NMCKE
NMCKE
About
- Username
- NMCKE
- Joined
- Visits
- 8,638
- Last Active
Comments
-
@ChiTenshi said:
BHVR said they were looking into changing how it works, possibly putting on a higher restriction to activate the downing effect.
I believe BHVR should move away from exposed add-ons altogether because regardless what you do, getting downed from the healthy state will never be fun.
I had an idea that makes Iridescent Head extremely fun to use and not irritating for the receiving end! ๐
Iridescent Head
Reloading in lockers now gives you a single hatchet per search.
Successfully hitting your target refunds a hatchet.
-
@Booper_Of_Snoot said:
Killer needs time to get to it. If killer knows where hatch is, it is just as owed to killer as it is to survivor for a escape, all about who gets there first. And if killer and survivor are both on it, yes the animation favors killer, and it should.
Which is why the EGC shouldn't be a guaranteed 4K for the killer because it doesn't matter if the survivor finds the hatch first or not โ killer takes priority every time.
At the very least, have the Exit Gate spawn into the wall so it's impossible for the killer to keep both eyes on the gates. ๐
-
Here's the main problem with The Legion!
โ Deep Wounds doesn't pressure survivors to mend.
Survivors can monitor their Deep Wound timer and complete objectives with great efficiency. They know when they need to stop and mend.
They need to hide the Deep Wound timer from both roles, then make the timer only pause when they are within 24 meters to the killer (Since they can't see their timer decrease, survivors don't get any information). Survivors will always take a risk if they repair a generator (or anything other than mending) while in Deep Wounds. ๐
-
@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/1259385#Comment_1259385
This is true, but to play devil's advocate again, if you only get ~20k BP by the end of the match and lose 75% of that, is it really any better? That's about one node on the bloodweb at that point, you're hardly making any progress. It's not too different from getting nothing at all.
Though even still, assuming you come up with an efficient way to farm points, seeing as how you could completely skip the matchmaking and lobby portion, quickly starting a match and farming points could actually be faster than a normal public match.
You could argue 25% isn't worth a lot in the long run, but to play Devil's Advocate, KYF isn't meant to be your main source of BP. KYF should be a game mode where you can have fun with your friends, not be a place for BP. Therefore, it wouldn't hurt to give a small amount of BP since really, as you mentioned, it doesn't really make that much of a difference and wouldn't make KYF the main source of BP. ๐
This leads me to your second point...
The fact KYF could be better than an actual match, you're right, that's definitely true! However, the key word is could โ you implied certain conditions must be met for that to be the case. If it becomes problematic, as I previously mentioned, we could add a daily limit to the amount of BP earn in KYF. ๐
-
@Peanits said:
Because in a custom game, the survivors and the killer know each other and can choose to farm bloodpoints whenever they want. In a SWF group, you can try to farm, but if the killer isn't having it, you're just going to wind up dead. We don't want everyone to hang out in private lobbies farming points instead of playing the actual game.
This is why custom games have everything unlocked by default. This way if you're just looking to play with friends, you still have everything available to you in spite of not being able to earn points.
To play Devil's Advocate, 25% isn't efficient since getting 32K in KYF would give you 8K. If farming is the problem here... Couldn't you add a daily limit to how much BP you can earn in KYF? Let's say 50K! ๐
-
@ChiTenshi said:
https://forum.deadbydaylight.com/en/discussion/comment/1258990#Comment_1258990
Good math, and that adds onto my point of how much opportunity the perk gives you to play around.
I really appreciate it! ๐
Whenever I use Blood Warden, I keep in mind of the speed penalty so I can precisely time when I should hook a survivor.
Just because I'm a huge nerd... I sacrificed this Laurie at the 35% mark of the EGC because I kept in mind that the EGC will have a temporary speed penalty as the Entity sacrifices her. Factoring the speed difference of Blood Warden and the EGC is crucial if you want to get sacrifices. Just look at how much of my Blood Warden was wasted because the EGC speed penalty! ๐
NMCKE playing Dead by Daylight: Special Edition. View more Xbox clips at GameClips.io -
@ChiTenshi said:
The difference is that you can sensibly play around Blood Warden.
Exit blocked because the Killer hooked someone? Move away from the exit and wait (possibly look to save the hooked player), or say your prayers and contemplate why you didnโt leave sooner (tea-bagging should not be the answer).
Blood Warden gives ample opportunity to play around without a โSurprise! Youโre down!โ mechanic.
Saving someone while Blood Warden is active will potentially get your entire team sacrificed because you removed the EGC speed penalty of someone being hooked.
If you're still lost, here's an example! ๐
There's 40% remaining in the EGC and the killer hooks a survivor with Blood Warden.
Okay, that's good game, 40% of the EGC is 48 seconds and we all know Blood Warden lasts 60 seconds.
Just kidding, it's not over because the hooked survivor causes the EGC to expire at 50% the normal speed. Therefore, if there's 48 seconds remaining in the EGC and the EGC has a speed penalty โ you actually have 96 seconds remaining in the EGC for as long as the speed penalty persists. You can escape if you don't save the hooked survivor because they slow the EGC enough to outlast Blood Warden and if you're lucky, you might be able to save them too if time things correctly!
-
@Feiten said:
https://forum.deadbydaylight.com/en/discussion/comment/1256158#Comment_1256158
I Get what you're trying to say, I really do. But I feel you get played by noed often due to how defensive you get.
I pretty much always escape noed matches and to be quite frank with you. All you gotta do is keep an eye out for LIT totems. If your team runs by a lit totem and does not cleanse it thats in your team and you
Its lit. Stop pretending you have to do all 4. One of you are going to run past a lit totem. It stands out. Its like you don't wanna be wrong and instead live in a fallacy. Its easy to counter in an already gen rushed game. And if u guys go back for your friends solo or SWF while NOED is up. Again that's on you.
I tried that as well, but what ends up happening is that I have to figure out what totem has NOED and more likely than not, will be enough time for the killer to catch a survivor. Even worse, I might be the survivor the killer is chasing and since I didn't do bones (your strategy), the killer will hook me and will be at the mercy of my solo queue teammates.
It would be nice to think there's a perfect solution to countering NOED, but in solo queue, simple things are made difficult. I literally have no faith in my teammates, so I do my best to cleanse totems before the last generator is completed. At least there's a possibility that my teammates did something to disable NOED.
-
@StutteringSpartan said:
https://forum.deadbydaylight.com/en/discussion/comment/1256290#Comment_1256290
Even I donโt check if 5 totems are destroyed ๐I find them on my travels and thatโs it.
I would recommend going around and checking for 5 broken totems. Treat this thread as enlightening, not one of โbro make sure you see 5 broken totems before you leaveโ
If everyone cleanses totems they spot in their travels 5 totems will be non existent for EGC
In a perfect world, this would be a great counter to NOED, but you can't rely on your teammates pulling their weight unless they are in a SWF with you.
Therefore, you must check all 5 totems to confirm NOED is deactivated. ๐
-
@StutteringSpartan said:
https://forum.deadbydaylight.com/en/discussion/comment/1256158#Comment_1256158
You donโt need to check if 5 totems are destroyed thatโs just silly.
Simply put if survivors checked that jungle gym they just passed, or rock formation, killer shack etc on the way to the next gen totems would be non existent in games.
itโs the survivors ignorance of โIโm not in SWF so Iโm not doing itโ thatโs allowing NOED to be up at EGC
Double post? If not, this isn't a good rebuttal. ๐
-
@StutteringSpartan said:
https://forum.deadbydaylight.com/en/discussion/comment/1256158#Comment_1256158
You donโt need to check if 5 totems are destroyed thatโs just silly.
Simply put if survivors checked that jungle gym they just passed, or rock formation, killer shack etc on the way to the next gen totems would be non existent in games.
itโs the survivors ignorance of โIโm not in SWF so Iโm not doing itโ thatโs allowing NOED to be up at EGC
If you don't then you won't know if 5 totems are destroyed, which means you risk giving the killer a strong endgame.
-
@StutteringSpartan said:
https://forum.deadbydaylight.com/en/discussion/comment/1255904#Comment_1255904
You forget you can spawn next to totems, so chances are youโre instantly left with 4 totems if the survivor cleanses it, now throughout the unhooks, chases, heals etc etc chances are 4 survivors will at some point stumble across a totem. Survivors have no issue going back if itโs a lit totem. Itโs the dulls that theyโre โmehโ
I just had a game on one of the corn maps, 1 survivor did two totems, I found another two on my travels while running to the next generator. The 5th was found later on because it was NOED ๐
That was as a solo survivor. I donโt get the huge deal . Itโs like people get tunnel vision and gens are all that people see
You can never be sure all totems are destroyed until you seen all 5 totems destroyed. Finding all totems, destroyed or not, takes forever and in solo queue where communication is nonexistent... All survivors must check totems which can easily win killers games due to the amount of time they wasted to confirm totems. ๐
Therefore, my stance on NOED, it's unhealthy for the game because it furthers the gap between solos and SWF.
-
I'd like to see some rewards in the empty spaces of the free track as well. ๐
Maybe something like this...
Empty Spaces within 2-10: 5,000 BP
Empty Spaces within 11-20: 10,000 BP
Empty Spaces within 21-30: 15,000 BP
Empty Spaces within 31-40: 20,000 BP
Empty Spaces within 41-50: 25,000 BP
Empty Spaces within 51-60: 30,000 BP
Empty Spaces within 61-70: 35,000 BP
-
@Thatgurl_again said:
https://forum.deadbydaylight.com/en/discussion/comment/1251643#Comment_1251643
This would be stupid op. There are so many circumstances where everyone would just die
Refer to my other comments if you're talking about the 3-gen strategy.
If you're not, then I'd like to know the circumstances you're talking about! ๐
-
@StutteringSpartan said:
4 x survivors.
5 x gens 80 seconds per gen = 4:00 minutes based off 1 x survivor
chances are you come across these totems theyโre just not a priority in survivors heads. Yet survivors state they take too long to cleanse..... 5 x totems 14 seconds perk totem = 70 seconds for 5 totems. You canโt say you donโt have time to do totems.....
Hypthecially say the killer only got 2 hooks all game, he got a third during EGC and Devour Hope procs Itโs the exact same thing as NOED (besides the speed boost). Only DH will likely be cleansed early game because of the โOooo shiny!โ Mentality.
On the opposite end if the killer is constantly hooking, engaged in chases etc. Then the killer is simply better than your team. If he has NOED so be it. Blaming a 3 perk killer for 1 perk thatโs activated in the final 2 minutes of gameplay, instead of acknowledging survivors ignorance.....
Iโm not saying youโll find all five totems every single game, but if all survivors change their mentality theyโll all be cleansed more often than not.
A simple all rounded survivor acknowledgment of totems are priorities would make NOED obsolete and killers would stop running it.
But go ahead, make a valid argument on how itโs not ignorance Iโll wait.....
Okay, doing your mathematics here, it takes a single survivor 5 minutes and 10 seconds to complete their objective without fear of NOED activating.
You forgot about travel time, pressure made by killers, and solo queue penalty. All these factors add approximately...
Another 5 minutes to completing their objective. Let's pretend survivors are being as efficient as possible and did generators by themselves: That removes 2 minutes and 40 seconds.
Now, let's add everything together: Assuming best case scenario, survivors can complete generators and totems within 7 minutes and 40 seconds. Since there's no knowing the killer has NOED, the survivors always have to assume the killer is using NOED.
Therefore, you can 4 perks while survivors have to assume you have NOED. ๐
-
@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/1253542#Comment_1253542
and in all honesty, I think we can all agree that 95% of the time blood lust is activated is not to counter strong windows, it's just used on pallets that killers should be breaking but don't want to.
Which is exactly why I hardly ever play Dead by Daylight, killers can just ignore mindgames with Bloodlust and nullify my experience. ๐
Sorry if this sounds like a rant, but imagine survivors got Bloodlust after not completing a generator within two minutes. Gives them a free 15% repair bonus until they complete a generator... :(
-
@Ghoste said:
This literally just happened to me lol. Decided to take off DS and got face-camped and tunneled. Woo-hoo.
The sad part is if the Killer has a mori, DS does nothing anyway.
Jump into a locker to force the killer to waste 60 seconds before they can mori you. ๐
Sometimes, they don't care you they just grab you from the locker.
-
Bloodlust was a mechanic in the game to balance out bad map design, but now that the developers reworked the most problematic maps. I believe Bloodlust deserves to go because most tiles offer fair mindgames to both roles โ keeping Bloodlust makes all mindgames killer favorable. ๐
I strongly disagree the developers stance on Bloodlust because every 15 seconds, if the killer chooses to ignore pallets, you will take a hit without skill input from the killer.
-
@Salty_Pearl said:
https://forum.deadbydaylight.com/en/discussion/comment/1253370#Comment_1253370
Oh no I meant it in a good way. The issue still isn't fixed so I am hoping that this gives it more attention.
Ah, my apologies, I just know most people in the forums absolutely despise it when someone necros their post.
Anyways, on topic, I this gets attention! ๐
-
@Salty_Pearl said:
https://forum.deadbydaylight.com/en/discussion/comment/1251854#Comment_1251854
Thank you for necro-ing my 2 year old thread lol
You can flag your own thread to have it deleted by either a moderator or community coordinator.
That's what I do if someone necros my thread. ๐
-
@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/1253045#Comment_1253045
I believe you misunderstood, this idea just isn't good, it's just killing survivors off that are being 3-genned.
Refer to my other comments, I explained the counterplay against a 3-gen.
However, we can just agree to disagree. โ
-
@ZeroJukes said:
https://forum.deadbydaylight.com/en/discussion/comment/1253084#Comment_1253084
It isn't that easy to do, you would have to nerf every single high mobility killer (Hillbilly, nurse, spirit, Oni, Freddy, Demodoggo (but this one doesn't deserve it)
And I guess the killer playerbase doesn't want that, my solution in my POV is way better, and one change I would do to it is that everyone would get a safe pip..
High Mobility Killers still have to travel the map and chase survivors away from generators.
Nurse, Spirit, Freddy, Oni, and Demogorgon have CDs on their Mobility Abilities.
Billy has to exit the chainsaw animation and chase the survivor away.
It's mainly Doctor because he can prevent survivors from working on all 3 generators simultaneously. That's why Interview Tape needs to be reworked so he can't do that. ๐
-
@ZeroJukes said:
https://forum.deadbydaylight.com/en/discussion/comment/1251643#Comment_1251643
Your idea is so damn bad and im not being rude, just honest.
So basically if the killer literally decides to play doctor and camp 3 gen during 5 minute he will get a free kill?
Are you joking me?
A better idea would be: If a gen hasn't been completed within the last 8 minutes the killer is able to open a door and activate the EGC.
Blood warden doesn't work.
Noed doesn't work.
Adrenaline Doesn't activate
Simple solution, rework Interview Tape so that he can't defend 3 generators from one position.
The 3-gen strategy is not the problem, it's the killer. ๐
-
@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/1252998#Comment_1252998
Nothing you say matters when there are people here, myself included who have had 3 gen strats last longer than 5 minutes and come out with a win for the survivor side, this just grants a win to an evenly matched survivor and killer match up who can play each other long enough
I believe you misunderstood how the MGC would work because you mentioned 3-gens lasting longer than 5 minutes.
Here's how MGC works
Step 1.) If a generator hasn't been completed in the last 5 minutes, the MGC activates.
Step 2.) MGC will sacrifice a survivor with the lowest total emblem score within 2 minutes.
Step 3.) After a survivor is sacrificed, go back to step 2.
Step 4.) If a generator is completed, MGC is deactivated and go back to step 1.
You won't die if a 3-gen lasts longer than 5 minutes, only if it lasts longer than 7 minutes. Even if it does, you can potentially live depending on your total emblem score.
Also, you must give me specifics for me to fully understand your point of view.
Can you send me a video so I can see what 3-gen situation you're talking about? Perhaps, that might help me see what you're trying to say! ๐
-
@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/1251879#Comment_1251879
People need to stop using the team excuse, not everyone plays on comms, you can' tell if someone is doing a generator on the other side of the map, it isn't always as easy as just saying "keep track of what generators".
and as for the "7 minutes is enough time", are you kidding? The killers constantly badger on about how fast matches are but now if they go for too long we just auto execute all the survivors who are against a killer rotating between gens?
lmao
If the killer is hardcore defending 3 generators, the killer won't have enough time to sacrifice anyone because they would have to drop chase everytime a survivor away from their 3-gen. Therefore, you will almost always have a full team remaining to overwhelm the killer's 3-gen.
It's completely fair to use the team execuse because survivors must work together to overcome the killer โ that's the design of the game. If someone doesn't pull their weight, that ultimately affects the entire team. That's the nature of being in a team, and if you don't like that then I don't think this game is meant for you. If survivors didn't need to work together to win, just imagine what a half-decent SWF with basic communication skills can do.
As for the "7 minutes is enough time", are you kidding? The killers constantly badger on about how fast matches are but now if they go for too long we just auto execute all the survivors who are against a killer rotating between gens?
I'd like to refer to my first paragraph, you can have multiple survivors chipping away at 3 generators. The killer has to spend travel time + chase time to temporarily stop a survivor from repairing it (keep in mind other survivors are making progress on the other generators).
This process shouldn't take anymore than 7 minutes (5 minutes to activate MGC + 2 minute MGC timer), and if it does, it's likely because you have 2 survivors remaining. At that point, you minus well accept you won't be able to beat the 3-gen and farm emblem points so that the Entity doesn't pick to sacrifice you first.
-
@TimeMonster said:
https://forum.deadbydaylight.com/en/discussion/comment/1251704#Comment_1251704
i mean - why punish survivors if killer just playing doctor and NEVER leaves 3 gens AKA holding game hostage? I got a plenty of games where doctors would just keep 3 gens near and almost never chase survivor and only hit if they are close to gens even after they damaged generator. Their favorite build is disstressing, unnerving presence, overcharge, and somethig, with intervie tape... and done - you have a game where you can't do anything - killer won't even kill you because it's (their) fun.
This should punish killer along side with survivor
You can prevent a 3-gen by keep track of what generators are completed.
If the killer is aggressively defending a 3-gen, you should have 4 survivors remaining to overwhelm the killer's 3-gen.
Just have a survivor at each generator, it won't take any longer than 7 minutes so you won't have to worry about the MGC.
-
@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/1251643#Comment_1251643
Doesn't work, there are 3-gen cases which happen WAY more often than this situation where you have to slowly chip away at a gen to get it done, this just makes that 3-gen situation impossible for survivors to even attempt.
You get 7 minutes to win against a 3-gen, if that isn't enough time then you minus well accept the fact you won't beat the 3-gen and move to the next game.
Furthermore, keep a mental note of what generators are completed to avoid a 3-gen. If the killer is being defensive, you should easily knock out 4 generators and have 4 survivors remaining to overwhelm the killer's 3-gen.
-
There should be a fail-safe when survivors don't do their objective within a reasonable amount of time.
Midgame Collapse
Activates when a generator hasn't been completed within the last 5 minutes.
Remaining survivors have 2:00 to complete a generator or the Entity will choose a survivor with the lowest total emblem score to be sacrificed. The timer will reset until the last survivor is sacrificed or a generator is completed.
The Midgame deactivates when a generator is completed.
-
@Elk said:
I like green keys โบ
Green keys are broken. ๐
Jokes aside, I wish keys can have their aura reading buffed and have opening the hatch have more counterplay. ๐
-
Love > Toxicity
"I love you ๐"
"Aww, GGEZ back to you ๐"
"Adorable! โค"
"You forgot PZ after GGEZ, I'm not satisfied! ๐"
If they continue to be salty, I keep loving on them until they give up because I don't give them the reaction they want! I also report them to Microsoft if they break any Guidelines! ๐
-
@BigBrainMegMain said:
I never understood that either.
The Killer Instinct is fine, but if you catch even a glimpse of him, your location/area is revealed.
That's too much information being fed to a killer.
It's a built in Whispers Perk.
I try to use the edges of my screen to keep tabs on him, but I very well agree that this is a poor mechanic. ๐
Ghostface is one of the main killers that discourages me from playing DBD because of the amount of shenanigans that can happen. His reveal mechanic needs to be looked at in general. ๐
-
@Booper_Of_Snoot said:
https://forum.deadbydaylight.com/en/discussion/comment/1249001#Comment_1249001
This would be awesome, but BHVR can't even keep track of who had legacy back then and won't give it out to those who lost it, So I don't exactly trust them with my character progress.
That's the main problem, this event does a lot and there's so much that can go wrong.
Just one wrong variable and poof, there goes your progress. :(
-
@thesuicidefox said:
It's so easy to pip at red ranks:
- Do 1 gen solo.
- Do a totem.
- Get a safe rescue.
- Do 1 heal solo.
- Get chased for 60 seconds. Stun the killer at least once.
- Escape or survive for 9 minutes, whatever that takes.
- Overperform in one of these areas to make up for another.
I believe the best way to have a true ranking system is to pair people with similar winrates. ๐
-
Since I'm a console player, I have an unpopular opinion about Legacy skins.
People who didn't get a chance to earn Legacy should get that chance. There could be an event every year that starts on November 1st and ends on November 24th.
A week prior to the event, you can sign up for a chance to earn a Legacy skin. Once the event starts and you have signed up:
โ All Bloodwebs will be converted to the 2016 Bloodwebs until the event ends or if you resign the event.
โ You gain BP from the old 2016 scoring system until the event ends or if you resign the event.
โ You do not receive BP multipliers from offerings past November 24th, 2016. BP offerings that have been buffed after November 24th, 2016 such as Sachets and Wreaths will lose their BP buff.
โ BBQ & WGLF is banned from use.
โ Your previous BP balance will be reduced to 0, but once the event ends or if you resign the event, you will get back your lost BP balance.
โ All characters that have Legacy skins will have their Bloodweb level be reduced to level 1 prestige 0, but once the event ends or if you resign the event, you get back your character's lost Bloodweb level.
โ You can resign the event if the challenge is too great.
โ You cannot progress Bloodwebs for characters that don't have Legacy Skins nor can you play characters that were added after November 24th, 2016.
Once the event ends, you will be awarded Legacy Skins depending on who's prestiged and what prestige they are. Plus, everything will return back to normal. ๐
-
Due to the time consuming process to message people on console, I prefer to give props since it's faster.
Another thing, depending on their maturity, some people like to take GG as Git Gud instead of Good Game. I tend to write out the entire phrase to prevent such things from happening! ๐
-
Here's my theory behind your observations. ๐
Survivors are noticing they can't do generators together because of the inefficiency effect.
3 Survivors (Repairing Together): 1.65 Charges/Second to complete a single generator.
3 Survivors (Repairing Alone): 3 Charges/Second to complete, in good circumstances, up to 3 generators.
That's probably why more generators are getting completed! ๐
-
@Ascended4Head said:
I've been playing this game since 2016 and have seen balance on both sides. A year or two ago, I would get to red rank with both killer and survivor. The last 18 months have been nothing but continual survivor nerfs and the continual decline of any type of skill needed by killer to 4k during matches.
This recent patch where tons of dead zones are now on maps, and you really can't do anything as survivor, should not surprise anyone that has followed the updates or have come on these forums. For months anyone with an opinion that this game is not survivor sided has been bashed or banned from posting on here. I see 10x more posts and people getting attacked if they say anything about survivor no longer being fun or issues with the current balance. The mods have really turned this forum into a cesspool of people who have created an alternate reality of the balance of the game. The mods also seem to turn a blind eye to anyone attacking someone who argues for survivor balance. This has obviously created more of an echo chamber.
4-5 months ago escape ratios were released. Which showed overwhelmingly that this game was killer sided. To my disbelief, people still argued that even though all killers at red ranks have over a 50 percent kill ratio, some over 70 percent, that this game was still survivor sided.
Through your "balance" you have made this game just awful to play on survivor side. You have taken out the mind games. You've destroyed any type of critical thinking in the chase for killer. You've released a killer who completely destroys any resemblance of balance in a chase by giving that killer a long range gun. This game is overwhelmingly killer sided. To state otherwise is to deny reality.
I keep hearing about how killer got a few balance patches to nurse and ruin. Please. Look at the list that shows survivor nerfs compared to killer nerfs, you'll see that the list is 10x lengthier. Nobody should be surprised that this has become run in straight line simulator. We are living the meme. Expect even more nerfs to survivor in the future. They won't be done until every 10k hour lunchbox is able to 4k with ease.
Just want to clarify something you made on your post. ๐
For months anyone with an opinion that this game is not survivor sided has been bashed or banned from posting on here.
I'm specifically referring to: "Anyone with an opinion that this game is not survivor sided has been... banned from posting on here"
You are free to express your opinion, but as long as it doesn't violate Community Guidelines. If you haven't checked the Community Guidelines, I'd strongly suggest doing so because I have no idea where you got the, "You will be banned for expressing your opinion"
BHVR wants everyone to express their opinions, regardless of your role, hours, skill level, and main. ๐
-
@johnmwarner said:
Sorry to any innocent survivors, but as a rank 12 killer I'm done being bullied and struggling against teams of full red ranks, whether they are solo or SWF.
The complaints of killers isn't enough to speed up BHVR fixing matchmaking so I am going to make survivor lives miserable until they join in on asking for a fix too.
You're free to do what you want (as long as you don't break in-game rules), but as a reminder, doing so won't make BHVR work any faster.
I wish BHVR could make instant changes; that would be awesome because the game would be free of bugs and imbalance! However, the reality of everything is that development takes time and we, as a community, will have to be patient. ๐
Anyways, have fun with your killing spree, hopefully you achieve your goals! ๐
-
@Ghostwithaface said:
So ghostface is the most op killer then? :P
No u, Pig can crouch better! ๐
-
@johnmwarner said:
I swear every time someone asks this the Devs and/or other players say theyโre all the same and I always just believed them assuming I was โimagining,โ that some were quicker or longer.
So I sat and actual timed them and they are vastest different. And just to be clear I timed from pressing M1 til the time I was actually able to move again, the difference can be up to 6 seconds between killers.
This is a grey area. ๐
The amount of times where you are stuck in animation causes you to lose is very slim to say the least. If the game was more competitive, I can see the developers match the times across all killers. However, since DBD is, for the most part, causal โ I don't see a need in changing Mori times. They are already pretty powerful and if you're in a position where using it would be a mistake, you likely misplayed a lot during the match. ๐
-
I don't think killers should be punished for playing to win because someone with questionable maturity left the game. The same applies to killers as well, but I can't recall anything that gives killers free sacrifices by via DCing.
Survivors DCing to give hatch is against the rules because the developers had stated countless times you will receive timeouts and eventually bans if you keep DCing. DCing is supposed to be used to force the game that would never end, to end. While dying, you will eventually bleed-out, so I don't think DCing is valid there. ๐
-
@Raulillo said:
https://forum.deadbydaylight.com/en/discussion/comment/1225892#Comment_1225892
https://forum.deadbydaylight.com/en/discussion/comment/1225150#Comment_1225150
That kind of balance would be almost impossible right now. The game is balanced around a lot of perk combinations more than a couple thousands that devs would have to take into account and weight each perk with a value and the calculate which is the total weight a build needs to be "balanced".
Also we have this kind of restrictions already, you are limited if you use multiple exhaustion perks because of a shared cooldown for example.
You mean the restrictions that only affect exhaustion perks? Exhaustion perks don't even scratch the surface of how many perks we have in DBD, so for the most part, I believe my idea still holds.
I'll just give you a general rundown on how this would work. ๐
Monstrous Shrine: 1
Predator: 1
Iron Grasp: 2
Brutal Strength: 2
Agitation: 2
Dying Light: 3
Thanaphobia: 3
Hex: Devour Hope: 0 + [Number of Hex Perks Equipped]
You could equip the following:
Monstrous Shrine: +1
Predator: +1
Iron Grasp: +2
Agitation: +2
Dying Light: +3
Devour Hope: +1
Total Capacity: 10/10
Remember, my idea is still fairly rudimentary, I just came up with this on the go so there will be a lot of flaws at a glance! ๐
-
@Peanits said:
I'm sorta' against that. In theory, you'd want to block perks that people are using frequently so they are encouraged to switch things up, but that would mean that the same handful of perks are being blocked over and over. If it were to block This Is Not Happening or Monstrous Shrine, it would be like nothing changed. Meanwhile if it did block the meta perks frequently, it would get really annoying after a while.
But most importantly, I'm just not too crazy about telling people what they can and can't use. If someone wants to be a Head On gamer because that's just their jam and it makes them happy, go for it. It would really suck if your favourite build gets blocked for a week just because. If anything, blocking perks that aren't used often as is would decrease the variety of perks being used and push the people using them towards the other more meta perks. Given that this isn't a super competitive game, I would much rather see balance changes so that more perks are considered viable.
Peanits, do you think perks should have storage points?
If both killers and survivors can have a maximum of 10 storage points, you can balance perks more easily.
A strong perk would have around 8 storage points because it has the ability to change the tide of the game. Weak perks would have around 2 storage points because they aren't as effective as strong perks.
Players can't use a lot of strong perks, while weak perks can be used freely. This could be expanded to allow players to use as many perks as possible as long as they don't go above the storage point limit.
Just spitballing ideas here! :D
-
@Nicholas said:
https://forum.deadbydaylight.com/en/discussion/comment/1225503#Comment_1225503
Can you cite the source that DS purpose is to exclusively prevent tunneling? Because let's be real, it does a lousy job at tunneling. You can be tunneled beyond 60 seconds and you can be tunneled more than once per match. The existing iteration of DS isn't effective at dealing with tunneling.
Edit: quoted wrong person, I can't find who I was asking.
You're fine, but I can go ahead and show you the thread:
@not_Queen said:

People of the Fog,
Decisive Strike is one of Laurie Strodeโs unique perks, which was released with Chapter II: HALLOWEEN in October of 2016. We introduced Decisive Strike as a perk option to help give Survivors a second wind, and an opportunity to escape their inevitable demise.
Over the course of the last few years, Decisive Strike has been a point of contention amongst our community, and as a result, the perk has had an interesting journey since its inception.
Decisive Strike has gone through some minor changes to arrive at its current state. Additionally, we have also prototyped entire reworks of the perk, some that we previously spoke of with the community. Ultimately, most of these ideas were shelved as we felt that they did not retain the essence of the perk, nor did they provide an overall improvement to the current version.
Identifying Community Frustrations
To find a solution through which Decisive Strike would be valuable to our gameplay, we had to better understand our playersโ irritations towards the perk. Here is a summary of our findings:
- Up to four Decisive Strikes in a match: This perk can take a lot of the Killerโs time and completely break their momentum. In combination with other frustrations, this often comes back as a point of resentment for most Killers who face a Survivor team with Decisive Strike.
- Risk/Reward: Not much of a downside using the perk, yet a huge advantage when used successfully.
- Dribbling: This is when the Killer intermittently drops a Survivor to avoid the Decisive Strike trigger.
- Obsessions: With only a handful of Survivor obsession perks available, it was often clear when at least one Survivor was running Decisive Strike. Killers would tend to actively avoid the obsession, or alternatively tunnel the obsession, forcing them to burn the perk early in the match.
The New and Improved Decisive Strike

For the new iteration of Decisive Strike, we have introduced certain conditions and outcomes for using the perk, while retaining the core concept of providing a second chance at survival for those who successfully use it.
The trade-off for using Decisive Strike comes at the risk of suddenly becoming the Killerโs latest obsession. The concept of changing the obsession while a match is in progress is something completely new to Dead by Daylight and is sure to create some interesting situations when combined with other obsession perks.
- Perk starts inactive: No longer usable from the start of the match on a first down.
- New condition: In a trial, any Survivor that has the perk equipped can activate and use Decisive Strike if they meet the condition - being saved from a hook or unhooking themselves.
- Decisive Strike will only stay active for 40/50/60 seconds after being unhooked. This window of opportunity (gag) gives the Survivor only a limited time frame in which to trigger the perk after escaping the hook.
- Decisive Strike skill checks will trigger during the pickup. This decision was made to help avoid dribbling and reduce the amount of time wasted for the Killer.
- The skill check area will be slightly larger to make it considerably more accessible to those who occasionally struggle with hitting skill checks.
- Stunning the Killer with Decisive Strike will result in the Killer dropping the Survivor.
- After successfully using Decisive Strike, you will immediately become the obsession. This will remove the obsession from any other player, and any perks that refer to the obsession will now refer to you.
We believe these changes should help enrich the player experience for both Killers and Survivors. Weโre excited to get your feedback regarding our new and improved Decisive Strike perk.
These changes will be implemented in the next update.
See you in the Fog.
The Dead by Daylight Game Design Team
Quote: Horvath
We decided to put a timer on Decisive Strike as one of the solutions to Decisive Strike being used too often, we tried 2 minutes internally and found that players were able to use DS a long time after being unhooked, where it no longer serves the purpose to protect you from being tunneled/ farmed
-
@Awakey said:
https://forum.deadbydaylight.com/en/discussion/comment/1225503#Comment_1225503
I don't disagree with you. I was poking fun at the fact that I, personally, am not phased by that perk. As a Spirit main, they don't last long after stunning me.
I can relate since I main Nurse, but I haven't touched DBD for a month โ I'm probably rusty. ๐
Anyways, any ideas to making DS do what the developers wanted DS to do, better? ๐
-
@Awakey said:
It's not an anti tunnel.
It's nothing to me. They're just delaying their death 5 seconds.
Like I said before, DS's main purpose is to prevent tunneling. The developers specifically designed the perk to stop killers from hooking survivors who gotten unhooked at the worse possible time (something they had no control over).
However, the developers designed the perk in way that allows killers who didn't tunnel to get hit by the perk. Not directing this to you, but people in general, sometimes a perk doesn't work as intended. Needless to say, that doesn't change what the developers wanted DS to become, that being an anti-tunnel perk. If you do down someone from the hook and pick them up, you do take that risk of them having DS and wasting your time.
Knowing DS does its job [preventing tunneling] poorly due to the design of the perk, we can make it better by adding more conditions and make it more powerful against tunneling. ๐
-
@emptyCups said:
Oh cool, anytime the killer gets close to downing me I can just DC and reconnect a few min later when he's left the area
What a fun feature
If it auto kills me then I'd just find another match and never reconnect
So its either a new way to abuse killers or a useless waste ๐ค
I'm assuming you would leave behind a husk when you DC, and when you rejoin the game, you will take control of your husk as if you never DC'd. ๐
Hopefully, that makes sense!
-
I can see why one would think the DS rework was a straight buff, but considering before the DS rework, every survivor could use it before being hooked โ I would have to strongly disagree with your claim.
Although DS can be used outside of tunneling, it's fairly obvious when a survivor is baiting you, and good memory can save you from getting hit by it. Not saying our current iteration of DS is perfect, but proving the point that it definitely has more counterplay than the previous iteration. ๐
There are many suggestions to changing the current version of DS to make it unable to be used outside of tunneling. A popular suggestion is to make all existing DS timers expire when a survivor is hooked, but to compensate, make the timer pause while downed. This should help killers not get hit by DS when they actually weren't tunneling. ๐
-
I feel like No One Escapes Death is in a decent spot, it counters genrushing and encourages survivors to explore the map to find totems. I believe any perk that encourages fun gameplay should be stronger than the typical perk, such as DS (discourages tunneling).
However, I'm not going to pretend the perk is perfect, people that do bones can be hit by it and solos are at a disadvantage trying to deactivate the perk. If I were to do something about these problems, I can't think were to start because most problems are related to the gap SWFs have against solos.
A totem counter would be nice, but it would make other hex perks weak. Perhaps we could increase the strength of hex perks while giving a totem counter to all survivors? I seen people suggest a perk, but why use a perk when play with your friends and use that perk slot for something else?
-
Looks like my species are going extinct. ๐