NMCKE
NMCKE
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@TheClownIsKing said:
Please no. It’s already a troll perk. Let’s not increase its strength to bully another player
Your experience isn't universal, because if it was, I would be trolling for using perks like DS, Unbreakable, Soul Guard, Sprint Burst, Adrenaline, and so on.
Just because you find Head On annoying doesn't mean others do. The stun is easy to bait out, takes coordination to use, and requires two survivors to pull off, if you're getting bullied — there's a greater problem than just the perk. Especially when it's one of the more underused / out classed exhaution perks.
A small change won't be end of the world, I promise you.
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@SilentSpectre said:
And this is coming from a killer main. Killers that choose to tunnel should be punished, not just mildly inconvenienced.
Other suggestion: using decisive should heal the stunner to healthy, instead of staying injured.
I can make a forum post within 10 seconds, that's crazy. 😝
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2306561#Comment_2306561
The trade off for the Invincibility is the severally reduced distance you get with Dead Hard. 3 seconds of distance with Sprint Burst and I think only 1 second with Dead Hard. Also, Dead Hard doesn't allow you to turn.
Honestly, Dead Hard is the high-skill type perks that should exist. It's strong but requires a lot of skill to use. Honestly, Sprint Burst and Lithe are stronger. In certain situations, Dead Hard is better but usually the other exhaustion perks out-class it in every way.
The trade off for the Invincibility is the severally reduced distance you get with Dead Hard. 3 seconds of distance with Sprint Burst and I think only 1 second with Dead Hard. Also, Dead Hard doesn't allow you to turn.If we want to compare, DH can be used it during a chase while SB can only be used at the start, unless you do the exhaution trick — even then it's not practical or convenient.
The invincibility from DH isn't even the reason why people use DH — people use it for distance to reach a pallet or window. Often while running tiles, you will miscalculate if you can get another loop in or just want to waste more time — that's when DH saves you.
Honestly, Dead Hard is the high-skill type perks that should exist. It's strong but requires a lot of skill to use. Honestly, Sprint Burst and Lithe are stronger. In certain situations, Dead Hard is better but usually the other exhaustion perks out-class it in every way.Apparently for something that requires a lot of skill, survivors are able to grant themselves additional chances by pressing E to a pallet and vault. The distance they gain just by securing their safety is way more than any other exhaustion. In rare situations, can TANK bear traps, corruption purge, hatchets, tenacle whips, chainsaws, ambushes, and M1s which is unreasonable, you should have to use the speed boost to dodge those things.
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@Yords said:
Welcome to one of the several frustrations of playing killer. It only gets worse.
Which is why DH shouldn't make survivors invincible, the perk should require the survivor to dodge the attack, not straight up tank it.
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@XxX_KILLER_MAIN_XxX said:
So many killers make solo queue unbearable with camping and tunnelling and then proceed to wonder why people want to play with their friends instead of playing solo. Now I understand camping and tunnelling can be a valid strategy at times, but so many killers will go out of their way just tunnel some poor green rank through BT and DS at 5 gens. This with the terrible queues and bad matchmaking makes playing solo queue one of the worst things in this game.
Solo Queue sucks because there's absolutely no communication between the survivors. While I agree bad teammates play a part in making Solo Queue terrible — even skilled survivors do stupid things because there's no communication.
Then when you have killers who tunnel / camp a survivor out of the game with 5 generators, it's the pure reason why I'm a killer main. At least I get a chance to play the game when as survivor can get taken out within the first 2 minutes of the game.
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@Vulgun said:
https://us.v-cdn.net/6030815/uploads/GPE3S4LSUMSF/image.png
"Zombies' auras turn yellow for 6 seconds after hitting a survivor."
This is arguably the single worst Killer add-on in Dead by Daylight's history. Its effect only occurs if a zombie gets a hit on a Survivor. Not only is this hard to do by itself, but it's very situational in the fact that you'll mostly get zombie hits because Survivors are between you and them.
Plus, it's not good for notification either, since zombies already do a good job of that by themselves by raising their hands up when Survivors are located by them.
This has to be the single worst add-on in the game for Killers. Sure, there's other contenders like Speed Limiter or Mementos Blades, but they at least grant you better scoring events altogether. This one doesn't grant you anything and offers something that isn't even usable.
Can you even name a single worse add-on in the game?
It would be cool if the combat manual allowed zombies to crawl over windows — that would be nice since they would be able to pressure survivors more easily! 😁
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2304186#Comment_2304186
Once again king, dropped your crown 👑
Is that a bad thing? Not sure what's that's in reference to!
*Scared screeching noises*
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2304147#Comment_2304147
Don't wanna lose them* :p
At least I think that's your enby (slang for non-binary) friend you're referring to. If you've gone back a while it'll be even harder to get right but practice makes perfect :)
And if it's not your enby friend sorry for trying to correct you
I don't actually know the entire extent of LGBT+, hence why I always use the +. It includes everyone without me trying to memorise the entire acronym that is constantly expanding. I think you may need to rely on Google for that one.
My sincere apologies, I swear I'm trying! Had to proof read this before posting so that I didn't make the same mistake! 😭
Going to edit that so that they are properly acknowledged! 🏳️🌈
Ah, okay, fair enough, I just like seeing the community expanding! I find it cool that more and more people are different [if you couldn't tell, I LOVE people]! ❤
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2304114#Comment_2304114
Non-binary is the one that refers to gender identity! (You can tell that bisexual is the sexuality, because it ends in sexual, like homosexual or pansexual or heterosexual). Non-binary people can use many different pronouns (clearly, your friend prefers they/them).
Messing up is okay, so long as it isn't on purpose! It takes time to get used to it and you're not expected to always be perfect on it.
Glad to see your support for the community. It means a lot to me, definitely :D
Phew, that's good, we go back pretty far and I don't wanna lose them! ❤
I'm actually interested in how many sexualities there are! The "+" at the end of LBGTQ+ has gotten me interested. I know I could've searched this up, but I can't be the only one here who's curious in this community! Would love to know what each one is — like, I never heard of Pansexual until I met my friend who was Pansexual! I'm avoiding pronouns just in case I mess up! 😅❤
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@OniWantsYourMacaroni said:
Noed isn't a slow down perk though.
It's the "At least i got one kill" type of perk.It's a trash perk.You get waay more value out of other perks.
P.S:I agree Demo is a pretty good Slowdown perk
NOED is slowdown perk if survivors find it threatening enough to waste some time destroying bones. However, in a Sweat With Friends scenario, either they will have all bones destroyed due to communication or will let you have the 1K.
Either situation, you're going to depip.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2304011#Comment_2304011
https://us.v-cdn.net/6030815/uploads/8PNIW9RSAFFC/image.png
If you go by other pronouns I'm sorry & can change the image ^^
Talking about pronouns, I always mess them up on accident. 😓
One of my friends is non-binary or bisexual, not sure which one it was [sorry, I get some sexualities confused so feel free to correct me], but I have to use They/Them when I reference them. However, I keep messing it up because it's just natural to use masculine / feminine to describe a person. I been getting better at getting it right and I feel so much better because I love acknowledging someone who's different — this isn't just limited to the LBGTQ+ community. ❤
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I always look forward to pride month, it's heart warming to see all other sexualities being acknowledged. I full heartily support the DBD devs for bringing light to this month, it spreads the awareness / importance to this month. ❤
Although I'm not LBGTQ+, I'm an ally and will always be there to support anyone regardless of their sexuality. 🏳️🌈
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2296436#Comment_2296436
His "power" is that he needs to hit survivors a 50% more often to get a down, than any other killer.
Huntress has it far easier to down survivors through pallts and windows. Yet, people complain that they should nerf a already weak killer.
I started counting how often i face Nemesis as solo on red ranks and its less than once in 10 matches. People already stopped playing him on high ranks, because he just can´t compete with the gen speeds.
I personally don't find him OP, just annoying because of his Zombie + Ruin synergy. Once he forces a 3-gen, effectively the game is going to stop because zombies will eventually start patrolling the 3-gen area, allowing you to keep the area on lock down. Not much you can do at that point, with or without Ruin active because of the amount of control he has.
His M2 is fine, but can understand where people are coming from. Most tiles are pretty dangerous, then when you add a M2 115% ranged killer into the mix, you get into situations where you're forced to take a M2. However, the developers are smart and foresaw this, which then they added supply crates to remove the virus — effectively undoing the M2 and delaying Nemesis' M2 until vaccines are exhausted.
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This is why it's so difficult to balance DBD, you have things like Sweat With Friends then you have solo queue which can barely keep up with a half-decent killer.
With that said, I enjoy seeing competitive games since they are often interesting. It truly shows what works and doesn't work in DBD; pro-players literally focus on the smallest of details, something that the majority of the community seem to miss. That means they often find the most optimal strategies and use it to win. Always refreshing to see what pro-players are up to with the current game build.
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@EntitySpawn said:
Title. Basically an estimated wait time to get into a lobby.
Personally I'd like one, means I can see which side is faster queues and I'm not wasting a bunch of my time waiting around. Currently waiting 10+mins for a killer lobby with crossplay on, like how long do I need to wait each lobby...
That would be nice, a timer would let us know how much we can expect to wait.
Upon that, I'd like BP for successfully queuing in a role that's dangerously low on players. Maybe +50% bonus BP?
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@justalilbit123 said:
Just trying to do "hook 12 people in the basement" and any time I hook someone there they take it as a personal attack against them and throw a storm of # signs at me in post game. Why are survivors so entitled? Like if a game doesn't end with all 4 survivors teabagging at the exit gate then they're personally offended and start whining. Rank 1 btw, they are easily the most salty.
Personally, I believe they have been getting unlucky with their games. Their previous games might have been similar [I.E. Camp, tunnel, slug, solo queue hell], and it adds up over time. I'm not justifying their behavior towards others, just pointing at the probable cause for their behavior.
However, unlike them, if I get heated, I just play with bots to cool down, play a different game, or just take a break from gaming entirely. There's nothing wrong with getting upset with a game, but it matters on how you handle your emotions.
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@gendoss said:
I've always been really intrigued by Repressed Alliance because I despise Ruin and to a lesser extent PGTW. On paper it sounds like an awesome perk to me, if I want to go and get a save or a killer pushes me off a gen I can block it for 30 seconds and save that Ruin regression. However, in practice this doesn't seem like it will always turn out great especially if a killer is patrolling heavily and I use RA I couldn't actually work on the gen for 30 seconds and I'd be sitting around.
I also don't think it would be worth a perk slot and could replace any amazing perks like Spine Chill, Borrowed Time, or Iron Will. I would always feel like I would be wasting a slot.
So what do you think? Is it worth a perk slot especially for a Ruin hater like me? Or is it just another gimmicky perk and not worth the time?
I find RA damaging in most cases because when you block a generator for 30 seconds and start running away from the killer, you're preventing nearby teammates from finishing the generator.
To visualize, if there's a survivor nearby waiting to jump on the generator you just left, they cannot finish it until the block timer expires. Just wasting more time and potentially allowing the killer to come back before the generator is completed. Even if the killer pops the generator, the amount of time wasted is still the same with or without the perk.
I prefer Blast Mine since if the killer kicks, you gain distance. If the killer doesn't kick, they risk someone finishing it when they leave. Either way, they are put in a dangerous dilemma.
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@zgavar said:
As the title suggest, I think it would be a great idea to have the lockers highlighted when the Flashbang is ready to be crafted.
This is mostly a QOL thing, but I think all the players, especially newer ones, would appreciate this change
Of course, why not?
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@Uotsumi said:
Make the Killer see the special aura (not yellow) of a Trapped Generator.
The Killer has a choice to miss that generator or to damage it even if it stuns him.
Killers have no counter to Blast Mine.
Lightborn prevents Blinding, but doesn't protect them from Stun.
Survivors can attack killers with low risk.
Very bad design. Just stupid.
Q. All killers use Ruin&Undying so they don't touch the generator!
A. Hex.
Blast Mine is fine, a 5 second stun isn't the end of the world. If you're losing games over Blast Mine, then you can assume either of the following:
- You played poorly
- You were unlucky
- You played a low tier killer
- You faced a sweat with friends group
I repeat, 5 seconds should rarely be costing you games. Even if multiple survivors are running Blast Mine, they are sacrificing another powerful perk to use it. As a killer, I would gladly take Blast Mine over survivors running BT, DS, IW, SB, DH, BL, Adrenaline, Unbreakable, and the list goes on.
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@LittilAvindar said:
So I can understand if he can thread an impossible needle, but why is he then able to drag his chain through walls and objects like they don't exist? If he shoots someone through a railing or a series of large boxes, why is he suddenly able to ghost his chain through it? That should be a punishment, in my opinion, if he shoots through something he cannot drag people through. His rifle already injures people if they break it, so I think it seems fair if he punishes him when he fires through bad objects.
Simple Answer: You're in the Entity's realm, things are supernatural. A lot of things happen in the Entity's realm that didn't happen in their home worlds.
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@CoalTower said:
Because most survivors are bad and can't compete with a good killer. At high levels the game is survivor sided, but judging by your posts, you aren't even close to that level yet.
Solo queue makes anything OP 😝
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2292155#Comment_2292155
I will ignore people that do that and let them use the rest of their chances before i unhook them. Enjoy going stage 2.
Heck yeah, I'm the kobe king. 😝
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@whereismykebab said:
What is up with people trying to unhook themselves right before the rescue lately? Someone is taking a risk to go for the save only to have someone self unhook in their face and deny them the altruism?
Who doesn't want to gamble the 4% without any consequences? It's so fun to see if you're lucky! 😝
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@Pilot said:
They won't ask us what we want, so we might as well tell them.
I hope for some Billy buffs. Dad's boots on billy are super addictive. I'm really desperate for some more steering on him by default.
More changes to bridge the communication gap between solo queue and SWF.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2291881#Comment_2291881
So basically try to play how the emblems are layered out?
Not gonna happen. We have people that are altruistic, runners, gen jockeys and the flashlight clickers. You can´t expect them to do all things. Even if it would benefit them. People would completely stop using WGLF.
That's why I added a backup in case you're stuck to doing one playstyle:
If you're stuck to doing one playstyle and it keeps your team alive, then you're going to get the rest of your stacks regardless.
Running a killer until the last generator is completed will give you maximum stacks since your teammates will obviously be alive.
Unhooking / healing survivors will give you two stacks, then if the generators get done, you'll get the last of your stacks if at least 2 of your other teammates are alive.
In situations where you get destroyed, that happens with both perks. If the survivors are destroying you, BBQ might not get all stacks and the same applies to the survivor's equivalent. You need to be successful in some capacity for both perks to reward you bonus bloodpoints.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2291002#Comment_2291002
WGLF stacks have to be bound to altruism. If they would be bound to totems, then they would have to add more totems (and we both know, survivors are allergic to doing totems). If they would be bound to gens, then survivors would gen rush even more (no one wants that). So it has to be bound to altruistic actions.
It isn´t actually throwing the game. Escaping is nothing more than 5k basepoints + an item if you found one during a match. You won´t pip more, or get any other benefits for escaping.
Survivors can´t always be altruistic. Yet the matches either go like: everyone hook bombs or everyone stays where they are instead of going for the unhook. Currently there seems to be no in between. Thats why i think the point limit per category needs to be removed. That way, the people that want to go full altruistic can do that, and the people that want to be glued to gens, can also do that. Or as alternative, all the bonus bloodpoint perks/addons should give the points after the trial, instead of during the trial. Either way, people could get the much needed bonus points for their preferred action.
I´d wish more people were as altruistic as i am. Because getting left behind, when we could make an easy escape, just sucks.
How about a compromise? Since survivors have many playstyles, we should reward all of them.
We're Going to Live Forever
When you have a goal for survival, you will make sure to accomplish it.
When performing any of the following actions for the first time, gain a token:
- Complete repairs on a generator [or repair the equivalent of one generator]
- Safely rescue a survivor [I.E. Safe Unhook, Recover a Dying Survivor, Pallet / Flashlight Rescues, Protection Hit, Hook Sabotage, etc...]
- Complete a heal on a survivor [or heal the equivalent of one health state]
- Stun the killer by any means [I.E. Pallets, Perks, etc...]
- Cleanse any totem [I.E. Hex, Boon, Dull totems]
Once all generators have been completed, for each survivor that's alive, gain a token up to a maximum of 2/3/4 tokens. Each token gives you 25% bonus bloodpoints post-trial.
Gain the immortal status effect when close to death for 30 seconds.
This would reward a variety of playstyles, not just a singular playstyle that might not always be possible. Survivors will be encouraged to be flexible, which by design, is healthy for the game. We want players to adapt, it's a key part to being a survivor and helps them get experience in all situations.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2290829#Comment_2290829
I just can't stand it, when people claim that BBQ stacks are easier to get than WGLF stacks. When it's the other way around.
Should there be more ways to get stacks? Sure! Getting someone up from the Dying state would be a great way to buff WGLF. But at the same time, devs should award a BBQ and WGLF stack, when someone disconnects without getting hooked.
I'm not advocating to throw the game.
In fact, I'm advocating to be more altruistic when the game is almost over. I've had tons of matches where I was on the hook during endgame and no one came to unhook.
Meanwhile I guarantee you, that (unless NOED is active) I'll come and unhook you, even when the killer camps. Just because I give more value to BBQ stacks than to the 5k survival points.
For example, a few days ago killer camped someone next to the hatch. Gates were powered. All 4 survivors alive. The 2 other survivors used a key to escape. I came back from the gate, unhooked the survivor and we both escaped through the gate.
Another match only 2 survivors left, 1 hooked, I'm on the gate. Went back for the rescue. Switched places, the other guy wasn't as altruistic as I. But I still got the WGLF stacks.
Should there be more ways to get stacks? Sure! Getting someone up from the Dying state would be a great way to buff WGLF. But at the same time, devs should award a BBQ stack, when someone disconnects without getting hooked.Doesn't solve the problem of survivors having to be altruistic, which is pretty dependent on what situation the game puts you in. Of course, I'll take anything to make WGLF stacks more accessible, I'm not complaining, but this doesn't solve the core problem of survivors being forced into a playstyle that won't always present itself.
As for DCs canceling BBQ stacks, I definitely agree that DC'd survivors should automatically reward a BBQ stack. I'm totally on board with giving both sides equal opportunities to gain stacks.
I'm not advocating to throw the game.In fact, I'm advocating to be more altruistic when the game is almost over. I've had tons of matches where I was on the hook during endgame and no one came to unhook.My apologies, should've clarified better. I know you don't advocate for throwing games, but just pointing out that survivors can't always be altruistic. Trying to be altruistic when the situation doesn't call for it will likely, not always, throw the game. When you mentioned having a survivor unhook and take two protection hits after, this is very unrealistic and will throw the game. I'm not sure if you realize this or not; maybe you're talking about an edge case where you would do this in an actual game.
About survivors being more altruistic: If you're given the opportunity to be altruistic, like the one you prescribed, great — take your stacks! However, it will never be enough to gain all WGLF stacks unless you get a rare game where the situation always calls for you to be altruistic. Even if that's the case, the other survivors likely won't get any WGLF stacks since they probably didn't get any altruistic opportunities. Everyone should have an opportunity to get their stacks, not just whoever was altruistic in your team.
Meanwhile I guarantee you, that (unless NOED is active) I'll come and unhook you, even when the killer camps. Just because I give more value to BBQ stacks than to the 5k survival points.Essentially, you would be throwing the game for yourself only just to get WGLF stacks since a camping killer would just allow the trade and sacrifice you insisted. You shouldn't have to throw the game for yourself just to get stacks. Picture this, image if BBQ required the killer to damage 5 generators. The killer won't always get the opportunity to kick a generator, sometimes it's best to not kick it at all since you would be giving distance to the survivor. If you kicked a generator when the situation doesn't call for it, you would be giving survivors such an easy game. That's the comparison with how current WGLF is, survivors can't always be altruistic and doing so when you're not supposed to will give the killer an easy game. We have to give both sides something they are always supposed to do — survivor's would be doing generators and killer's would be hooks. Simple as that.
[The two situations you mentioned]Back to the beginning of my post, great — take your stacks! However, that alone won't be enough to get all WGLF stacks unless again, you're put in a game where the situation always calls for you to be altruistic. Actually, to save time... I'll just to a copy and paste:
About survivors being more altruistic: If you're given the opportunity to be altruistic, like the one you prescribed, great — take your stacks! However, it will never be enough to gain all WGLF stacks unless you get a rare game where the situation always calls for you to be altruistic. Even if that's the case, the other survivors likely won't get any WGLF stacks since they probably didn't get any altruistic opportunities. Everyone should have an opportunity to get their stacks, not just whoever was altruistic in your team.To point out, on the second story you told me:
Another match only 2 survivors left, 1 hooked, I'm on the gate. Went back for the rescue. Switched places, the other guy wasn't as altruistic as I. But I still got the WGLF stacks.You were altruistic when the situation didn't call for it and that got you sacrificed. Being altruistic won't always present itself in games and doing so will get either you or your teammates killed. This brings me back to my point were WGLF stacks are hard to obtain due to the fact you need to be altruistic and that always isn't possible unless you're willing to throw the game for either yourself and-or your teammates.
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@Steah said:
https://forum.deadbydaylight.com/en/discussion/comment/2290756#Comment_2290756
I don't disagree with anything you said. It's just once you get to a high enough level, playing nice as a killer is going to lose you games. You have 3 tactics you can pick, and it's tunneling, camping, or slugging. I tend towards slugging when possible. If i play like everyone has unbreakable all the time and i can't slug it basically screws me
Also for power struggle i meant more so for taking longer to hook someone or putting them on a hook i dont want them on because i don't want to carry them through a pallet and risk it.
I don't disagree with anything you said. It's just once you get to a high enough level, playing nice as a killer is going to lose you games. You have 3 tactics you can pick, and it's tunneling, camping, or slugging. I tend towards slugging when possible. If i play like everyone has unbreakable all the time and i can't slug it basically screws me.Yeah, I definitely agree with you, playing nice isn't always possible against a skilled team of survivors.
That's just how the game is designed and it's not changing anytime soon based on the developer's actions.
The only solution to solve this is pretty simple, but I don't want to derail this thread. I'll be making a thread on this later on why the game can never be balanced properly until they make certain changes.
Also for power struggle i meant more so for taking longer to hook someone or putting them on a hook i dont want them on because i don't want to carry them through a pallet and risk it.Usually I take the risk and if for some reason I suspect PS [sweat with friends], I'll only cross pallets when I know their wiggle meter is in the safe zone [below 25% progression].
If I suspect PS and can't cross a pallet safely, a few seconds shouldn't cost me the game unless it's against a skilled team of survivors or sweat with friends. By the way, sweat with friends and survive with friends are two completely different things just to clear things up.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2288026#Comment_2288026
Maybe for you.
Fact is, if someone disconnects, the killer won´t get full stacks, no matter what he does. But survivors still can get 4 stacks.
The problem you're not seeing is that there's only 8 possible unhooks before survivors start dying, which is only enough for all survivors to get 2 stacks.
Now, here's the kicker:
- Unhooks aren't always divided evenly. Games are dynamic, meaning not all games will put you in situations where you're able to be altruistic.
Okay, fine, we can use protection hits to gain the last few stacks. However, taking random protection hits will practically throw the game. With that in mind, taking good protection hits requires you to be in the right place at the right time, pretty rare in other words. Therefore, you can't rely on protection hits either meaning in either case, survivors aren't going to max their WGLF unless they get insanely lucky or throw the game.
BBQ on the other hand is based purely on doing your objective, which you have a fair opportunity to do. If you can't hook survivors, then you need to start practicing with bots or online matches.
By the way Tsulan, not sure why you are being defensive over WGLF stacks. Having extra ways to gain WGLF stacks doesn't change gameplay in any way. If Escape Cakes are fine, then so are more accessible WGLF stacks to reduce the grind. Both sides should have equal opportunities to use their perk equivalent to reduce the grind. The fact that you're wanting survivors to throw the game, sacrificing your experience as well as screwing over your team, just to reduce the grind is very unfair on your end.
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@van9684 said:
https://forum.deadbydaylight.com/en/discussion/comment/2290756#Comment_2290756
So survivors have no excuse not get all totems but killers can let all gens go and get rewarded at end game? Seems logical .
Well, yeah, if you have a totem counter letting each and every survivor know how many totems are left, then you have no excuse to not have NOED deactivated by the last generator.
Before, without a totem counter, each and every survivor can use the solo queue excuse because they have no communication to know where they stand on totems.
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@Steah said:
https://forum.deadbydaylight.com/en/discussion/comment/2290662#Comment_2290662
That's why i don't NOED should be nerfed but totem counter should be implemented. Also the perk existing in the pool itself giving value applies to a lot of survivor perks. Soul guard, Unbreakable, DS, Power Struggle. I have to play like everyone has those at all times.
Sorry for the book, I'm very passionate about NOED being a solo queue destroyer. Understandable if you don't read, I don't blame you. ❤
That's why i don't NOED should be nerfed but totem counter should be implementedI agree and while we're at it, make NOED even stronger since SWF or not, you have no excuse to not have totems done.
Also the perk existing in the pool itself giving value applies to a lot of survivor perks. Soul guard, Unbreakable, DS, Power Struggle. I have to play like everyone has those at all times.Soul Guard, Unbreakable, Power Struggle [paired with Flip-Flop] is countered by simply not slugging. That takes only 3 seconds to do after recovering from a successful attack by pressing Pick Up. Let's say you need to slug, you have exactly 32 seconds [23.70 secs with Unbreakable] to do whatever you need to do and get back for the pick up. If you're in a situation where you're slugging multiple survivors, I don't think them recovering would even matter if you have such a tremendous amount of pressure. It would only matter in edge cases, but those are apparently the only ones killers seem to bring up when they talk about Unbreakable. However, they never talk about the other games where they didn't slug and made any survivor who were using the perk, have essentially 3 perks for the game.
As for DS, there's many conditions and a timer attached to it. Therefore, for you to get hit by DS:
- You gambled on them not having DS by picking them up
- Survivor's DS is active by meeting all requirements and the timer hasn't expired
It's very difficult to get hit by DS whereas NOED, it's almost impossible to avoid it unless you and your team throw the game. Solo queue really does make killer perks seem more powerful than they really are, but it's even worse for killer perks designed to destroy solo queue.
Anyways, as for combining perks such as DS and Unbreakable, that's all countered by not tunnelling then slugging unhooked survivors. You're essentially removing 2 perks for any survivor running this combo, which is very nice. Granted it removes your ability to slug / tunnel, it doesn't matter since they aren't required to win unless you're playing a low tier killer. However, at that point, our attention should be placed on making low tier killers better since killers shouldn't need to slug / tunnel to win. Key word, need.
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@Pulsar said:
Keys can now be used to unlock Hatch after the Exit Gates are opened.
Only 1 Survivor can escape with a Key.
There, now they are fixed.
Wait, you forgot, can we give them an additional effect besides a temporary bond and on demand alert? I want them to do supernatural stuff like repairing destroyed pallets / walls, giving you extra time on the hook, teleporting between lockers, but at a cost of using tremendous charges based on what actions you do. Make the broken key actually do something as well, it's been collecting dust since its existence.
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@Steah said:
Any hex totems can be countered by terrible spawns which most maps have and 3 survivor perks and maps.
BBQ gets used for the most part for the BP. Even then, lockers, being behind a gen, or walking one way and then walking the other way counters the aura reading.
NOED. See my hex totem point.
Pop. Pop already got nerfed. Gen's fly as it is without regression perks and Pop is the best one. You can nerf Pop again if you want but gen speeds would need to get looked at.
No, your team mates not doing totems or not knowing how to counter BBQ doesn't make the perks good, it makes your team mates bad. We can nerf BBQ and Hex totems and people are still not going to cleanse totems or hid in a locker for BBQ.
The only reason why NOED is any good is due to the fact it automatically punishes you for playing solo queue. You have no communication from the other survivors, meaning you have no idea how many totems are cleansed unless you physically see each and everyone of them destroyed. The same applies to every other survivor, each and everyone of them will need to physically see the destroyed totems to know when NOED is deactivated. At that point, you and your team wasted so much time that any mediocre killer and up would've won the game a long time ago. The worst part is that killer might not be running NOED and still get equal value from the perk simply existing in the perk pool.
So, whenever people complain about NOED, just remember it's probably because they are in solo queue. Any counter-argument you may have doesn't work, but if think you have one that I haven't hear of — give it to me and we'll discuss.
By the way, I hate NOED, obviously, but I don't want it nerfed by any means. It just needs to not be a solo queue destroyer, so rework it to not be a solo queue destroyer and I could careless on what it does.
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@Botiz said:
It feels like it's been at least over a solid year now with very little communication/interaction/transparency between the devs and community, I think we need to buff them ;)
Ah, from what I can gather, most of the developers run these perks:
- Too Many Bugs Forever: Upon updating the game, there's a 50%/75%/100% chance to add an additional bug to the game.
- Knock Out: Grants the ability to communicate with the community. Cool-down of 1/2/3 months.
- For The Community: You always listen to the community. When receiving feedback from the PTB or public build, there's a 25%/50%/75% chance that you won't listen to the feedback. Increases the community salt levels by 50% per community feedback disregarded.
- Unbrokeable: Having past experiences with breaking the game has given you knowledge. While the game is broken, game designers and engineers can recover the game's state at an increased speed of 25%/30%/35%. After recovering the game's state, there's a 50% chance of failing and causing the game to be broken again.
If you couldn't tell, just making a joke, don't take this seriously. I believe we can all have some humor here and laugh at the salt the community generates, which is quite entertaining at times. ❤
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@van9684 said:
https://forum.deadbydaylight.com/en/discussion/comment/2290083#Comment_2290083
It’s funny how it’s always the survivors fault on here. Killer plays horrible, it’s survivors fault as they shouldn’t play the game lol. 🤦♂️
I believe OP does have a point.
When killers have to resort to tunneling / camping, it gives the developers skewed data to use for balancing.
What the developers see is Nemesis getting 2 sacrifices, which is perfect in their eyes. On the other hand, what the player sees is having to tunnel / camp in order to make it dead even, which shouldn't be the case — killers shouldn't need to tunnel / camp to win. The key word is need, if the killer NEEDS to use those strategies, then something is wrong and they should be looked at.
Therefore, in a way, by camping / tunneling to get the bare minimum 2K [
Draw by community standards], you're making the data look like Nemesis is fine when really he isn't. -
Survivor:
- Regular Emblem Rank Requirements
Killer:
- 3K or more
- 2K with 10 hooks
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@VonCrow said:
https://forum.deadbydaylight.com/en/discussion/comment/2289851#Comment_2289851
To be honest your idea for Boil Over is also fine, I just want that perk to me something (I kinda like the icon, I know its a stupid reason).
As you said, dance with me + quick and quiet could encourage some survivors to play a Houdini build which I find it extremely fun.
On the other hand, I know ToT seems oppresive but in the end is just one time in 60 seconds and he has to kick a generator that is not being repaired so...that is some kind of investment, plus good survivors usually are looking their surroundings while repairing so being undetectable is not that big of a deal.
On the other hand, I know ToT seems oppresive but in the end is just one time in 60 seconds and he has to kick a generator that is not being repaired so...that is some kind of investment, plus good survivors usually are looking their surroundings while repairing so being undetectable is not that big of a deal.Like I said, my idea could be unnecessary, it's just there as a backup incase your change had the unintended side effect of being too powerful, which we don't really know if it will be or not until we test it on the PTB. If it's NOT too powerful, then my backup idea to balance everything out can be scrapped.
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@Resavalac said:
I think that i know how to make tier 3 more rewarding.
What if Nemesis (when his tier 3) would be able to infect hooked survivors, thats a small change and it would make it tier 3 much more rewarding. It wouldn't make the game unbalanced it would just make it a bit more fun to play Nemesis.
If you disagree or if you have any other suggestions i would be happy to hear them.
Tier l:
- 5 Meter Range
Tier ll:
- 5 Meter Range
- Break Pallets / Walls
- Zombies movement speed and detection are slightly improved
Tier lll:
- 5 Meter Range
- Break Pallets / Walls
- Infects and Damages Survivors Simultaneously
- Zombies movement speed and detection are moderately improved, they also infect and damage survivors simultaneously
To balance everything out, if needed, we could increase how much mutation is required to tier up.
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@VonCrow said:
Boil Over
Keep the actual effects. Add a new feature:
- For every hooked survivor in this game, you gain a 3% wiggling speed.
Dance With Me
- Reduce the cooldown to 20 seconds,
Trial of Torment
- Remove the yellow aura reveal.
Surge
- It also triggers with killer's powers.
Okay, let's review your ideas:
Boil OverKeep the actual effects. Add a new feature:For every hooked survivor in this game, you gain a 3% wiggling speedThis is pretty tricky, messing around with wiggle speed is a dangerous game. A more safer change:
- While being carried, the killer suffers from the blindness status effect.
Would hide all hook auras, and any other aura reading perk / add-ons. If the killer doesn't pay attention to their surroundings, they will waste more time looking for a hook and might give you the opportunity to wiggle off in certain situations. This indirectly makes wiggling free easier without touching the wiggling speed.
Dance With MeReduce the cooldown to 20 secondsOf course, this would allow synergy with Quick and Quiet. We need to encourage the use of other perks and this buff might be enough to shake some survivors. Besides, stealth needs some love too...
Trial of TormentRemove the yellow aura revealI believe it would be a great change, BUT this could be oppressive. I believe, if it's oppressive, there should be a perk notification at the lower left letting survivors know that they are being negatively affected by Trail of Torment.
SurgeIt also triggers with killer's powersNice idea, but upon removing the basic attack requirement, how about it causes the Incapacitated status effect for 12/14/16 seconds on survivors who were repairing a generator within surge range. Would be nice since they would need to respect the perk and the cool-down would be there to balance things out.
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@TicTac said:
https://forum.deadbydaylight.com/en/discussion/comment/2285434#Comment_2285434
This perk against this killer sounds really strong. I never encountered it, so im not sure. First time can be tricky, but if you know its there, stalling for 30 seconds could be possible, when you run away. Isnt every exposed perk strong on killer who can hit you without much counterplay?
But i think the real problem is the difference between Nurse/spirit and other killer.
Starstruck just makes Nurse / Spirit stronger by making everyone one shot. Which is extremely good because you can't DH while healthy. On regular killers, it's decent because you can potentially get a down if you hook near a populated area.
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@jarjargist21 said:
Ok I have a massive problem with the zombies...
It is this I want zombie skins for for survivors or even for legion, gotcha ya!! In honestly I have no problems with the zombies and I think zombie cosmetics would be kinda neat and well in my honest opinion. I think it would be pretty cool and unique if we have zombie cosmetics. Ohh it should be an event for that. Like repair special gens and special hooks to unlock the cosmetics.
It would be cool to have skins, but I would prefer they iron out their AI before adding any type of skins. 😝
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@Rizzo said:
The changes to Franklin's have been made because of the Vaccine with Nemesis, since a single use of Franklin's could destroy the Vaccine.
Rizzo, with all due respect, this doesn't make any sense to just nerf everything else because of the vaccines. I'm pretty sure the developers could have just made an exception to vaccines against Franklin's. They are their own rarity, so players would know what Franklin's doesn't destroy — they could still make them drop but not get devoured by the Entity.
However, to avoid all the trouble and programming, survivors shouldn't be holding on to the vaccines since they risk Nemesis having Franklin's. Smart players would just use the vaccine after they get it from the Umbrella chest. The perk doesn't need to be touched, people just need to accept the consequences if they hold on to it and get hit with Franklin's.
I support the developers, but this is something I believe could've been avoided or done differently.
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@JimbusCrimbus said:
How is this a thing in 2021? Like, just how?
I been wanting the developers remove the invincibility from DH so that survivors have to use the distance to get them to safety. Not use the invincibility to tank an attack that would otherwise down them, which would mean DH wouldn't work on traps.
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@LylakLavender said:
https://forum.deadbydaylight.com/en/discussion/comment/2284409#Comment_2284409
What is a boil over survivor. I know its a kate perk but never used it.
Essentially, it makes 75% harder for the killer to control their movement while carrying you AND they cannot see hook auras within 14 meters around them.
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@TicTac said:
I see all this threads about tinkerer, dead hard, noed, even bbq. But imo they are all fine. What we need right now is buffing weak perks, not nerfing stronger ones.
Noed is a little exception bc it feels annoying if a facecamping killer gets one kill more, but its not op and when the killer played the match to win and not to facecamp from the start its a deserved powerboost imo.
But back to the point. DS, Object, Undying etc were perks which really deserved a nerf and the time spend for it was worth it. No perk right now is similar to them. So bhvr ressources could be really used for more important things like monstrous shrine and co for example.
Starstruck is pretty broken on Nurse / Spirit, not going to lie.
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@Hektic3000 said:
https://forum.deadbydaylight.com/en/discussion/comment/2285405#Comment_2285405
I hate that idea though because at some point you'll only be playing with 2 perks, and that just doesn't sit right with me.
Yeah, but you're not losing any generators AND have early game pressure. That's worth two perks to me, but I understand having two perks afterwards isn't for everyone.
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@D3spair said:
Idk about this man. Sure its an okay perk that is neither strong or weak, it's just meh. Like I had this Match while using it, 2 Survivors started working on Generator sure I saw them working on it through the perk but Discordance would have yielded the same results while being reliable throughout the whole trial. Like a fellow friend of mine said that he loves Lethal Pursuer more as you know where to find survivor at the start of the trial but wouldn't just Discordance, Undying or just heading to the opposite direction as a Killer would get you the same results rather that just getting to see the survivors for a few seconds at the start?
You'd use Lethal Pursuer with Corrupt Intervention to get value during the early game, that's what I been using on my killers to prevent the loss of multiple generators starting the trial.
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@Ramxenoc445 said:
At least in my opion. They get stuck walking into stuff too much to be useful anywhere else that isn't an indoors map. On Midwich they can catch people in halls or corners and don't get stuck nearly as often if at all. But the other maps they just do nothing unless you can catch peeps at loops. Its always funny but they're just not as fun on outdoor maps. Though they're prob just pushing peeps away from gens. I just wanna see people get hit tbh.
Zombies are rather poor, they have a terrible AI and need to be positioned perfectly to get any value from them.
You might get some pressure with them pushing survivors off of generators, but the AI can't seem to track survivors at all most of the times.
Until the AI gets improved, I wouldn't expect much unless you get lucky with timing.
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@TheClownIsKing said:
I’m talking about standing pallets.
Give it a massive cool down for all I care, or a token system like Coup De Grace. SOMETHING, PLEASE!
But some loops are so infuriating with how it’s possible for “just out of reach” survivors can get in 4, 5, 6+ laps before they drop the damn pallet. It’s really aggravating that there’s a base Entity mechanic to stop Survivors abusing the same vault, but nothing that can stop Survivors doing this many laps around a loop with a pallet if the survivor has favourable spacing.
THIS is the problem in this game, not gen times. Looping taking absurdly long times In comparison to how much repair time that can be done.
I prefer to have a general change, not using perks to fix the problem. However, we can have a perk that interacts with pallets just for the fun of it.
Death Fury
Losing all patience, you use the Entity to your advantage.
After hooking all survivors once, gain 4 tokens. When a survivor passes a standing pallet without dropping it, the Entity will block it for
6/8/10 secondswhile consuming a token.Best Blood
You won't let defenses get in your way.
Hooking a survivor will cause all pallets within 12 meters from each survivor to be blocked by the Entity for
40/50/60 seconds.Best Blood is disabled upon sacrificing a survivor.
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@FrndlyChnswSalzmn said:
https://forum.deadbydaylight.com/en/discussion/comment/2283146#Comment_2283146
I keep hearing this but in the tons of nemmy games I've played I have yet to see it. Do they just get stuck? I never have this problem. My zombies are always on the ######### job. Maybe because I only run zombie range and speed addons?
I believe it's something to do with the AI picking between survivors and it just gets caught in a thinking loop, wasting time doing nothing.
