight.com/en/discussion/103276/what-s-up-with-people-lately

    "I can’t support something that ruins the game for survivors and encourages tunneling."

    Yes, because killers absolutely adore going against SWF practically every game!

    Got to take the good with the bad, if we are forced to play SWF, you must be forced with facing a mori.

    I know facing swf feels bad I’m also a Killer (rank 9) as well.

    I feel your pain if only swf and solo que were separate.

  • First the entity constructs the world we play in from the memory of those that were there.

    So the alter is being represented as it was when rin or her dad have seen it.

    Since it moved we can safely say Rin’s dad has taken it and he has been taken by the entity so the entity updated the memory.

    Also I’m pretty sure it would be nearly impossible for the alchemist or rando to grab it in the entity’s world because the end game collapse proves that the entity deconstructs every memory once the trial ends to save space.

  • @MathiaStef said:

    https://forum.deadbydaylight.com/en/discussion/comment/828496#Comment_828496

    Ironically I let a Dwight die to an infinite tier 3 Myers once by hiding in a locker next to the hatch

    I did that once too!

    Weird is it not?

  • @MathiaStef said:

    https://forum.deadbydaylight.com/en/discussion/comment/827524#Comment_827524

    The counterplay to many moris is just dont get hooked

    Much easier said than done.

    Trust me if a killer focuses on you.

    You are dead.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/103276/what-s-up-with-people-lately

    Killers are fighting fire with fire. DC hatch escapes and gen rush are the norm. Winning a match as killer feels inconsistent as if by dumb luck, because one match you get a 4k and the next 3 people escape. I can maybe believe that a few of the matches you have will be lost due to bad teammates. But c'mon, you can't just blame your teammates every time because we all know that killers who go through 5-gen chases lose 95% of the time. You probably just had a bad day, but be grateful. Killers have those kinds of days every day.

    I know I didn’t lose to bad team mates ( though 1 match they sat in the corner) more likely to bad luck that since I looped a killer for more than 1 minute it’s considered “toxic” and then the killer immediately moris me with their 1 person/ ebony mori.

  • Survivors gen rush because it’s the only thing they have to do and because of moris.

  • @survivormain1105 said:

    First I would like to say, love the ideas .... but

    The main issue isnt what is wrong with stuff. It's trying to please both sides with different complaints and issues.

    The game will never be "fixed" in my opinion. You will never be able to cover ever single issue that everybody is stating without"hurting" the other sides opinion or there issue. It's a never ending battle between survivors and killers.

    But hey we can dream.

    Let dreams be dreams lol

  • I’m the killer who adjusts the build I’m working with if I see certain conditions.

    If I see more than 1 p3 survivor then I bring a mori.( especially for the ones with tool boxes).

    If all survivors bring items I bring franklins demise.

    I might bring Noed/ Rancor if I’m in doubt.

    If the survivors seem chill I might tone it back a notch and bring at most the 1 kill mori or some more random perks.

    Note: If you drop your item in front of me I will leave you alone for a certain amount of time if you don’t pick your item back up, also I will be more biased and go after other survivors more often if i catch you with a group.( also picking up your item after dropping it= getting tunneled).


    Usually I will go a different direction and look for different survivors unless you get in my way or pick up your item.

  • Demo with make your choice!

    EZ

  • We need more objectives it could be a car or Vergil’s escape for 1/2 survivors/ breakers for gens/ gas/ parts/ objectives after gens/ escape elevator, etc.

  • I wish their was a add secondary objectives button.

    I want more than generators and to maybe have alternate escape routes like Friday the 13th has etc.

  • Demogorgon too OP pLeAS NeRf!!!

    Edit: Demogorgon too Weak PlEaS BuFf!!!

  • @EuphoricBliss35 said:

    The idea of this game was so unique (no way to communicate, have to manage to work as a team). However, as most of us should know, full comm SWF teams destroy the game. Beyond that, the game remains heavily survivor sided.

    Idea #1: Remove add ons and items in red ranks. Increase the skill gap

    Idea #2***: Add a timer to ruin once broken. "Once broken, ruin will last an additional 80/100/120 seconds. Survivors auras will now be revealed for 5 seconds."

    Idea #3: Stop nerfing killers. Remove certain add ons, if anything. Omegablink nurse was ridiculous, her normal blinks were fine. Silent ultra fast spirit is near impossible to vs in solo queue - remove prayer beads.

    Idea #4: tie devotion level into the rift. Levels 1-4 earn 2 rift shards per 800xp; 5+ 3 rift shards

    Just a few ideas (got more, gotta get back to work)

    Uh Oh... Someone’s not gonna like there flashlight going away so I bet they will just depip to tier 10-20.

  • @EuphoricBliss35 said:

    Easy fix: remove moris outside of devour hope. Remove keys. Two things in the game that inspire sweat on both sides and ends games earlier then they already do.

    Removing them and only being able to mori with 2 perks total isn’t the answer we are looking for.

    What offerings would you create to mask the deleted modi’s?

  • It just doesn’t seem needed.

    I think 3 is fine as is because the idea for the entity blocker is to stop survivors from abusing windows.

    Lowering it to 2 eliminates the mindgame potential From a window and instead of punishing window abuse it punishes survivors trying to survive.

    As they originally go through once then they might go through again, but once they do with 2 their is no mindgame you know they can’t vault no more.

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