NMCKE
NMCKE
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/2206083#Comment_2206083
You mean the thing survivors have no control over or? lmao
Again, this is like trying to punish killers for getting hits they shouldn't have, it's desync and no one can force it but VPNers.
Do you want it fixed or keep it? I'm not talking about punishing it, no need to assume I want it punished after I literally told you in a previous comment that I just want it fixed.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/2206062#Comment_2206062
The 'grab tech' has been a thing since before grabs were broken, it isn't something being used because grabs are broken it's ALWAYS been a thing, so yes I'm happy to defend faking saves so the killer swings at me so i can pull someone off knowing the cool down is longer than the save animation.
I'm talking about the bug that makes it impossible to grab, the de-sync.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/2205917#Comment_2205917
What are you even talking about?
I'm quite happy for them to fix grabs absolutely no quarrels with that, please show me where I say they shouldn't fix grabs, however the person replying to me is OP, and the title is literally "When will the devs start punishing exploits like grab tech?" So from the title the op want's survivors punished instead of grabs fixed, nobody is exploiting anything since survivors have been doing the fake save thing to get hit for years, way before the dedicated servers broke grabs.
I'm talking about people defending the grab tech, I don't understand the mindset behind it. I don't think it should be punishable, but the developers should fix it ASAP since it pretty much eliminates the threat of the killer grabbing you unless you're just inexperienced at baiting.
My apologies if you were talking about it not being punishable, it was vague and the context made me think it wasn't. I just been seeing a lot of people trying to justify keeping this tech, but it's ridiculous โ it practically guarantees an unhook and potentially an escape under certain scenarios.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/2205511#Comment_2205511
So you think we should start punishing survivors, for something they've been doing for four years because the devs themselves broke something?
That's just not fair at all.
What is this Senzu... I usually agree with your points but... All he is asking for it to give him what he's entitled to. If he's able to time a grab with how broken and busted the ping and mechanic is, then he should get the grab. The server shouldn't say, nope half way during the animation.
Either fix how buggy hook grabs are or make it more visually clear to the killer that they missed it instead of just canceling it half way. If fixing a bug or fixing the de-sync between the server and client is a nerf to you, then you have the wrong terminology as that's not a nerf.
To picture this as a survivor, it's like escaping through the gates, but the game says, nope and teleports you back. You'll likely be down and on your way to a hook. They need to fix the visual feedback, it's just not right to have the game give you false information.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/2198270#Comment_2198270
That's not how DbD works. At all. Survivors use resources to extend chases, and they very quickly run out of those resources no matter how good they are. An amazing survivor can make a chase last maybe 5-6 minutes agasint a mediocre killer. But that killer can still facecamp them to death and nothing the survivor did caused or could possibly prevent that because no matter what the survivor is going to go down.
Is that a good play from the killer? No, the killer was clearly garbage. But it doesn't change the fact that that survivor is dead through no fault of their own, and this is absolutely common at lower ranks. Killers taking petty kills because there's nothing survivors can do to stop them.
Ah, didn't see this, thank you for defending my point, I'm not the best at explaining.
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@NightmareKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2198250#Comment_2198250
If the killer wants you dead, you still can escape. The entire map is designed so survivors can survive. You have pallets everywhere, windows, lockers, etc.
He got caught, the killer hooked him, his teammates refused to unhook him. Sucks, but it was his fault. The killer didn't tunnel him out of thin air, he must have been the first one to die.
Why did you change the subject of this debate? OP said he was specifically tunnelled then camped out of the game, he didn't say he was the first to die. Being taken out of the game via camping and tunnelling is way different than just being the unlucky one to die first.
If you're being tunnelled out of the game, there's nothing you can do besides stalling the killer. The fact that you even think he can prevent this "fault" from happening shows you lack a lot of survivor knowledge. Survivors aren't invincible, they will eventually get caught.
Don't worry, I time traveled into the future and read your rely. Borrowed Time, Decisive Strike, and other related perks can help fight against this, but the killer doesn't care, they will kill you even if it means throwing the entire game. It might be enough if the killer isn't experienced, but don't expect BT and DS to stop a decent killer from killing you.
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@Northener1907 said:
Showed how much play killer is hard. Survivor strong role. When survivors good at chases makes you busy for 2 - 3 minutes, all gens going to done. When they know how to use map well, killer has so little chance against them.
Just imagine when one of them keeping killer in chase and others doing gens. Playing killer needs really so much skills.
Yes, survivors can extend a chase for around 3 minutes if they don't have to conserve pallets for their teammates. To add on, we're against a M1 killer who can't use their power to shorten the chase, which makes it harder to down a survivor. Finally, we're talking about experienced players here, a survivor will know every pallet and vault location to take advantage of the killer being M1. You don't see this in a normal game because you know, killers can use their power to make loops dangerous and shorten chases, yes?
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@Raptorrotas said:
https://forum.deadbydaylight.com/en/discussion/comment/2198846#Comment_2198846
Depending on the type of solo-gap closing, meaning anything except some message system or ingame voicechat, there'd be no nerfs on any killer though.
I'm really killer biased, but I understand the need to close that gap, BUT just adding all that free aura and UI stuff as people demand isnt really closing the gap. IMHO it'd make it likely for even nurse to receive buffs.
Oh yeah, if we bring solo queue close enough to SWF, I wouldn't care for killer buffs.
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@Pulsar said:
Until the objective power of SWF is addressed either via a nerf (somehow) or by buffing Solo Q, we shouldn't adjust anymore Killers.
Every rework either solidifies SWF'S state in the game or makes the Solo experience more miserable.
No new Killer reworks should be done until we make Solo = SWF.
Once they are on an even playing field, we can talk about more reworks.
I prefer bringing solo queue to SWF level, then balancing accordingly. However, I'm afraid that this process is so utterly slow that we'll be better off doing the boring route by nerfing SWF and calling it day.
I don't want to nerf SWF by any means, but I barely seen any progress in the past years to address the gap between solo queue and SWF. The obsession mechanic being basekit, amazing... but that's only one of three things they changed to close the gap and make the experience for solo queue better. They could've had four, but they wanted it attached to Small Game instead of it being basekit. ๐คทโโ๏ธ
I don't know, I support the developers regardless if it's questionable, but I'm just worried that keeping the gap will be unhealthy for game as the developers can't find a clear point to balance around.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/2198224#Comment_2198224
I'd actually like the complete opposite. Keep the immunity, ditch the distance.
Why?
The issue with the perk is not the immunity, it's the distance. You can bait out the immunity, IE "counter play". However the distance when used correctly has no counter play. You essentially greed every single loop, if they respect it, free loop, if they don't, you DH for distance and make the loop anyway.
We want to keep the part that has counter play and get rid of the part that doesn't.
I believe keeping the immunity would lead to some unfun moments on both sides.
The killer can't visually see if the perk has been used, which will be frustrating on their end as they can't see if they baited it out.
Survivors who successfully DH won't get much distance, making the timing to pull off much less rewarding and frustrating on their end.
If we just remove the invincibility and keep the dash, it adds a bit of depth to the perk. You can't rely on invincibility to avoid damage, which means the survivors can't be reckless โ they HAVE to get enough value from the dash to avoid damage. Which I believe is the best way to go about DH since it keeps the interaction / counterplay on both sides.
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Technically, it wasn't his fault, if the killer wants you dead โ you're going to die. There's nothing you can do to prevent this fault from happening as it's predetermined if a killer wants you out of the game. Unless you're implying it's his fault that he didn't call the killer into a Discord Chat and try to convince him otherwise. But... let's be real, who's going to do that and how will you know the convince tactic will succeed? Maybe he should've brought more luck offerings.
To elaborate even further, the killer is the power role, so even if you're doing your best as the survivor, you're still eventually going to get caught. At that point, you know you're going to die, so minus well stall for as long as possible to give your teammates as much time as possible to do generators.
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@NightmareKiller said:
Oh great as if survivors weren't op enough now they are going to have safe rooms to save the game where the killer can't get in?
Let the squating olympics begin.
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@Blueberry said:
DH needs to be brought down to their level, not them up to DH. Head On and BL are probably the ideal level.
DH would be easy to change, just remove the invincibility from it and keep the dash. Solves a lot of problems on both sides:
- Survivors cannot complain about getting exhausted on the ground since the perk doesn't grant Immunity towards attacks
- Killers will only see DH used to gain distance to a pallet or window, not to dodge attacks that would otherwise be considered a down
As compensation, I'd like to see the distance this perk covers slightly increased as well as the speed curvature being slightly more aggressive. We could experiment with other compensation changes, but I don't know how much TO compensate since I don't know how damaging removing the invincibility from DH is.
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@ProfoundEnding said:
Pretty sure Twins has taken that spot now.
Amen, but why not give them both love?
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@Vulgun said:
https://forum.deadbydaylight.com/en/discussion/comment/2194347#Comment_2194347
I think that they could still reinvent things with the new Killer if it were Mr. X.
Imagine if he just had a Special Attack/Mori known as Pulverize, which I've actually made a concept of before that I think you and others will like to see:
Pulverize
- Press the Activate Ability button to activate freely
- When activated, The Tyrant will lunge forward and grab a survivor in front of itself. If successful, The Tyrant will grab the survivor by the head and lift them up into the air, remaining completely stationary and staring down the survivor with an intimidating look.
- After an approximate amount of time, if the survivor does not escape nor is The Tyrant stunned, then the survivor grabbed will be killed. The amount of time varies depending on the health and hook status of the Survivor. These are as follows:
- Healthy, No Hooks: 15 seconds
- Injured, No Hooks: 14.5 seconds
- Healthy, 1 Hook: 12.5 seconds
- Injured, 1 Hook: 11 seconds
- Healthy, 2 Hooks: 9.5 seconds
- Injured, 2 Hooks: Instant Death
- The survivor affected by this can actually wiggle out if they are fast enough. The base amount of time that a survivor can wiggle out of Pulverize is 14.5 seconds, just shy of 15 seconds, but optimal wiggling will allow the survivor to escape within 8.5 seconds.
- If a survivor escapes via wiggling, The Tyrant will lose its grip and look at its arm, just like how it looks at its arm in the knife defense animation done to it in RE2 Remake; this lasts approximately 7 seconds.
- If a survivor escapes via stunning through pallets or lockers, The Tyrant will be knocked back; this lasts approximately 5 seconds.
- If a survivor escapes via flashlight, The Tyrant will be blinded for an immense period of time; this lasts approximately 8 seconds and The Tyrant cannot move during this time, but can still attack and deal damage to survivors nearby.
- The wind-up speed of the move is 1.75 seconds
- The recovery speed of the move is 5 seconds
- The recovery speed of the move if it kills is 6.5 seconds
- The cooldown of the move's charge is approximately:
- 50 seconds if it misses
- 60 seconds if it grabs, but is escaped from
- 90 seconds if it grabs and succeeds
This basically makes this move the ultimate high-risk, high-reward option that will be extremely beneficial in the end game. Tyrant is known to have this command grab and it would just be a shame if it was relegated to a regular Mori; it deserves the best treatment as an attack instead.
Besides, Myers isn't the only silent stalker made by pure evil with the sole purpose to kill. The two are quite similar in a way, but still vastly different if you think about it.
This would be incredibly unfun for both sides.
- Tyrant would use add-ons to make kill timer shorter
- Tyrant power would be incredibly weak to balance out the fact it has an instant kill, which would mean you would only be able to use your power until the late game where survivors have accumulated enough hooks. Basically, an M1 killer for most of the game.
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/2194349#Comment_2194349
ds wont help you if the killer runs predator that perk is busted and needs to be removed
Darn, you right.
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@IlliterateGenocide said:
Survivors need a fourth hook state because killers are to op,
Especially with crutch perks like
Hex:third seal or blood favor
Op perks like cruel limits, monstrous shrine and fugitive chase ,
It's just to make it more fair for survivors, because right now we have no chance to escape and I think this would be a great change
Checkmate, DS gives you a 4th hook state under certain scenarios.
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@solidhex said:
...how a good survivor on a favourable map can run even a good killer for basically a whole game. He wasn't even using Dead hard. Sure the map is generally in survivors favour and he had some good setups but still, there is really not much you can do than holding w and break pallet after pallet, because the classic mindgames don't work very well when survivors play it safe.
Here's what you don't understand, you have a survivor versus killer scenario where:
- The killer isn't using their power
- The survivor is free to use every pallet since they don't have to conserve some for their teammates
- Tile RNG plays a factor during chases
- You don't have to worry about interrupting your teammates doing generators, healing, and etc
If I was playing for chase time, of course I would waste every single pallet, but as a survivor player, I have to think about my teammates. The game is different when you're playing it as a 1 versus 1 scenario.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2188626#Comment_2188626
Do you know why there are enormous queue times for Survivor?
I'm experiencing the opposite, I just wanna play killer... ๐
I promise I won't tunnel or camp.
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@Nos37 said:
First Aid Spray with the new Resident Evil chapter.
Instant, one-time use while injured. Makes the survivor scream. After 20 seconds the survivor will heal from injured to healthy.
Wouldn't reflect how it works in the actual RE games, I prefer it instantly healing you to the healthy state while making you exposed for 32 seconds.
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@JediWithASniper said:
Iโve thought for quite some time that kindred and bbq & chili should just be basekit.
That would be nice, gives survivors more information while compensating killers. ๐
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@HollowsGrief said:
I find Blood Echo to actually be good on Legion. I had a game vs a twitch streamer and his friend on haddonfield and both were running your typical sweat builds, it was fun to hear them complaining about blood echo when it completely denied their dead hard all game long.
I use Starstruck and Blood Echo on my Nurse, which basically guarantees they are going down if I manage to blink to them. Either Starstruck will make them exposed or Blood Echo will prevent them from getting a free dodge, basically the same result, going down if I blink to them. ๐
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2190808#Comment_2190808
How would that work?
"When a Survivor is Cursed by a Hex perk, the Hex is applied to a remaining dull totem." Something like that?
Nailed it. ๐
Yes, you can potentially deactivate any Hex Perk before it activates, but let's be real here, destroying all totems before someone gets cursed is near impossible. I mean if you do, then I recommend you buying a lottery ticket since if you're that lucky to witness that happening... You minus well go all the way.
By the way, NOED would be buffed as well... Since you don't get cursed until someone is attacked and thus it remains hidden. Pretty cool.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2190595#Comment_2190595
I don't think that's a terrible idea.
Thank you for not jumping to conclusions of me wanting totems to last all game, I just want to remove extreme scenarios or make them extremely rare.
Just like how survivors completing generators before the killer could defend them was ridiculous, this is the same thing. At least have the Hex Perk curse someone or make token progress before it can be seen and destroyed, give it a chance to even exist.
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@Nyaren_Chan said:
Sometimes it can be confusing for players to know whether they have caught a survivor 15 meters away from them. I think the colors of the effect on the chains when pulling a survivor should be different in order for Deathslinger players to know whether or not they have fired 15 meters from him.
Alternative ideas could be explored, but I think a small change like that could really make the add-on more fun.
Perhaps the survivor would glow red, similar to when Myers has fully stalked a survivor.
This could be a basekit mechanic for the killer in general.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2190484#Comment_2190484
60 seconds of Exposed.
200% gen regression.
Instant downs and instant mori's.
Blocking pallets.
Blocking windows.
Totem touching info.
Instant downs and speed boost.
Aura blindness.
Post-totem cleanse aura reading on everyone
Difficult skill checks and increased penalty
Keeping one of the aforementioned perks alive.
Those effects.
I believe he understands the risk.
It's more to due with how they can get cleansed super quick. It's pretty ridiculous to see your totem get taken out practically instantly. Again, we understand the risk, but it shouldn't be that ridiculous.
I seen many players suggest that Hex Perks light a totem the moment someone is cursed by it. For Huntress Lullaby, you would get cursed once it has a token or you failed a skill check (regression penalty). I know it curses the survivor the moment they get a skill check, but that shouldn't be the case unless the above is happening.
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@Nos37 said:
If Undetectable has counterplay then why does it also have activation requirements and cooldowns?
That's because it can be pretty strong, but on certain maps, it can be countered pretty easily by just paying attention to the HUD and surroundings. You only see it become oppressive when killers use a map offering for indoors, but even then, you can still avoid getting grabbed by being quick.
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@stikyard said:
Seems like a silly reason to DC. Who knows though, sometimes you can have series of rough games as Survivor and just be done.
True, but I wouldn't DC, I'd probably just take a break or play killer (which is easier for me).
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@ShinobuSK said:
Decent bait for a burn account, not bad
Not everything is bait, it's very rude to assume so just because you disagree with them as well.
Instead of calling it bait, why not give them feedback on going against them? That seems more productive and helpful, since we can obviously tell this player doesn't know how to play against them.
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@NightmareKiller said:
I know millions of survivors are sore losers and stuff, but do they really?
Had a lot of matches in which I kill a survivor and at the end of the game they cope with "S-so what if I died? I stunned you 4 times! HA!".
Is that seriously a victory for survivors? Running from a killer for a few seconds, getting a few pallet stuns, etc is that enough to make survivors pretend they didn't just lose the whole match and got humilliated?
Because I never seen a single killer who had all 4 survivors escape and he coped with "Oh w-well but at least everyone was on death hook!" or "A-at least I kicked 3 gens!".
Maybe it's because pallet stuns are extremely hard to come by and often comes with you getting hit in the process, especially with ping and so on.
If I stun you with a pallet without getting hit, I'm definitely throwing a party. ๐๐ฅณ
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The perk is mediocre, which isn't good for a Hex Perk since they are supposed to be powerful since they always have the downside of being deactivated.
They aren't supposed to be overwhelmingly powerful, unless it's like Devour Hope with conditions upon its existing downsides.
Crowd Control fluctuates a lot, being good in some maps and poor in others. It can be good, but what's to say you get unlucky with the map and get a bunch of pallets instead? I would rather run a Hex Perk that's more consistent such as Devour or Ruin.
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@TicTac said:
Of course only behaviour knows the answer, but what is your estimation? If active would mean they log in almost every week, how much percent of the playerbase are they?
I have around 2,000 hours, I play every other day. The reason behind the hours is because I played DBD for the past 3 years! ๐
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Pretty simple change, wouldn't remove tunneling and camping, just something to ease frustration.
Remove hook grabs, but increase the unhook time. If the killer is nearby, you as the survivor will be forced to into a trade (unless the killer messes up). At least then, if you're getting camped or tunnelled, you can still be saved and try to survive instead of hanging for two minutes.
As for other or extra solutions, add perks that benefit killer when they aren't camping or tunneling. Since these perks encourage fun gameplay, I wouldn't mind them being stronger than normal perks.
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@onemind said:
https://forum.deadbydaylight.com/en/discussion/comment/2181210#Comment_2181210
This sounds much more consistent and a nice qol buffs only one thing that confuses me what benefits dose he have in t3 the first time
Not anything to take your breath away: However, it gets strong as you keep entering EW3.
Increased TR (32 meter TR), increased movement speed (4.6m/s > 4.8m/s), and lunge (+25% Bonus).
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@onemind said:
Above.
My idea teir 1 he has 2 ways to get out of it. basic stalking or getting 2 hits in t1
T2 the shape moves 10% faster when out of sight being looked at, at all will set you back to normal speed and lasts 3 s after losing los
T3 he inflicts exposed to all survivors like normal. but if he is out of sight he gains the undetectable status and he can attempt to stab through a wall like in his trailer short range
Those who like to know how it works
Being looked at is simmlar to gf reveal but its instant and you only need to see 10% of him and since he is tall it should be fine
Your idea
Too Easy
If we theoretically had to rework him...
Michael Myers
Evil Within l: Undetectable, moves at normal movement speed. Attacking or grabbing a survivor instantly increases him to Evil Within ll.
Evil Within ll: Loses Undetectable (16 meter TR) and maintains movement speed. Unlocks the stalk ability, stalking a survivor for 5 seconds tags them. Tagging 2 survivors increases him to Evil Within lll.
Evil Within lll: Lasts for 60 seconds before reverting Michael Myers to Evil Within l while all survivors become unmarked. Increased TR (32 meter TR), increased movement speed (4.6m/s > 4.8m/s), and lunge (+25% Bonus).
Exiting Evil Within lll increases how many survivors you need to mark to enter Evil Within lll by 1 up to a maximum of 2. Everytime, after the first time, you enter Evil Within lll, it's gets stronger.
- Second Time: Survivors become exposed during Evil Within lll.
- Third Time: 25% bonus lunge speed and duration during Evil Within lll.
- Fourth Time: Downing a survivor refills the Evil Within lll duration.
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@Orion said:
you can hold people accountable for what happened in game
Players thinking they can/should "hold people accountable for what happened in game" is one of the main causes of toxicity.
I'm thinking he meant it in a positive manner.
Like, someone rescued me last second during the EGC and we clutched it to the exit in time. I would have commented, "Wow, well played with the last second rescue."
It goes both ways through. I guess that's what you're trying to point out, but I wanted to shine light on his intentions since people are misunderstanding them.
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@HealsBadMan said:
https://us.v-cdn.net/6030815/uploads/S50N1PQD590C/capture-jpg.jpg
PrEtTy GoOd JoB sO fAr
Seriously though, this is going into my collection of funniest DBD bugs next to flying Survivors and Victor being yeeted out of the trial.
I'm loving the new hatch rework, I dunno about you. ๐
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@nixtunes said:
Howdy gamers! Hope everyone's having a great day here in the Fog!
A thought going in me head for a while now that I thought I'd take to the forums: The devotion system is super cool! I honestly like it! It's fun seeing your progression over years, and personally, I'm hella proud of my Devotion 6.
But as things stand, they don't really reward you with a heck of a lot other than the ability to reset to player level 1 to get iri shards a lil faster.
WHAT IF Devotion levels rewarded players with a charm? A roman numeral charm could be awarded to player upon reaching their Devotion level.
As an extra, perhaps the first 3 (just a number, room to move) would be made of stone, the next 3 or bronze, the next 3 of silver and so on.
A bronze VI charm would be a really cool way to show other in-game characters that you've been around the shack a few times, while not providing any degree of in-game advantage. Just a thought, but what are YOUR thoughts on a reward like that?
I been wanting a devotion system for every character.
To put in perspective:
- Kate might be level 67, Devotion 1
- Trapper might be level 21, Devotion 3
- Nurse might be level 88
- Etc...
- Etc...
- You get the point...
Then, you add up all the levels and devotions across all characters to get your overall devotion to the game as a whole. Devotion can be tied to unlocking the bloody outfits, allowing other fog travelers to see how much you put onto a character. If say you need to get a character to devotion 3 to unlock the full bloody outfit and you have a Dwight that's devotion 3, you would be able to wear the bloody outfit to show how committed you are to a character. It would be nice.
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@Pulsar said:
It'll be after SWF gets adjusted.
Either via a direct nerf, somehow or via buffing Solo's and other Killers.
Until then, no Spirit nerf.
I like the second option, but... I'm just unfaithful it will happen.
To be fair, I liked the basekit obsession mechanic, but... I'd like more solo queue buffs and killers buffs following to compensate.
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@FrostySeal said:
Too bad most people won't listen to this or will play the other side for 1 game and decide that's enough to form an opinion on how the game is still harder for the side they main.
Honestly, there are actually three sides: Killer, Survivor, and SWF.
I played solo survivor thinking, wow, this sucks until I played SWF โ I realized why killers have a problem with SWF. I also play killer to get a better idea, solos get destroyed by most killers while you can usually tell if you're facing a good SWF or lucky group of solos who by some miracle, were able to coordinate everything.
You really start to see the problems of the game when you play every role.
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@Shymare_11 said:
I obviously know that killer for the resident evil chapter has already been decided and it is likely a more iconic character, but, because of how similar a power the sisters would have to two already powerful killers I want to explore that. So here was my idea for what it might be:
The Witch Sisters
Name: Bela, Cassandra, and Daniela Dimitrescu
Height: Average
Speed: 4.0 m/s | 100%
Terror Radius: 16 metersย
Power:
Daughter of Evil:
Ability: Mist Form
Press and hold the Power Button to enter Mist Form. After entering Mist Form (instant; no charge), the Witch becomes a cloud of ash. While in Mist Form, you move at 10.0 meters per second or 250% movement speed and hear a constant wind that covers all other noises.ย
All sounds and loud noise notifications made by survivors and objects are muted while in Mist Form and all scratch marks are hidden, however all blood pools are more visible. Besides blood pools, all other objects are less defined and vision within Mist Form is limited and unfocused.
While in Mist Form, the Witch can phase through vault points and dropped pallets without any speed or charge penalty. However, doing so instantly pushes the Witch out of their power for 5 seconds; during which, the Witch does not recharge any charges towards Daughter of Evil.ย
The Witch can be in Mist Form for a maximum of 10 seconds before being pushed of their power (1 charge per second). The Witch can cancel at any time and re-enter their Mist Form as long as the Witch has charges.ย
Special Attack: Mist Strike
Press and Hold the Secondary Power Button to charge Mist Strike. Once charged (2 seconds), press the Attack Button to attack using Mist Strike. The Witch will lunge 12 meters in one direction at a speed of 12 m/s or 300%, partially in her Mist Form, phasing through ALL obstacles and injuring all survivors along that path. After which, the Witch is fatigued for 3 seconds. Using Mist Strike does not take any charges.
A/N: Yes they are basically if Spirit and Nurse were one killer, lol. Thanks for reading.
So hyped with the incoming RE chapter, can't wait to see what's in store. Been playing a lot of RE, really loving what can potentially be the killer. ๐
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@Hellbughunter said:
https://forum.deadbydaylight.com/en/discussion/comment/2174061#Comment_2174061
Maybe the toxicity was the friends we t-baged along the way
I see it like this: Using slugging as an example.
You're just playing to win, even if it's not popular, so therefore, it's not toxic. You have no malicious intent, so you're in the clear.
Now, on the other hand, let's say you're trying to waste as much time as humanly possible by slugging, to a point where it gets out of hand, then that would be considered toxic due to the malicious intentions behind it. You're not playing the game, you're just trying to waste other's time, so you're not in the clear.
However, it's so hard to tell, so we just give benefit of the doubt unless they make it plainly obvious in-game or they straight up admit to it.
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@OniWantsYourMacaroni said:
Calm Spirit only removes the screams and those location pings the doctor gets whenever he hits you with his shocks/static blast.
There's nothing you can do to prevent those imaginary doctor auras.
Couldn't you do your best to stay in tier I of madness? Don't they only spawn when a survivor hits above tier I madness?
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@Nos37 said:
https://forum.deadbydaylight.com/en/discussion/comment/2173271#Comment_2173271
Hatch offerings are brown and keys are purple/iridescent. Eventually the keys will run out before the hatch offerings. Plus, keys will be nerfed in the future anyway
I have so many keys on my survivor main, maybe around 100 just for playing casually. However, players who play religiously are probably going to have an unlimited supply.
Hatch offerings are definitely survivor sided when used with a key, otherwise they are killer sided.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2174184#Comment_2174184
Can I suggest changing the ability with self-unhooks to something else and keeping the struggle phase ability as you have described it? Maybe a speed boost when you get off the hook or something?
Go for it ๐ท
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@zippie said:
Slippery Meat should additionally create great skill checks on second hook skill check and give survivors the chance to unhook on their second hook
That would probably be a little too strong, but I'd like some interactions with the struggle phase.
Slippery Meat
You have developed an efficient way to get off Hooks.
- Grantsย 3 additional Self-Unhook attempts.
- Your Self-Unhook chance is increased by 2%/3%/4%.
While in the struggle phase, skill checks will be separated into two segments:
- Landing a good skill check allows you to keep struggling
- Landing a great skill check gives you a token, up to a maximum of 3/4/5 tokens. Once your hook timer is about to run out, the timer pauses for 5 seconds for every token in your possession.
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@Jasix said:
https://forum.deadbydaylight.com/en/discussion/248488/stop-hating-on-ooo-users-now
So you run a perk that reveals your aura to the killer, but you want the killer to ignore this information?? Uhh ok.
As a 50/50 player I say: Get over it. You are choosing to run that perk. You are choosing to say "Hey killer - here I am!" every 30 seconds.
As far as your "Seer" build goes - doesn't sound very useful for anything but hiding - which is always so useful to the other 3 random teammates (sarcasm).
I believe he's okay with being chased, everyone knows it's risky.
However, I believe that actual point is that killers act like the Object players has done something horrible to them and will make a blood oath to kill them ASAP.
If I seen an Object player, I would use that information to know what the other survivors are doing and help me start another chase after I finish hooking a survivor. I'd only tunnel only if the situation requires it.
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@Gay_Police_Dept said:
Yes, everything is toxic. Playing the game is toxic and so is breathing.
You're being toxic, reported.
Aaaaaaaaaaaaaaaaaaaaaaaaaaa
On a serious note, it depends on many upon many factors, but 99.99% of the time, no, it's not toxic.
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@DecisiveDwight said:
I understand that camping is a strategy but why should I lose my pips because some sad act thought he wants to look at my meg dangle on a hook if you're gonna say camping and tunnelling is a strategy at least give me points for staying in the match when I could just DC or kill myself atm camping and tunnelling are occurring a lot now DS has been nerfed so yea give me points for hanging around and you might not get so many complaints
I was thinking you should get emblem points based on how much progress your teammates make while hooked.
- Generators
- Totems
- Healing
- Unhooking
- Opening
Would all give you points for allowing survivors to do these actions without being pressured. Additionally, you get points for when the killer is not occupied with a different survivor. That means if the killer isn't chasing a survivor or attacking them, you're still eligible to get emblem points.
This wouldn't affect the killer's emblems, just the points you get from certain actions the killer does because you're "stalling the killer".
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2173587#Comment_2173587
Being able to incapacitate someone just for getting them infected is crazy,honestly there's not much to do,if you buff her in any way now she becomes overpowered,maybe make her vomit aim better and her speed while charging purge faster.
That's better, I appreciate this greatly!
I understand, I didn't want to increase numbers and call it a day. I want a semi-rework to make her interactive and slightly more powerful.
Your idea works, don't get me wrong, but it wouldn't be the most creative thing because plague will still remain as a M1 killer after all survivors are infected. My idea aims at making the survivors cleanse after a while, or face very adverse effects, such as being incapacitated. It would take some time reaching that point, maybe more than I give credit for. Survivors will have a lot of time to prepare beforehand, but as you mentioned and rightfully so, we can tone down the plague's power if this is too powerful.