NMCKE
NMCKE
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2173303#Comment_2173303
yes,lets make plague overpowered because no reason,chill
I don't need to chill, I'm just offering ideas and feedback, as the forum is intended for. If you disagree with me, which is completely acceptable, it would be nice of you to give me feedback on my suggestion:
- Tell me what you like / dislike about my suggestion
- Tell me your thoughts on the plague
- Tell me what you would change about her, if anything
Otherwise, I can't take you seriously if you're not going to put any effort into this discussion (and I'll likely just drop the discussion entirely). Like, I need more information than just:
Let's make plague overpowered because no reason...
This doesn't tell me anything on why you feel this way, I can't explain myself if you're not willing to explain yourself. 🤷♂️
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@Hopeful_Songbird said:
This is a popular demand among the survivor populous. Here's my person take on it:
Description: You excell at smuggling extra goods.
Perk: Press activate ability to put an item into your backpack. The item must be on the ground to be stored to avoid confusion of which item will be stored. Once an item is inside your backpack, it cannot be accessed in any way until you escape the trial.
Handy Worker
You are the best with any tool at hand.
Grants the following abilities:
- Can store at least one item in the reserves, allowing you to hold another item
- Can cycle between the two items
Escaping with two items will allow you to keep them and gain 50%/75%/100% more blood points in the survival category.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/2173303#Comment_2173303
I like the idea. I honestly don't think that sounds so strong that you would need to touch anything about the free fountain or corrupt though. She'd probably even need more.
Yeah, we could make the infection into phases, identical to madness.
- Phase 1: Just infected, you cough a lot. Performing actions progresses infection at the normal rate.
- Phase 2: Broken, you cough and puke at random. Performing actions progresses the infection at half the normal rate.
- Phase 3: Incapacitated, you cough and puke at random. Maximum progression.
This would help out plague, wouldn't be too oppressive and if so, we can even things out.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/2173148#Comment_2173148
Agree to disagree I guess. I play a lot of Plague as well.
I was thinking after a survivor becomes fully infected, the green infection meter on the survivor becomes a red infection meter.
Once the survivor's red infection meter fills, which would take considerably longer than the time it takes to fill the green infection meter, it would cause the incapacitated status effect.
To compensate, plague wouldn't get a fountain for free and would probably need to do something with Corrupt Purge.
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@Sluzzy said:
I was actually looking forward a little to using Lucky Break but not now. A 1-time use perk that depends on the killer to close their eyes to get any value is a hard pass for me and seems very ridiculous. The devs obviously listened to killer mains again and are scared to give survivors any good perks. Tinkerer certainly wasn’t nerfed when it was obvious how busted it is.
All someone has to do is look at all the godly killer perks, with powerful effects, and can be used multiple times without question. Tinkerer is literally unavoidable and is multiple uses and is a free win and with only 2 survivors are left as it causes a stalemate. A perk shouldn’t guarantee wins. It made it to live as is, but Lucky Break is most likely only a 1-time use and it’s a dead perk. Lucky Break shouldn’t have a timer or at least have a long one to give you time to evade and heal. 45 seconds is literally nothing.
Huntress was proudly left in a busted state while only nerfing her one addon. Freddy can still teleport to the survivor objective with BBQ. Buffed another licensed killer.
Why wasn’t a licensed survivor buffed?
Very disappointed in the update and the lack of equality.
I believe you made a good point with Lucky Break, but the other points aren't so great. I'm just going to focus on Lucky Break since it seems like that's the point of your thread.
Lucky Break isn't weak, I'd say medicre at best. It's upgraded to decent when paired with Iron Will. I believe the problem people had with the perk is that it only required you to be injured just to get a free chase break. I know it's not exactly free, but if you have enough game knowledge and play killer, you will know exactly what to do in order to lose the killer.
The only suggestion I can give to Lucky Break is only make it activate when injured and running. That way, you won't be wasting it while healing or walking away — you can try to preserve the perk.
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@RyRapsYT said:
He is by far the best killer in the game. Nerf him this second or buff every survivor perk, also make killers have 1 perk slot and survivors 5. Trickster has no counter because he is too amazing.
Ah, you're in luck, here's the next patch notes BHVR is preparing:
- Movement speed drastically reduced while throwing knifes
- Takes 9 knife hits to fill the laceration meter
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2164093#Comment_2164093
I mean, don't we need more add-ons that cater to the ambushing anyways? I get the logic that by re-balancing the RBTs at base, we can push for more lethal RBT add-ons, but I think pushing for better ambush add-ons is better for the Pig in the long run.
Also, I myself have never seen a 4k through only RBTs. The most I ever got was 3, and that was through me going WAY out of my way to make it happen against presumably mediocre Survivors when just sacrificing them would suffice.
Awesome, I'm happy you understand the basekit idea, I really want more add-ons that make the RBT more lethal. 😁
More Ambush add-ons would be nice, I'd like Amanda's Letter to be reworked. I don't wanna derail the thread, so I posted my thread on your wall if you're ever interested.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2163710#Comment_2163710
Honestly, I just prefer my idea. At most, re-work Tampered Timer if ya really need it because that add-on is just too "everything or nothing."
Tampered Timer basically adds more insult to injury for survivors who are unlucky, then if you get a decent map, some survivors might not have enough time to go through multiple boxes.
That's why we don't see add-ons that mess around with making the RBT more lethal because of those situations. I remember on a game where I trapped everyone and my RBTs killed every survivor, it's just disgusting sometimes.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2163571#Comment_2163571
It's just so hard for me to be on board with making them less lethal. You take even one box away, and suddenly it becomes so easy to just do one box, power through a gen, and then do the other two boxes once your timer starts.
That's why we need to separate the RBT into two separate timers, it's the ultimate solution to RBTs.
Passive Timer: 60 Seconds
- Starts immediately
- Once expired, will proceed to the Active Timer when a generator is completed or was completed during the Passive Timer. Passive Timers pauses when in a chase, dying or hooked.
Active Timer: 120 Seconds
- Once expired, survivors die on the spot.
Survivors get extra time to do whatever they want, but if they waste their timer by greed, they will have 120 seconds to remove the RBT (Basekit Tampered Timer). Since survivors will always have enough time to remove the RBT, we can add lethality add-ons to punish greed even more.
I'd be okay with your idea if we had this system in place. We have to make sure the right survivors will be in risk of dying if we make the RBT take longer to remove.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2163526#Comment_2163526
I personally don't think the RBTs need to be made deadlier, necessarily. I think excluding scenarios involving Tampered Timer + Crate on the largest maps, I think the lethality of the traps is just right. My problem with them is that their ability to stall the game out is very swingy. Sometimes it does a good job of that; sometimes it does a very poor job of that. This is why I personally have been advocating for the first box to be auto-fail: Because it increases the average amount of time spent getting traps off without increasing the severity of the top end.
In that case, I'd agree, but if I may add: The RBT will always be removed between the first and last boxes.
This is to remove frustration on both ends.
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@BSVben said:
https://forum.deadbydaylight.com/en/discussion/comment/2163394#Comment_2163394
I feel like you don't even bother to read anyone's replies at all.
I didn't mention facecamping in any way, shape or form.
I'll try again, in simpler terms.
Run to safety = DS will do its job.
Run to gen= downed and hooked again.
👍
Usually I wait before touching a generator, to see if the killer goes back for the hook. If the killer does, I'll take the chase since I have an extra hook state for free.
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@tesla said:
But preventing the killer to hook someone is not healthy to the game...
Boil Over doesn't stop you from hooking, it just makes it more difficult, but far from allowing the survivor to wiggle free. The perk makes you waste more time transporting bodies, allowing other survivors to get extra time to do whatever they so please to do.
Allowing the perk to hide the hook auras, wouldn't be the end of the world.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2154593#Comment_2154593
Either the Pig tunnels you to death, or the Pig doesn't tunnel you to death and the RBT becomes completely worthless.
I've thought about allowing the timer to go down in a chase with an add-on, but I decided that it was just fundamentally problematic.
https://forum.deadbydaylight.com/en/discussion/comment/2155169#Comment_2155169
Not base-kit, no. Maybe if it was attached to a strong enough add-on, that might be an acceptable downside (Tampered Timer is nowhere near a strong-enough add-on to justify such a downside).
Tampered Timer isn't problematic, unless you're just outright unlucky, that happens.
If we want more deadly add-ons for the RBT, we need to guarantee that all survivors have at least 60 seconds of the RBT being inactive (this is the simplest way to describe the passive timer idea). Then decrease the active timer, which is currently 150 seconds, to 120 seconds. This way, the RBT won't kill survivors if they are unlucky, regardless of the add-ons because they are given more than enough time to get rid of the RBT.
Now, we can make RBT add-ons more deadlier since it will only punish survivors who greed or don't use their time wisely.
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@Freki said:
https://forum.deadbydaylight.com/en/discussion/comment/2163331#Comment_2163331
https://forum.deadbydaylight.com/en/discussion/comment/2163335#Comment_2163335
then don't TAP a gen. it's actually something that I don't like and should be much longer to STOP a gen from regressing. it takes time for a killer to kick the gen, it should take the SAME time at minimum for a survivor to get a gen to STOP regressing. this would mean you would then forward the game your DS should be deactivated. It is your choice as to what you do.
https://forum.deadbydaylight.com/en/discussion/comment/2163288#Comment_2163288
you are the one telling me that my argument is wrong, you are the one dictating how I say something. You should think about that, and realize that you are taking this personally. Your post was talking about how this HAD to be done and it's good for the game, I however disagree that it would be good for the game. Your post led me to believe you wanted to punish people for doing their objectives as it it's wrong for them to do so. If it was against the rules i'd be 100% behind you but it is part of the game, and a tactical choice the killer must decide on doing. You think it's a crappy thing to do, you think it's toxic, you think it should be "PUNISHED" thus why you think DS should be active twice in a game. I disagreed and you decided to take that personally. I said to stop wanting easy mode, but that is exactly what would happen. Killer examples: PIG has 2-6 traps depending on add ons and must tactically think when using them. Her power doesn't last the whole match! it lasts until she is out of traps and there is no way for her to get any more. Freddy has 5 puddles and 7 pallets now and he must tactically apply them. Hag has 10 traps and must tactically place them for best results. It does not matter if a perk has one use and is then gone, the choice is yours tactically to use it or not to use it. If you make it active on both first and second it's used twice a match and that's oppressive to the killer. I made logical arguments and said to stop thinking that way, and it is your choice to follow my suggestion or not, I can't order you to do anything you don't want to do.
You how ever decided to do the SAME thing you accused me of in your response trying to make it sound like you were the good guy here. you aren't the good or bad guy, you just decided to try and act out your own anger. meh how can I logically argue with someone that thinks that all killers have infinite uses of their power that is hilarious.
Yeah, cool, have a great day! 😁
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@Seanzu said:
https://us.v-cdn.net/6030815/uploads/AQ8CMXFSJY8B/chrome-04-05-1620138618.png
I guess the tunnelling increased after the DS changed, lol.
This is pretty fair: Great Mid-Chapter Patch
Survivors couldn't differentiate killers using NOED so why should killers be able to differentiate survivors using DS? This changes corrects this and makes the solo experience better.
The developer made a great change, there should always be a risk to tunneling and rushing generators. Not one or the other.
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@Freki said:
https://forum.deadbydaylight.com/en/discussion/comment/2160683#Comment_2160683
no it was designed with player choice. when to use it. it didn't have to be used right away. this is how it should stay. it isn't if the killer is tunneling or not, it just gives the survivors the requirement to be tactical about its use, just as the killers must be tactical in using their power and perks. what you are wanting is to remove the choice from the player and make it easy mode, which survivors have it very easy now. and YES as a solo queue survivor I CAN do gens, totems AND get out about 50% of the time as long as I do not just blindly go do things. Stop trying to make it easier on survivors and wanting it HARDER on killers (no I am not saying that the second automatic DS makes it hard) by having them nerfed and still make it easier on the survivors. as it is the game is hemorrhaging killers which make wait times for survivors longer and longer.
Okay, before we get into my rebuttal, I want to address this because it's a huge pet peeve of mine.
Stop trying to make it easier on survivors and wanting it HARDER on killers...
I'm entitled to argue anything I want, within the community guidelines. If you're not willing to discuss with me, that's fine, just let me know and we'll end the discussion. Another thing, I don't want killers to be gutted and survivors to be easy mode, you're just assuming things about me at this point, which I also don't like in discussions.
Let's try this again: Let's have a reasonable discussion or else, I'll just end the conversation and move on.
No it was designed with player choice. when to use it. it didn't have to be used right away. this is how it should stay. it isn't if the killer is tunneling or not, it just gives the survivors the requirement to be tactical about its use, just as the killers must be tactical in using their power and perks.
Not a good comparison, you're comparing a perk that has one use to a power that can be used throughout the game. To add on, DS has so many conditions to prevent abuse upon of the counterplay that killers can do against it, having it active on every hook won't be the end of the world. UNLESS you tunnel religiously, but even then, the survivor might have deactivated the perk from earlier or you can probably just wait out the timer by slugging, you might catch a survivor going for the rescue if you're lucky.
Alternatively, to avoid all the trouble, you can not tunnel in the first place? Just play normal and do your best with hooks, if you do well enough with a decent killer, you won't have to resort to tunneling because your hooks are keeping survivors busy and away from generators. Killer isn't rocket science unless you're playing a low tier killer against a decent group of survivors, but at that point, DS isn't the problem, that's solely to do with the killer.
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@Freki said:
https://forum.deadbydaylight.com/en/discussion/comment/2159458#Comment_2159458
no it should be a choice of the player do they use it off the first or second hook. keep that choice there without it the perk is over powered, especially with a swf.
https://forum.deadbydaylight.com/en/discussion/comment/2159437#Comment_2159437
if you HEAL someone else you are forwarding the game because you are returning someone back to play or PROGRESSING their healing capability for others to finish the heal. that is the definition of forwarding the game state. so no this is not a good idea.
https://forum.deadbydaylight.com/en/discussion/comment/2159382#Comment_2159382
I don't know about your other posts but no this does not need to be rethought well actually if it does they need to make sure to add hopping in a locker to deactivate it. if you stick by the hook the killer knows you're there and can come to you 1 minute later or 1 second later. if you FORWARD game state the killer should not be punished for doing his objective. if that was the case survivors should be punished for healing for 1 minute after unhooking... (obviously not the best analogy but best i can think of). it's good the way it is now tbh. better than it's been in the past 2 years.
You only get hit by DS if you're tunneling, end of story. If you get hit by DS on every hook state, the problem isn't the perk, it's how you're playing to get hit by it.
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@HexSmolPP said:
https://forum.deadbydaylight.com/en/discussion/comment/2159471#Comment_2159471
I run a full drunk SWF on weekends. So we're just having fun... We don't care about generators. Some people like to actually enjoy a game instead of sweating. But I never bring a flashlight if I solo queue and I already see one. So don't worry Karen, gens will be done. Not like I'm not the only one doing them anyway because it's always just ME doing gens in solo queue.
I was just pointing out a fact. Didn't say you couldn't have fun.
Karen? If it's what I think you're calling me, then I have nothing else to say to you. Have a great day.
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@CashelP14 said:
You can but the timing is different. The blinds stack so the normal timing doesn't work
To add on, it's not recommended because you're also keeping two survivors off of generators to time a difficult FL save.
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@glitchboi said:
Sorry, but I don't like this idea. I think DS is fine as is tbh
DS should work on both hooks states to be honest, with how many conditions been hammered into it to successfully trigger, as well as the counterplay, the killer must be hard-core tunneling you if they get hit by it twice and they would deserve it.
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I believe it will go live, but not in its current form. Probably have the time reduced to compensate its strength.
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@Mushwin said:
https://forum.deadbydaylight.com/en/discussion/comment/2156278#Comment_2156278
I just want the animation, the dead people sacrificed to the entity did not escape si why the heck are they running with me?
It might be the aftermath of the Entity doing what he said, then sending you back to the campfire.
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@Mushwin said:
https://forum.deadbydaylight.com/en/discussion/comment/2156267#Comment_2156267
i know! it is a wish list of mine but i swear BHVR are onto my ideas -.- shifty eyes
By lore, the Entity revive all survivors, either healing their injuries or literally bringing them back from the dead. The ending screen might be the aftermath of this process.
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Remove the chest bug that gives out keys too often, then make keys take 25 charges to open (5 charges to start opening and 20 charges to open the hatch)
Eroded Token is basekit on all keys.
BrokenRusted Key: 25 Charges- Dull Key: 35 Charges
- Skeleton Key: 45 Charges
Easy, survivors have to waste 20 seconds to open the hatch. Survivors can use the key to force the killer to stop whatever they are doing or else risk them opening the hatch.
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I'm really hyped on the next chapter, can't wait to see the new character and perks! 😁
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@NoOneKnowsNova said:
https://forum.deadbydaylight.com/en/discussion/comment/2136152#Comment_2136152
And what if they run No Mither with it? Maybe even with soul guard?
Yikes, I forgot things can go from bad to worse. 😂
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@TicTac said:
Windows of oppurtunity:
Bc i want to be braindead when looping
Decisive strike:
Bc i dont trust my teammates and the killer
Iron will:
Bc i play ace and otherwise i would have 5 perks
Dead hard:
Did i mention that i like to loop without thinking? But seriously its really versatile and you cant waste pallets in solo que
I have different loadouts for every killer, so it would take too much time. When you want a loadout from a specific killer, just ask and i will reply.
Why not, I'll be interesting! 😁
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@kingcarl2012 said:
https://forum.deadbydaylight.com/en/discussion/comment/2155540#Comment_2155540
Also/or remove collision on the hooked survivor so you can guaratee a hit on the unhooker instead of getting auto aimed onto the guy on the hook who is invincible.
This would be nice, would encourage the killer to go after the savior. 😁
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@Northener1907 said:
Even Twins, Demo got nerfed. And both are not op killers.
Spirit? What is special about this girl? Why this annoying killer is not never nerfing? She has not any counterplay, even Nurse has it but Spirit can take easy 4K.
It would be cool if they drastically nerfed her phase, but give her a secondary ability to compensate.
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It would be nice to have this implemented into the game, but since you're technically making the killer weaker, you need something to compensate.
Perhaps we slightly increase the unhook time so that you're forced to stay vulnerable longer than normal. This would pretty much remove the frustration on both sides.
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@onemind said:
Limitations
1 you cannot remove a part of their power completely
2 you can't only change addons/addon pass
I'd massively change Wraith to make him more dynamic than just 'invisible' and 'not invisible'.
Allow Wraith to place Lost Spirits, basically they act like a light source. Once the Wraith crosses paths with a Lost Spirit, he automatically uncloaks without any penalties, allowing him to do unique things like hitting survivors as he uncloaks.
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@Altarf said:
Just had my first few games of Wraith since they fixed the lunge bug, and wow. I'd imagined the extra speed as being something akin to the old green Windstorm, but now Wraith moves at something that feels close to Billy speeds? What the hell is the point of Windstorm add-ons now?
He's certainly not overpowered, and the lunge buff is so nice to use, but I can't help but wonder if the extra movespeed while cloaked is a little too high. It felt like I was playing Spirit with speed add-ons, but with unlimited duration. What do you guys think? I love how Wraith is now finally good, but I'm a little mixed on just how fast he goes now.
I don't know how to explain this properly, so bare with me, but Wraith's kit is so basic that he doesn't have a lot of things to change about him without it potentially causing a balance problem.
With killers such as The Pig, there's a lot of things you can tweak to balance whereas Wraith only has a few things.
Don't get me wrong, speed is nice on wraith, but since there's not a lot on his kit, that's pretty much the only thing they can touch to balance him (aside from making his uncloak lunge even more powerful, but that would be oppressive).
Wraith needs a second part to his power, something to give the developers more freedom on balancing him and making the killer more dynamic.
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Likely Trapper with Pig to guarantee deaths. Would be pretty disgusting!
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2147469#Comment_2147469
That’s not toxic that’s just having an ego. Those are two completely different things. Toxic would be holding another player’s game hostage or actually saying some offensive things in the end game chat. I hate playing against tunnelers and campers just as much as everyone else but it’s not toxic at all.
Toxicity is subjective, but it's usually defined as any malicious action used with the intention to deal damage to another person.
Toxic behavior isn't always punishable since the EULA sets the standard for whatever is acceptable in the game, as well as the game guidelines you agreed to upon playing the game.
While something such as t-bagging is toxic, it's not something the developers punish. Toxicity isn't just limited to things that the developers choose to punish.
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@Palkia123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2145514#Comment_2145514
Ds isn't the only survivor obsession perk
I know that, but survivors are screwed the moment no one does use it because that means no obsession perks are being used, which also means no DS and free tunneling for the killer. While on the other hand, survivors can't differentiate between a killer who is or isn't using NOED, there's literally nothing in the game that gives away NOED.
I'm all for healthy perks like NOED hindering gen rushing and adding more flavor to the game. However, give a fair treatment to all healthy perks, like DS and it's even been balanced. Would it really hurt to give survivors a chance if they truly are being tunnelled? If there wasn't a way for the killer to tell DS, then they would risk it. If the killer risks it and the survivor doesn't have DS, that's on the survivor. But there should always be a risk. Just like gen-rushing.
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@PabloLovesMC said:
https://forum.deadbydaylight.com/en/discussion/comment/2145514#Comment_2145514
gen rushing is part of the game... Tunneling is part of the game.... NOED is part of the game... feel free to bring ds if you want but it isnt fair to let you be productive for 60s while we cant touch you. new DS is so much better than it used to be
DS doesn't let you be productive, it deactivates.
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I'd like to rework one of my favorite perks.
Sole SurvivorDeath has taken the people you loved, but it won't take you.
The killer can't see you when outside of a 72 meter radius to you.
Each time a survivor other than you loses a hook state, decreases the radius by 2/4/6 meters up to a total of 16/32/48 meters.
Increases your chances to become the killer's obsession.
If everyone has been doubled hooked, the killer would need to he within 24 meters to see you. Otherwise, the killer won't be able to see you; think about Spirit, you literally cannot see her when she's phasing.
Left BehindThe Entity admires your hope in the most dire of situations.
When you're the last survivor alive during the collapse with both exit gates closed, collapse progression is coverted into exit gate progression at a 30%/40%/50% conversion rate.
Basically, exit gates beging progressing on their own based on how much of the collapse has expired. If 50% of the collapse has expired, both exit gates would have 25% progression. This would be helpful in those situations where the killer has a very easy patrol route, but of course wouldn't be a cake walk. You will still need to reach the exit gates without being seen and time the killer's cycle.
Monstrous ShrineHooks around the map have gotten the Entity's interest.
Whenever you pick up a survivor, a random hooks within the carrying range will be revealed to you in a white aura.
Hooking a survivor at this hook:
- Inflicts deep wounds on the hooked survivor whenever they are unhooked any means. The hooked survivor cannot mend by themselves, but see the aura of all survivors.
- Reveals the savior's aura for 6/8/10 seconds.
Basically make hooks stronger if you can manage to hook them at a specific spot. Wouldn't be powerful since it's time consuming and risky to go for special hooks if they are on the outside perimeter of your carrying range.
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@ChantyBoi said:
What happened is that a lot of survivors seemed to want to have the effect of DS without bringing the perk. If people are really that annoyed with tunneling they can bring DS but they just, don't.
Yet killers hate gen-rushing, but practically get NOED for free because survivors can't differentiate between a killer who does or doesn't have it. However, killers can differentiate when DS is being used due to the obsession mechanic giving it away.
Why allow tunneling, but don't allow gen rushing without taking a risk. It wouldn't be the end of the world with the balanced DS. Maybe if we added this, tunneling would go down.
Yes, I know, it's a strategy, but it shouldn't be actively encouraged, nor should gen rushing be too.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/2140092#Comment_2140092
I'd like to see the developers give a basic AI to the twins. It doesn't have to be perfect, just enough to keep the survivor busy to where they can't perform actions to progress the game.
I HEAVILY doubt that the devs are able to pull of something like this
They did in DBDM and that's a small team when they created it. I'm pretty sure the developers will make it happen if it became a priority. 😁
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/2140052#Comment_2140052
Well ideally if we actually got to that point I'd assume we'd implement some feature at base to prevent them as well.
Okay, fair enough, that's my only complaint if we make killers powerful enough to where they don't need to resort to such tactics. 😁
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/2140113#Comment_2140113
I've been a twins main since they came out, you must only be using them to camp and not trying other things
I find it almost insulting that you would assume I don't try anything else because you disagree with me. Let's not, thank you.
It's true, the twins are pretty good at camping and lack heavily in other aspects. I played the twins and seen many videos of experienced players trying them out, with me having a lot of knowledge about the game, it doesn't take long to put two and two together to figure out what's the problem.
Everyone knows they are weak and have to usually resort to camping at some point. Unless you get a lot of injures by a good chain of events, you're not going to be able to keep up with decent survivors. If you manage to snowball with Victor, the game is extremely unfun and you'll likely lose because usually this means you hooked everyone once (that's a big no-no in the emblem system). Either way, camping or slugging everyone is extremely painful for the survivors to play and is extremely MORE painful for the twins to pull off. Don't get me wrong, they aren't always like this, you can have normal games if you try extremely hard, but you will have to resort to some form of camping and slugging once you get a group of survivors who know how to face the twins well.
This is my reasoning on why we should just rework them completely or just add something that makes their kit that solves the problems they suffer from because neither side likes the state they stand in.
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/2140092#Comment_2140092
No there perfect design wise for power, just needs see buffs, like mabye a boiled over affect for survivors having victor, and no ai with there power just no
Just yes.
If you want a killer's power to remain exclusively for camping, then I don't think you understand why the twins are so weak. They are weak because they aren't good at anything else besides camping. Once they don't have a survivor on a hook, they are up to the survivor's mercy.
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The Twins are poorly designed as their only thing they are good at is the sole thing survivors hate, that being camping.
I'd like to see the developers give a basic AI to the twins. It doesn't have to be perfect, just enough to keep the survivor busy to where they can't perform actions to progress the game.
You can change the AI between: Passive and Aggressive. Passive would keep the AI to stay exactly put where as aggressive will seek out survivors in their sight or was in their sight within the last 5 seconds. If they don't have a survivor, the AI will wonder around until they see a survivor in their line of sight.
When switching, the moment you input a moment control — the AI deactivates and gives you control.
That way, they can hunt down two survivors at once.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/2138295#Comment_2138295
I'd prefer if they balanced the game better to where it wasn't necessary.
Then if it was balanced to where it wasn't necessary, then a good killer would be unstoppable if they did use such tactics? 🤔
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I believe Iridescent Hatchet could've been reworked into something more interactive and fun, instead of just adding a hatchet cap then calling it a day. However, maybe this is just temporary fix until they actually reworked iridescent hatchet?
One of my favorite ideas is this...
Iridescent Hatchet
Everytime you successfully land a hatchet on a survivor, automatically regain another hatchet.
Lockers now refill your inventory one hatchet per search.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2139117#Comment_2139117
I'm still using the same Xbox One X I used when we played together.
I understand that 2020 was a bad year, but I desperately hope it comes with RE.
Oh yeah, I remember! 😁
There's definitely a problem because a XB1 X should still be more than enough to run DBD, even at 60 FPS.
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@stvnhthr said:
Do you think they are fine or need improvement. I'm cool with hits in or before you clear a window, but I think once you clear the window, land and start running that you should be far enough to be safe. I mean the killer does not cross the window plane with their weapon so technically they are still in the building and it looks weird to get hit when you are 5 feet away with open space between you and the killer.
https://us.v-cdn.net/6030815/uploads/2ZF3T05XMQVB/win.jpg
Or do you think the current windows are good.
By the picture, could be debatable, but I'm not sure how you got incapacitated. If it's scenario one, you got hit and collapsed forward like you normally do when getting hit from behind, that's kinda questionable.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2139060#Comment_2139060
I feel like, at this point, we deserve it.
It was announced in March of 2019 and I remember people being super excited. It's been radio silence for over a year and things have gotten worse.
We need this to be addressed because it's becoming harder and harder to deal with.
My console doesn't have none of the problems you have, BUT that's probably because I'm using a XB1 Series X which is basically, at this point, considered to be as powerful as a PC.
However, I feel like it's not fair to the other players who can't afford it. They paid for the game, they should be able to actually play it. Maybe, it will be focused on after the RE chapter? I know they probably won't have time to work on optimization when the developers are doing everything they can to make RE the best chapter ever! 😁
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@ShinobuSK said:
CoNsOLe pLaYeRs BaD
Seriously, everytime DH happens its much stronger on console because of this #########.
And lets not even talk about being hit with a status effect like Sloppy as a survivor, the game acts like its gonna die.
I am waiting for optimization since I started playing but now I get it. It won't happen.
Best I can wait for is PS5 restock since cross progression to PC is not an option either.
Dude, you just made my day, thank you for making me laugh. Not laughing at you, I just love your humor and the way you rant. This is so true by the way, I don't disagree, it would be nice to get a word from BHVR! 😁
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I believe the problem OP is trying to address is that it's difficult to punish camping in solo queue, which is a valid complaint, it's pretty difficult to coordinate an entire team of solos to punish.
Not everyone will know that the killer is camping unless they visually saw the killer camping or they are running Kindred. If no one is running it, then survivors will waste time checking and won't make a lot of progress on generators — resulting in the killer getting more time to catch survivors.
Another reason to make Kindred basekit, but without revealing the killer's aura.