NMCKE
NMCKE
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"They keep making less interesting killers..."ItsYourBoyGuzma said:They keep making less interesting killers.. like dude in a coat wearing masks and some knife... like come on man.
There's so much creativity for this game and they stick with this...
I see that you are ignoring the Spirit, she's probably the sickest killer in DBD if I had to be honest. Additionally, they brought in licenced killers as well (which are also cool), I don't see how they are less interesting.
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It's because the perk needs to be activated by completing all generators which gives the perk a weakness of it never gaining value. If it wasn't limited by the powering of all the generators then maybe it would be a viable option. It's just my opinion through.SpongeBob420Pants said:There's never a worse time to be hooked than after the exit gates are powered, it usually requires 2 survivors to work together to get the unhook because the killer is scared of letting his kill go (rightfully so). Unfortunately the perk NOLB isn't strong enough to be worth bringing with it's current 4/8/12% faster altruism, especially with borrowed time being more optimal throughout the game. Extra Bloodpoints is always nice but we're gonna live forever is more optimal throughout the game for that.
I suggest changing the faster altruism stats of NOLB to 15/20/25%.
NOLB needs this kind of buff to even consider using it over borrowed time and/or we're gonna live forever. It just doesn't do enough to justify bringing it.
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And the "hook" action range is huge, I been beside the hook and when I tap the "hook" action, I magically slide to the hook closing the distance to begin the proper animation. What you don't understand is survivors cannot wiggle during the vacuum, if the survivors could wiggle then the vacuum would be completely fine.Wolf74 said:@Nickenzie said:
Wolf74 said:@Nickenzie said:
However, we will need a mini vacuum since the animations will need to be lined up or else you'll get a bad animation.
That's exactly what we have right now.
Yeah, we have a hook vacuum but it's not a small miniature hook vacuum. Believe it or not, the hook vacuum range is pretty big and it's hard not to notice.
Nope, the "vacuum" is just the animation brought in line. Nothing more.
No real range in it. If you experience anything else, it is lag/latency issues. -
Yeah, we have a hook vacuum but it's not a small miniature hook vacuum. Believe it or not, the hook vacuum range is pretty big and it's hard not to notice.Wolf74 said:@Nickenzie said:
However, we will need a mini vacuum since the animations will need to be lined up or else you'll get a bad animation.
That's exactly what we have right now.
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Get rid of the hook vacuum and give killers directional hooks then I'm definitely fine with the hook vacuum being removed. However, we will need a mini vacuum since the animations will need to be lined up or else you'll get a bad animation.ConsoleNurse said:Teleporting 5m to hook is fairly balanced also it ignores survivor collusion -
It's because the game has two sides such as killer and survivor.ShrimpTwiggs said:Why do discussions on this forum always end up like this?


WGLF: You wanna make sure that everyone can escape successfully. Every time you repair the equivalent of a generator, heal the equivalent of a health state, safe unhook a survivor, or stun the killer with a pallet, receive a token up to a maximum of 3/4/5 tokens. Every token will grant a 20% bonus bloodpoints post-trial and a 1% haste status effect.
Basically I combined Hope and WGLF since hope feels underwhelming. -
Yes, the place where you'll suffer (burning) for eternity for not accepting Jesus Christ.Mister_xD said:like hell?
you mean changing every skin the game has to a justin bieber skin?
GOD HELP ME GET OUT OF THIS WEIRD DREAM!!! Dx -
If the dream realm had some fire and had a red theme, then we're talking about Feddy.PhantomMask20763 said:@Nickenzie said:
Watery said:just kinda gonna take a guess and say that they wanted the dream realm to be distinguished in maps where there’s already some sort of effect but idk
It's only one map, I really want this because the dream realm is really... lame.
It really is though, you'd think it be something edgy but just bland black and white, yeah no thank you
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Like I said before, we should buff solo survivors to SWF level and then balance the game around SWF.SenzuDuck said:@AntiJelly said:
Then get off the forums if you really don't care about balance that much?Being Balanced & Casual aren't mutually exclusive.
What are you on about pal.
But yea, lets turn all killers invisible for "balance".
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It's only one map, I really want this because the dream realm is really... lame.Watery said:just kinda gonna take a guess and say that they wanted the dream realm to be distinguished in maps where there’s already some sort of effect but idk -
Yes, this quote above sums it all up. However, I'll add on that this wouldn't be a thing if people won't assume the worst out of the smallest things. BHVR made Claudette, Trapper, Doctor, Tapp, and recently Adam who are... Drum Rolls... Black (and more too come)! Additionally, I heavily doubt BHVR is racist, like c'mon man are you serious?EntityDispleased said:Holy ######### when did these people come up here? LF is a serial killer that wears the faces of his victims. And you know, Claudette happened to be black. Would you like Claudette to have never existed at all in the first place and all of the original survivors would be white instead? You really are scraping the bottom of the barrel trying to find racist ######### that isn't there. Leave this garbage at Twitter please.
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To be honest, I really want more variety in Dead by Daylight such as a buffed out woman to compete against David King. Maybe a another African female since Claudette is all alone, sadly.Might_Oakk said:How is it their is no trans survivor or killer? I find this offensive as a SJW. Please rectify.
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I tried challenging the pallet with a survivor on my shoulder since killers don't really do that. Knowing that killers don't challenge a pallet with a survivor on my shoulder, I wanted to see if I can down the Claudette but instead I got punished. The punishment was cool, I was able to see how the hit box are. Towards the tip of the loop, there's a huge invisible wall which explains why my Hatchets never went through.GT_Legend2 said:That was awesome! I also didn’t know you were also on XBOX, small world! I remember having that same pallet thing happen to me as Huntress on rotten fields -
I'd like to see them make more use of the "Promote" reaction. Such as becoming a Assistant Moderator and more rewards such as custom avatars!ChesterTheMolester said:It seems like it has been abandoned, the last update was in June.
https://forum.deadbydaylight.com/en/discussion/765/beta-forums-public-changelog-and-wip-stuff
Can someone even confirm if there is any work done at all? So far it looks like the shoddy result of a temp worker that honestly doesn't give a #########. -
Yes, from what I heard. I'm 99.99% sure! ☺TheEliteTurtle said:Yes or Naw? I've heard both answers, so which one is it?
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Did you get them all right? 😀Doultime said:That was fun -
Ohhhh, that's why this happened lol.HellDescent said:
Killer view: Nah, it's your hitbox.
https://xboxclips.com/NMCKE/ea959cd5-2cdb-4b94-b885-73e77bfabe3c
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Before, there was a Dying Light icon beside your perks to tell you that you're the Dying Light obsession. However they removed it for some reason until you unhook or heal a survivor.thesuicidefox said:Dying Light is fine. Maybe there should be some way to convey to ALL survivors that this guy is a DL obsession so they know to protect him at least. Maybe when the obsession saves or heals you, you see the DL icon like your would WMI so you know both that the guy healing you is DL obsession and that he will heal you faster. And if you are the DL obsession you should get the icon on your first hook, so you KNOW the moment you get off the hook to run and/or hide as best as you can. You could also add a stipulation that DL obsessions need to be hooked twice or in stage 2 before they can be mori'd.
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If we add too many benefits then the obsession will be OP and it will make the perk complicated to understand for new killers. It's really simple to give the obsession a free kobe if they know that have one and give the killer more power to compensate.ReneAensland said:Or just give the Dying Light person more recovery perks. Exhaustion buff, auto-streetwise, auto-dark sense, a free DS, I don't know.
I know it must suck being tunneled if it'll benefit the killer lol -
Haha, I'm dying right now! No comment.Tsulan said: -
Like I said, it looks bad on paper until it's a thing. Besides the killer can only kill one survivor at a time so you can use that to your advantage!DwightsLifeMatters said:Lol, find 10 survivors who want just to die like chickens first. Never read such a killer favored gamemode idea ever, where is the fun for survivors? You really think survivors with some playtime enjoy stealthing and urban invading whole time like rank 20 noobs?
I should make the game mode have more fog and props to make hiding even more easier. -
Ofc this version will speed generators up since it doesn't have the speed penalty anymore and has the exposed status effect. Dying Light is now a "Power Perk", there are 4 types of perks in Dead by Daylight: Tracking, Delaying, Power, and Hybrid. Power Perks directly make the killer stronger such as this version of Dying Light, Make Your Choice, NOED, and etc since it has the exposed status effect. This makes you sacrifice survivors more faster than normal and since you can do your objective faster, you'll be able to compete against the survivor's objective.Master said:One thing I dislike about save the best for last is that you basically have to ignore the obsession.
Sure, with your suggestion you dont NEED to ignore certain players, but basically you want to. Also it is the obsession you want, not a non-obsession as in save the best for last. That leaves a "meh feeling" in my mouth if you knwo what I mean

Also since its an exposed status, the information would be given away as usual.....
Another thing, dying light currently slows down the game, your suggestion would speed it up instead and generally I prefer to have slower games. Currently we only have ruin (hex rng) dying light and pop goes the weasel (very situational) to slow down gens, dying light is the only reliable option atm (I still dont use it btw^^)
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I'll answer your questions!Dreamnomad said:It sounds like the queue time would be absolutely insane. How many masochistic players do you think there are that they would all line up to be slaughtered with absolutely no realistic hope of escape? I'm pretty sure the ratio of masochist to sadist isn't 10 to 1. How would it be any fun at all to just crawl around the map hoping not to be discovered with no objective to work for? How is that even fun as the killer? I'm sorry, but just everything about this idea is ill conceived.

Q: How many masochistic players do you think there are that they would all line up to be slaughtered with absolutely no realistic hope of escape?
A: This game mode will be on the weekends or on events so queue times won't be so bad. There's hope to escape, it's called stealth and make your way to the next area before your timer runs out. Remember the killer can only be in one place at a time so use this to your advantage. I'll also mention that this is more of a stealth type of game mode so this may not suit your play style.
Q: How would it be any fun at all to just crawl around the map hoping not to be discovered with no objective to work for?
A: Use No Mither or Unbreakable to counteract this if the killer slugs you.
Q: How is that even fun as the killer?
A: It's like Hide and Seek! You are finding the survivors and killing them if you see them!
"I'm sorry, but just everything about this idea is ill conceived."
It's okay to think that, everyone has a different PoV. I respect yours and I told how I see things by answering your questions. -
It just looks bad on paper. If the killer downs someone, you can quickly crouch to your area while the killer is in a mori animation. Your aura doesn't get revealed if you reach your area in time so if you're good at stealth and wanna test it, this mode is for you!brokedownpalace said:Cool idea except for not being able to run and no pallets on top of being exposed and your aura being revealed regularly. That's just a brutal combination and does not sound fun We'd spend like 5-10+ minutes waiting to find 10 survivors then more than likely we'd die within the first minute of the trial. -
The killer should be able to close the Hatch and get it stuck closed. However the survivor should be able to open it in a 10 second animation (Where the survivor struggles to get the Hatch unstuck) but stopping the action resets the progress to opening the hatch just like cleaning totems.SpongeBob420Pants said:I'm sick of teammates not doing gens, not doing chases, not going for the unhook and just waiting for everyone else to accomplish 2 gens and die, so they can escape through the hatch, it's toxic and not fun.
If you can't be a good teammate and contribute towards winning you deserve to lose and the hatch existing makes this not the case.
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You're forgetting that part where Remember Me doesn't lose all functionality when cleansed, cleaning it only frees the obsession from Remember Me while all survivors still suffer from the Hex. @Master Understood this instantly, just read his quote on why this is a buff. It's all about your play style and if you can trust your Hex to stay up so you can ignore the obsession.Wolf74 said:@Blueberry said:
This feels like a nerf to me, not a buff.Exactly.
Making any perk a HEX, is a nerf.
Survivor like to ask for it and combine it with a slight buff to justify the major nerf of being a Hex.
Survivor like Hexes, because they can destroy a perk.
I wish I had something to destroy survivor perks.Master said:@Nickenzie said:
Hex (Remember Me): You'll become obsessed with a survivor. Every time you attack a survivor, receive a token towards Remember Me. Every token will increase the opening time of the exit gates by 2/3/4 seconds. Remember Me will affect all survivors but when cleansed, ONLY the obsession will be freed from Remember Me's effects.
Hex's effects will continue to affect the obsession until destroyed.Pros:
1.) If not cleansed, the obsession will suffer from the exit gate penalty just like the non obsessions. This will encourage killers to not tunnel their obsession to death if this hex isn't cleansed.
2.) No token limit to Remember Me, this means that you can gain as many tokens as you want and keep stacking the exit gate penalty.
3.) Cleaning this Hex doesn't completely shut down this perk. It only frees the obsession from the exit gate penalty and prevents you from earning tokens by attacking the obsession, that's it.Cons:
1.) Can be cleansed early to free the obsession from the exit gate penalty and since the Hex is cleansed, you cannot earn tokens by attacking your obsession. This can cause killers to tunnel their obsession to death or waste time killing the obsession while gaining no tokens to Remember Me.Thoughts? Please leave your feedback below with reasoning and justification.
Definitely an interesting idea, but I dont see why the perk wouldnt encourage tunneling the obsession. Since it is a hex totem and its location is given away (lets be real here), it will be cleansed anyway during the game. Since the obsession is the only one who will be freed from the penalty, it totally makes sense to make sure the obsession is dead before gens are done.
Personally, I wouldnt use this perk. I hate the RNG and spawning on totems, you instantly have a dead perk and all that stuff. Additionally this may result in some really poor gameplay in the endgame when survivors are too scared to open the gates, as killer you gonna patrol and wait for a survivor to show up at the gates. The survivors will wait until you stop patroling.... this can go on forever
If at some point, the hex locations get fixed AND they introduce some kind of timer for the endgame, then this would be a perk I would definitely use, but at the moment I doubt it

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To be honest, if I was forced to choose one and can't be on the fence, perks by a mile. Even Nurse without perks would need to put on some tremendous momentum to prevent generators from going off. Now think about what a weak killer will go through if they don't have no Ruin or power perks to hook survivors faster.PhantomMask20763 said:So I was thinking, what makes a killer more powerful? It's best addons or its perks? It can really depend on what you run but what do killers rely on more? Some rely more on addons while others rely on perks, heck some dont need either. So what would you rather run? Addons and no perks or perks and no addons, what killer would you run them on too? I'd run addonless hillbilly with perks -
Breaking the totem doesn't anything for the non obsessions. It only frees the obsession but every survivor still has the Hex effects on them. This is actually a huge buff if you think about it.akbays35 said:I don't like the idea of having it be a totem that already gives it too much counterplay and it's an obsession perk too. If it was just an endgame hex totem like NOED and hooking survivors added time 7/8/9 seconds per hook to the exit gates then that would be balanced because survivors can deal with it like NOED.
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I like the first suggestion: Safe Unhooking a Survivor. However, will the perk be locked up if you are hooked?Entità said:I propose the Community the following changes and reworks:
1) SIMPLE CHANGE: Decisive Strike will be no more an obsession perk, but the survivor cannot use it until they perform a safe rescue (like Deliverance);
2) CHALLENGING CHANGE: Decisive Strike will be no more an obsession perk and become an activable perk. Every time you fully repair a generator, fully cleanse a totem, fully search a chest and perform a safe rescue (all four requirements must be met!), the perks activates. When used, it can be reactivated with the same procedure;
3) EXTREME CHANGE: Decisive Strike can be used every time you are grabbed, but you are immediately sacrificed if hooked (like the last survivor);4) FIRST REWORK: Once for trial, Decisive Strike can be used to hit and stun the killer within 8 meters for 4/5/6 seconds;
5) SECOND REWORK: Decisive Strike suddenly transfers the obsession to another survivor (or, if there are no other survivors, destroys the obsession), when the killer is about to take an action based on obsession (for example, Rancor) against the survivor running it;
6) THIRD REWORK: Once for trial, Decisive Strike can counter a killing action (regardless if it depends on Mori or power's add-ons), and the killer is stunned for 3/4/5 seconds. -
Cleansing the Hex basically gives the obsession immunity to the exit gate penalty while other survivors still suffer from the perk. So, if you have 10 tokens saved up and the Hex isn't cleansed, you don't need to worry about the obsession.SnakeSound222 said:I really like this idea. The perk isn’t completely useless after the totem is destroyed and gives Survivors another reason to look for totems. -
Wow, definitely couldn't tell!Poweas said:Btw the across the map thing is an exaggeration
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Oh yeah, finally, the developers made my dreams come true!redsopine01 said:You forgot about the bonus mode of the let's leave and dodge SIM as well
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@powerbats @fcc2014 @Master @SenzuDuck @Chemical_reject @Tsulan @Visionmaker
Hey, I really think this is a good idea to making the perk more fun and feel strong to the killer while having counter play! If you disagree, tell me WHY you disagree with my idea. -
Anyone has any suggestions? Feel free to comment your opinion!
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"Right, but that kills the glaring weakness of the lighthouse totems. It is basically stronger than most totems now. We can't even call them lighthouse totems anymore."Visionmaker said:@Nickenzie said:
@Visionmaker"They removed Lighthouse Totems a few patches ago FYI.Now they're hidden within the base of the rock, and are actually difficult to cleanse because you need to be at the right elevation to get the prompt."
I still know it's there, that's not gonna change until they make more hills or make new types of hills with multiple totem spots. In every game, you can guarantee that a totem will be on a hill just like a chest is always in the basement, it's a static location.
"And they're still buffing weak killers. Hence why Hag isn't absolute trash anymore, why the Spirit has been buffed like 50 times, and why they've been working to buff Freddy. They get the message, clearly."
I never said they didn't get the message, the developers are doing a great job at making killers more viable. I was saying that a few more killers could use some love such as Trapper, Leather Face, Doctor, and Freddy.
"Honestly, there's not much to complain about in terms of balance anymore. These stats have been telling us the same thing since the stats they released in the Pig chapter, but salty people don't really care to see the reality of it."
I wouldn't say these stats are the same since the Saw DLC had pallet vacuum, no healing nerf, scratch marks were screwed up, and there was perks on both sides that was exactly like the old Déjà vu. Currently, Dead by Daylight is starting to become a asymmetrical horror game, I have no doubts that the developers will fail us again.
Right, but that kills the glaring weakness of the lighthouse totems. It is basically stronger than most totems now. We can't even call them lighthouse totems anymore.
Eventually.
Yeah, there are probably fewer survivals now with all of the survivor nerfs. Um, I highly doubt it. I don't see any reason to be cynical when they have had nearly a year of progress.
Well, it depends what direction you are facing the rock. Hex totems are really bright and can be easily seen, I don't struggle to find totems on hills since ya know, a totem is always gonna spawn on one of the hills in the first place.
"Eventually. Yeah, there are probably fewer survivals now with all of the survivor nerfs. Um, I highly doubt it. I don't see any reason to be cynical when they have had nearly a year of progress."
Honestly, the developers have been doing a great job with their project regardless of the few bumps on the road. However, telling me I'm cynical is not fair since you don't know what the developers will do next which is the scary part. Just like they said with the DS changes, they told us it will be coming on the next PTB but it never came, they should've said it might be on the next PTB since it wouldn't have disappointed as many people including myself. I don't judge, the developers obviously have a lot of things on their hands and it's definitely hard for them to provide us a great game. I'm thankful for what we have currently and would love to see what's next, hopefully nothing bad. -
Yup and it looks really cool!Tsulan said:Change the color so he could actually see something? This is madness!
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I'm not wanting to replace it. I just want the color theme changed to red to fit who Freddy is, ya know?Khalednazari said:I don't think the developers want to replace the actual dream world. They've said that they plan to reduce the dream world effects for both Freddy and survivors. Right now, their major point of focus is tweaking Freddy's power, his addons and how the survivors get in and out of the dream world. -
It's just something I thought to bring up for others to keep at the back of their head when viewing these statistics instead of being uncivilized like the other forum users in this thread by saying, "Nope, BS statistics. BHVR at it's finest!"SenzuDuck said:@Nickenzie said:
I'm not saying the stats aren't true, they do seem really legitimate but can I say one thing without sparking an argument @SenzuDuck?Whenever a survivor DC's or doesn't load into the game, you'll get 25% bonus points to the Devout emblem for every survivor who DC'd. Obviously you know this but here's the scary part, whenever you check your Devout emblem post-trial, you'll see survivors who DC'd be marked as mori'd such as "25% Survivor Moris" So, knowing how the system tracks DCs as Survivor Moris, could this have skewed the statistics? Knowing this and how survivors were killing themselves during the Hollowed Blight event to get more nectar faster. I think the statistics are misleading slightly in my opinion and should be around the 50% area, however I do agree with you, killer is getting less stressful.
I'm not entirely sure how they're tracking it but I'd wager a bet the statistic only matters if they either 1. Exit through a gate, or 2. Leave via hatch.
I honestly can't see them tracking "Survivor Escape Rate" by seeing who the killer does and doesn't kill, that would be a real odd way of tracking it, imo.
But hey, they might and that would make the statics BS, but as you can see in this thread, a lot of people are just saying the stats aren't true "because bhvr" pretty much.
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I'm not saying the stats aren't true, they do seem really legitimate but can I say one thing without sparking an argument @SenzuDuck?SenzuDuck said:@Tsulan said:
You really watched the whole video and this comments from Matt didn't ring a bell?
If you always pay as little attention while watching streams, it explains why you got so many things wrong. I mean it's in the first 5 minutes... like really?Timestamps 3:45 and 4:14
I even took my time to search you the previous stream with the graphics.
Timestamp 22:44
But I'm sure you'll find an excuse to claim that's not true or something.
Bro, your argument was started because you said devs LIE about stats, WHAT STATS do they lie about in the two time stamps your posted?
The two things are the two things i POINTED out in my first reply to you. They don't state that "we can't differentiate between DC & Kills" and they don't tie that in with any stats either.
You DIDNT prove they lied about stats which is what I ASKED you for.
Your own time stamps prove you wrong.and THEN you move the goalpost and say "hey, here's another video btw"
Like come on Tsulan, what even.

Your proof of them giving us false stats is them saying "Freddy is tough" & "People DC against Freddy"
And just to bring it up, the SECOND video you post is about pre nerf freddy so
WHILE THOSE STATS WERE PROBABLY TRUE AT THE TIME
after his NERF it is likely they would have changed.Good job Tsulan, proving nothing, again.
Whenever a survivor DC's or doesn't load into the game, you'll get 25% bonus points to the Devout emblem for every survivor who DC'd. Obviously you know this but here's the scary part, whenever you check your Devout emblem post-trial, you'll see survivors who DC'd be marked as mori'd such as "25% Survivor Moris" So, knowing how the system tracks DCs as Survivor Moris, could this have skewed the statistics? Knowing this and how survivors were killing themselves during the Hollowed Blight event to get more nectar faster. I think the statistics are misleading slightly in my opinion and should be around the 50% area, however I do agree with you, killer is getting less stressful. -
Lol, I was in dying state for the entire game WITH Tenacity trying to crawl and get them to pick me up. The killer wasn't camping me, it was just me on floor waiting for the killer to find me with BBQ. However, I appreciate you for not blaming the killer because sometimes it's your fault or your teammates fault.EmpyreanSin said:Sooo.. I finish two generators and see literally nobody the whole round besides the killer. And the one person I unhooked twice. I manage to sneak around the killer until he leaves the general area and return to my third generator. There's a Nea there working on it, and I decide it's all the better and continue helping. Until the killer shows up. I sneak aside in the opposite direction, Nea gets hits, and she runs in my direction. Pure accident, I believe. I get hooked, TWO of my teammates are hiding in lockers, and Nea is now halfway across the map. No one comes for me. Nea hides in a locker like the other two and doesn't work on another generator. The other two die, and she manages to escape via hatch. Turns out she had Kindred, Tier II, so I doubt she led the killer to me by accident anymore. -
He doesn't wanna have a civilized discussion, I tried talking to him about some balance changes and didn't like it when I made some points.powerbats said:@Wolf74 said:
Oh what a surprise WHO will be the one that will try to tell this is a bad idea…?Oh what a surprise another troll comment from you, it's almost as if you can't stand people discussing the pros and cons of something that you like.
Back on topic, this would be cool, it correctly punishes survivors who are greedy. -
It depends on your country and if you are in US, then it boils down to your state. Since I live in a state that has 6% taxes, I buy my gift card there while I pay for taxes that comes with the card. Since I already played taxes, I get the exact prize on auric cell purchases.
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I like this, practically solves all of the problems with survivors waiting at the exit gates when everyone is healed and safe.lindechene said:Opening the exit gates could become a strategic choice with a risk & reward system.
- When survivors open an exit gate the entity will start to consume the map starting from the gate that was opened.
- The ground around the exit gate will become tainted by the entity.
- Standing in the tainted ground will slowly start to taint survivors.
- After around 30 seconds of standing in tainted ground the survivors are rooted in place.
- Other survivors can try to free rooted survivors but risk to reach a critical level of taint in the process.
This mechanic would remove the safe zone around exit gates.
Survivors are forced to make more choices with consequences:- Open the exit gate first and then try to safe and escape with a hooked survivor
First rescue the survivor to heal him safely and then escape.
Depending on the distance of the hook it might be possible to run trough tainted ground and still reach the exit gate.
- Alternatively the survivors could try to reach untainted ground around the not yet opened second exit gate.
In any case the intention of this mechanic should be clear:
Once the exit gates are open survivors should try to leave as quickly as possible as long as they still can.
I may ask, how fast would this spread? -
@VisionmakerVisionmaker said:@iTz_KilLaZ_x said:
SenzuDuck said:Because as seen with the Hatch change they showed, if they show/talk about it people will constantly bug about it.
If they say something definitive about freddy and it doesn't happen you get a plethora of whiners posting every day on the forum "wheres this, wheres that, i liked that, i didn't like that, i want it, give it to me" yadda yadda yadda
Normal mature adults realize not every thing they discuss will be implemented... my point is, they should actually discuss ideas and stuff rather than be as vague as possible ...
@Nickenzie said:
SenzuDuck said:@knell said:
At 26:27 in the link you provided, Horvath clearly says, "That's 7 days before the rank reset." Not 17. Not 70. Unless you want to take a poll in the forums to see if whether I'm the deaf one, or you are the deaf one, I don't know if there's anything much more to say about this. I just find it sad that no one had bothered to question your claim, just as no one questioned the statistic handed to us by the developers.
You're listening to the wrong part.
at 26:02 he says "and that's within the last 17 days, before the rank reset".
I agree with these stats but we still have some problems with killers such as...
-Lighthouse Totems
-Generator Rush
-Weak KillersOnce these things get fixed, I think we will have a pretty balanced game overall.
They removed Lighthouse Totems a few patches ago FYI.
Now they're hidden within the base of the rock, and are actually difficult to cleanse because you need to be at the right elevation to get the prompt.
And they're still buffing weak killers. Hence why Hag isn't absolute trash anymore, why the Spirit has been buffed like 50 times, and why they've been working to buff Freddy. They get the message, clearly.
Gen rush is realistically the ONLY problem in the game right now that is pervasive, but even then, they've already tested secondary objectives with the Halloween event, so that won't be a problem for long. Technically, healing speeds and sloppy butcher were the best thing to happen to address gen rush, depending on the Killer's playstyle.
Honestly, there's not much to complain about in terms of balance anymore. These stats have been telling us the same thing since the stats they released in the Pig chapter, but salty people don't really care to see the reality of it.
"They removed Lighthouse Totems a few patches ago FYI.Now they're hidden within the base of the rock, and are actually difficult to cleanse because you need to be at the right elevation to get the prompt."
I still know it's there, that's not gonna change until they make more hills or make new types of hills with multiple totem spots. In every game, you can guarantee that a totem will be on a hill just like a chest is always in the basement, it's a static location.
"And they're still buffing weak killers. Hence why Hag isn't absolute trash anymore, why the Spirit has been buffed like 50 times, and why they've been working to buff Freddy. They get the message, clearly."
I never said they didn't get the message, the developers are doing a great job at making killers more viable. I was saying that a few more killers could use some love such as Trapper, Leather Face, Doctor, and Freddy.
"Honestly, there's not much to complain about in terms of balance anymore. These stats have been telling us the same thing since the stats they released in the Pig chapter, but salty people don't really care to see the reality of it."
I wouldn't say these stats are the same since the Saw DLC had pallet vacuum, no healing nerf, scratch marks were screwed up, and there was perks on both sides that was exactly like the old Déjà vu. Currently, Dead by Daylight is starting to become a asymmetrical horror game, I have no doubts that the developers will fail us again. -
"Agree, totem placement is terrible, remove the candles, make them shorter, move some, don't buff the actual perks as they're pretty strong."SenzuDuck said:@Nickenzie said:
SenzuDuck said:@knell said:
At 26:27 in the link you provided, Horvath clearly says, "That's 7 days before the rank reset." Not 17. Not 70. Unless you want to take a poll in the forums to see if whether I'm the deaf one, or you are the deaf one, I don't know if there's anything much more to say about this. I just find it sad that no one had bothered to question your claim, just as no one questioned the statistic handed to us by the developers.
You're listening to the wrong part.
at 26:02 he says "and that's within the last 17 days, before the rank reset".
I agree with these stats but we still have some problems with killers such as...
-Lighthouse Totems
Agree, totem placement is terrible, remove the candles, make them shorter, move some, don't buff the actual perks as they're pretty strong.
-Generator Rush
I personally don't believe in gen rush anymore, while it was super rare to happen (all 4 having BNPs) i don't see where you can gen rush now with weak BNPs and decent pressure.
-Weak Killers
Sure, some killers aren't as efficient at getting kills with all the nerfs that have been happening it's pretty easy for all the killers to get at least 2-3 kills, imo.
Agreed, this would help the statistics for the killer a little but it's needed.
"I personally don't believe in gen rush anymore, while it was super rare to happen (all 4 having BNPs) i don't see where you can gen rush now with weak BNPs and decent pressure."
It depends of the killer you are playing can be strong enough to pressure survivors. Freddy cannot do that as well as Nurse, Trapper cannot do that as well as Huntress, Pig cannot do that as well as Hag, and etc. This is a killer problem mostly since if the killer is weak, less hooks, less pressure, and more generators going off.
"Sure, some killers aren't as efficient at getting kills with all the nerfs that have been happening it's pretty easy for all the killers to get at least 2-3 kills, imo."
I can list a few who still struggle such as Freddy, Leather Face, Trapper, Doctor, and Pig. Overall, we're getting there. -
I agree with these stats but we still have some problems with killers such as...SenzuDuck said:@knell said:
At 26:27 in the link you provided, Horvath clearly says, "That's 7 days before the rank reset." Not 17. Not 70. Unless you want to take a poll in the forums to see if whether I'm the deaf one, or you are the deaf one, I don't know if there's anything much more to say about this. I just find it sad that no one had bothered to question your claim, just as no one questioned the statistic handed to us by the developers.You're listening to the wrong part.
at 26:02 he says "and that's within the last 17 days, before the rank reset".
-Lighthouse Totems
-Generator Rush
-Weak Killers
Once these things get fixed, I think we will have a pretty balanced game overall. -
Personally, killers need a built-in Shadowborn since they need to be aware to their surroundings when finding a survivor.Aerys said:This will be rather short compared to my typical threads, but simply put the FoV that Killers have at default is too damn narrow. 87° is uncomfortable to play at and the looping Survivors do, no not window and pallet looping, just the looping in front of me in tight circles as I lunged to hit them for them to suddenly wrap around me and cause me to lose sight of them completely as they disappear into the night, is quite frankly some bullshit. I don't swear often so you know I'm pissed when this is done to me by rank 1 players regularly and if I don't run Shadowborn I get completely wrecked by it. But my anecdotal experiences aside, let's talk math.
Killer FoV: 87°
Killer w/ Shadowborn III: 102°
A Human's Binocular Vision: 114°
A Human's Full Range of Vision: 194°Even if we are to accept that the current FoV limitations are in place to allow the Survivors to sneak and hide better, the fact of the matter is that they can get under the Killer and often times exploit their limited range of view to entirely disappear or hide in a situation that they shouldn't be able to. When I've run Shadowborn the situations I'm talking about don't happen, I don't lose track of Survivors that are right up in my grill, but that costs me an entire perk just so I can SEE. Without it I quite honestly suck at the game and have tried to deal with the narrow FoV but it just isn't happening. I'm not sure how other Killer's deal with it but it's one hell of a headache that I can't stand at all.
The killer's PoV should be buffed in my opinion and they should have a higher brightness like the old Shadowborn.
Normal PoV: 100° and 10% Brightness
Shadowborn: 115° +10% Brightness (Total: 20% Brightness)
Monitor and Abuse: 115° +10% Brightness (Total: 20% Brightness)
Monitor and Abuse + Shadowborn: 130° +20% Brightness (Total: 30% Brightness)
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❤PhantomMask20763 said:@Nickenzie said:
PhantomMask20763 said:If you find yourself to rage at video games then you are in luck because with this helpful post you will soon be able to stop yourself from rage quitting. You can either learn that it's just a game and in reality it doesn't matter or you can try this
Can we get controller support?

Yes, every time you press the pause button your finger will be burned off.
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SenzuDuck said:Sounds awful, let’s think of something that wouldn’t be totally boring.

WHY do you think this is a bad idea? At this point, a new game mode that wasn't available as often such as a weekend event would be cool. -
Can we get controller support?PhantomMask20763 said:If you find yourself to rage at video games then you are in luck because with this helpful post you will soon be able to stop yourself from rage quitting. You can either learn that it's just a game and in reality it doesn't matter or you can try this