NMCKE
NMCKE
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- NMCKE
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Since you changed a lot of maps to make them more fair to both sides, are you considering changing Bloodlust? π
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Disclaimer: This is is my opinion, so I could be wrong here.
I think this is a good change because it requires survivors to use their resources more wisely / sparingly. However, I believe this will cause survivors to have a lack of tools to combat the killer.
Strong loops weren't the only thing nerfed. Loops in general were nerfed as well, and it's to a point where if you don't stun the killer, you're going to take a hit. If you don't know what I'm talking about, think about the loops on the second floor of Hawkins Laboratory. Knowing how hits can connect despite you throwing the pallet first before the killer swings, chases won't last as long as before.
Overall, if chases are going to be extremely fast, give survivors more ways to PREVENT a chase from starting since that's the only thing they had left to combat the killer. π
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@Alphaphalt said:
Posted this in response to another thread, but I feel like there should be some discussion about it as I haven't seen it at all mentioned.
Title describes well enough.
Reasons for keeping addons:
- Survivors get less BP than killers, addons/items (they also need items) are, as such, obtained in smaller amounts.
- Survivor has FAR more addons than killers to compete with. Alongside the items which they also have, getting the addons you actually want on survivor is far more expensive than on killer (doesn't help that, again, they get less BP).
- Survivor addons are far less powerful than killer addons in general, and any survivor addon with strength to it is ALREADY consumed upon use.
- You still have to escape, so it's not like survivors are never going to lose items/addons. No one complained about this before the change.
The only reason I can think of against is to bring it "consistent" with killer. This is nonsensical for the reasons already stated. No one was complaining about brown-green survivor addons except toolboxes which are already tweaked.
Queue heavy killer biased players here saying "but all survivor addons are OP so they shouldn't keep them" or something to that effect.
I disagree with the add-on change upon escape because of the reasons you mentioned.
I can understand where the developers are coming from, with their consistency reasoning, but I think they only focused on consistency and
not anything else.White Ward, as we all know, prevents survivors from losing their items upon death, if they have the item in hand. However, with this change, you want the killer to kill you because you keep your items and saves you BP. π
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@Jakojo said:
Will we be seeing any new animations to go with breakable walls. I don't mind the kick as a placeholder, but it doesn't seem fitting for some huge dude like Trapper, Clown or Oni. Honestly, those big mfs should just be able to walk through the door and leave behind their outline which would be hilarious. Also, will powers be able to be used against walls (not sure if they can now but that would be cool).
https://us.v-cdn.net/6030815/uploads/544/8HQU2CL2CC5D.png
This is an obligatory picture, I'm sorry.
Yes, killer powers that can destroy pallets can also destroy walls. π
I agree with better animations, but I don't think it's a priority at the moment. π
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@Raven014 said:
I know this is an april fools joke, but I really don't want people giving Behavior Ideas...
Here comes the killer mains. π‘
You probably defend camping, slugging, and tunneling because it gives killers baby mode (EZ 4Ks).
Again, April Fools β€π
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Aggressive Spirit! >:D
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1187471#Comment_1187471
That's why I said they don't "really" make any money off it. Yes, they get the $10 you spent on the auric cells, but they also lose the $10 that you would have spent on whatever you end up spending the return cells on. Say you bought the Rift Pass, finished the Rift and then spent the 1000 extra cells on two DLC characters. Yes, they just got $10 from Rift Pass sales, but they also lost $10 in DLC sales. That's still not a profitable business model.
Fibijean, don't forget all the cosmetics that would've costed you probably 10,000 auric cells to buy all of them individually β now costed you 1,000. π
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@Boosted_Dwight said:
https://us.v-cdn.net/6030815/uploads/586/QRU62U1NW72B.jpeg
Comment from a nerf NOED thread. Proof that killer op plz nerf BHVR π !
Yup, I'm tired of the developers holding killer's hands to a 4K.
The killer bias from the devs is showing. π‘
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@TwinPrinces said:
######### HE FOUND OUT, WE'RE RUINED!
That's right, y'all been caught and I had enough of this! π‘
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@ZoneDymo said:
They cannot walk out with 30k unless you give that to them going for silly unhook attempts.
If you all just do gens and leave, leaving the 1 person on the hook to die, nobody gets much of anything
And totems, you have to remember that these killers will use No One Escapes Death to counter the counter to camping. π
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@Nikotiini said:
https://forum.deadbydaylight.com/en/discussion/comment/1184458#Comment_1184458
I never said that you're supposed to get one every game. I said that it's unlikely.
Okay, my apologies, but my point still stands, why is it a bad thing (as implied by your comment) that you don't always 4K?
Aren't 2Ks and 3Ks just as good?
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@Nikotiini said:
Deathslinger's power does feel satisfying, but he still definitely needs some more map pressure. It's unlikely that you'll get a 4k in red ranks if you don't use PGTW, Discordance or any other anti-gen perk.
You're not supposed to 4K every game.
The developers mentioned killers are supposed to be balanced around a 2K average, which means all the 0Ks, 1Ks, 2Ks, 3Ks, and 4Ks average together to around a 2K. π
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@VCDiamondFinder said:
https://forum.deadbydaylight.com/en/discussion/comment/1182079#Comment_1182079
How so? I cant think of a killer, that if played correctly, that needs a buff
Wraith, in my opinion, is very weak without add-ons, that's one example. π
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@Fibijean said:
If you want to pressure them out, open the gate yourself. If it's 99ed, it's practically already open anyway.
Basically, I try to bait the survivors to opening the exit gates, which makes it look like I don't have BW.
Then, I slug them or pretend I'm bad to burn time on the EGC. You know what happens next when there's 60 seconds left on the EGC and BW traps survivors for 60 seconds. ππ€
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@LALYTHIA said:
https://forum.deadbydaylight.com/en/discussion/comment/1183040#Comment_1183040
I dont believe you. And I think you're wrong, as that is the exact opposite of my experience and you are obviously a killer main. :) And no, plenty of immersive people play great...maybe you're just bad at immersion?
@Booper_Of_Snoot probably just talking from their experience, and I wouldn't be surprised if most of the last survivors (s)he get are like what (s)he said.
I don't think that makes her a killer main through, just because (s)he has a different opinion about the EGC. π
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@LALYTHIA said:
https://forum.deadbydaylight.com/en/discussion/comment/1182865#Comment_1182865
"Regardless of the killer's position, they can't keep both Exit Gates within view."
Since when?
Typo error, replace "can't" with "can" and it should make sense. π
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@Booper_Of_Snoot said:
https://forum.deadbydaylight.com/en/discussion/comment/1182865#Comment_1182865
But where's the logic? They played immersed, didn't help their teammates, killer killed 3 of them and got hatch, why should that survivor be rewarded for playin horribly and killer not wanting to slug for a 4k?
Most of the times when I was the last survivor, it was because my teammates fed a camping killer, boosted teammates, killer used an OP offering / add-on, or my teammates DC'd over something childish.
Anyways, back to the "logic" part, I did an experiment to see the escape odds for the last survivor. The outcome was the last survivor had a 16% chance to escape, BUT the killer wasn't allowed to use perks, add-ons, nor their power. The killer must also be 115%, since it gives a vanilla control.
Now, if the killer was allowed to use their power, perks, and add-ons. At that point, you minus well scrap the EGC and just have the Entity immediately sacrifice you once the killer closes the hatch.
I don't care if the killer can travel between exit gates faster than I can open the exit gates, just at least make it so the killer can't keep both Exit Gates in line of sight.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1182846#Comment_1182846
Not anymore for Lerys. Since they changed the shape of the Map, they can spawn on the same side, sometimes right next to each other. Only difference to other Maps is that the Killer cannot watch both Gates by just standing in the middle.
Hold on, let me get this out here real quick: ALL MAPS SHOULD HAVE EXIT GATE SPAWNS LIKE LΓRY'S.
Regardless of the killer's position, they can't keep both Exit Gates within view. This at least gives the last survivor a chance, even if it's very small one, to escape. Currently, the survivor could be forced to die because both Exit Gates spawned in line of sight to each other. This is no longer a possibility, they get their small chance instead of an impossible chance. π
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@SurviveByDaylight said:
Look, all Iβm saying is It kinda sucks not feeling like it was all worth it. If youβre gonna kick me out of the match, can I get some bloodpoints at least? Early removal points? π Thanks for playing points? π jk I suppose.
Theres just nothing worse than the feeling you didnβt get much out of the match πͺ
Sometimes you're just meant to die regardless how good you are.
The best I can recommend is using DS and jump into a locker, so they are forced to grab you instead of downing where you can be killed.
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@Rivyn said:
'This guys lazy and cheated on his objectives.' What do you mean, cheated? He killed you. That's quite literally his objective. He won't pip from it, but it is by no way cheating.
Now, I agree that eboni should be changed. Personally, i'd put it after two hooks, instead of one. That way, you're only saving the trip to the hook, but that itself can be quite impactful.
Still, considering the mountain of issues DbD has, you'll let an item that you see, what, once every dozen matches, if that, push you away?
I think by cheating OP means skipping your objective β hooking survivors multiple times to sacrifice them.
Typically, survivors get 3 chances before they are sacrificed to the Entity, but with en Ebony Mori, that's reduced to 2 chances.
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This is a very wholesome moment, when the community comes together and supports someone in need. β€
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@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1181377#Comment_1181377
I can't even call myself a Nurse main anymore, she's my girl, but other killers like Huntress, Ghostface, Oni can achieve the same results with lesser effort. It's so messed up.
She's pretty good if you can master her blinks, but the main thing that kills me is how buggy the developers made her.
I dread new maps because when they first released Sanctum of Wrath, it was unplayable β you're an M1 Nurse, it was that bad.
Hopefully, the developers will step it up for Sally and make her more enjoyable to play! π
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@BigBrainMegMain said:
I feel I'm the only Nurse player left.
Sucks the almost entire Nurse player base died off.
gg devs, you got what you wanted.
You forgot me, I main Nurse on XB1 and I'm pretty decent with her. π
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@Thatbrownmonster said:
Have you tried not going down?
Hmm, I can't recall the last time no one on my survivor team didn't go down to the killer. π€
Saying "Don't go down" isn't a valid counterpoint, just saying.
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God is always with you:
"You can do all things through Christ"
Just hope and pray, he will be there for you! β€π
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1180448#Comment_1180448
Sure they are. And they need half a year to fix the lightburn bug on Wraith. Nurse is buggy since rework and just recently fixed that you cannot blink through the temple. And sound bugs making Spirit a horrible experience most of the time is still a thing. "if they have some spare time" you need to put the IF with capital letters, and that's my whole point on changes like this. I'd prefer the mentioned bugs to be fixed rather than having people playing against me anyway forced to recover
But that's getting offtopic :)
Sure they are. And they need half a year to fix the lightburn bug on Wraith. Nurse is buggy since rework and just recently fixed that you cannot blink through the temple. And sound bugs making Spirit a horrible experience most of the time is still a thing. "if they have some spare time" you need to put the IF with capital letters, and that's my whole point on changes like this. I'd prefer the mentioned bugs to be fixed rather than having people playing against me anyway forced to recover
You're not getting the point; the developers do more than just "fix bugs".
They release content as well, so that the game remains fresh and if they have spare time, I think they can make this change.
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@Laer said:
Survivors should not be able to depip when another survivor suicides 2 minutes into the match. Give us a black pip so we can move on to another game without losing anything.
What if SWF abuse this to leave a losing ranked game? π
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I like the vulture, he gives me company during the queue times! π
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@AhoyWolf said:
I like the idea behind Deja Vu giving some kind of bonus when repairing those 3 gens, but lets be real, anybody can hit those huge Skill Checks, and this wouldn't make me to use it. I would give it a 2x more bloodpoints for repairing those 3 gens instead of increasing Skill Check success zones.
I love the Idea behind Huntress Lullaby tho, it's like Haunted Grounds, it punishes Survivor for cleansing those sweet totems. But I think it should give Survivors some kind of warning that this perk is in play, like haunted grounds does. (Spawns two hex totems)
I really like the Key ideas, it makes sense and gives the Killer a warning that it's going to happen. Good job! (Also I know that the Broken Key is the lowest in rarity, but I think it should have the most amount of charges, since it cannot do anything on it's own)
I like the idea behind Deja Vu giving some kind of bonus when repairing those 3 gens, but lets be real, anybody can hit those huge Skill Checks, and this wouldn't make me to use it. I would give it a 2x more bloodpoints for repairing those 3 gens instead of increasing Skill Check success zones.
The idea with increasing the success zones is to prevent killers from using debuffs to hold the 3 gen strategy. π
Like, using Huntress Lullaby or Unnerving Presence to make repairing generators very difficult. The increased success zones from DΓ©jΓ vu either cancels the other effect or gives you more room for error.
Also, you forgot the part where you ALWAYS see the closest 3 generators in proximity and whether or not they are regressing.
I love the Idea behind Huntress Lullaby tho, it's like Haunted Grounds, it punishes Survivor for cleansing those sweet totems. But I think it should give Survivors some kind of warning that this perk is in play, like haunted grounds does. (Spawns two hex totems)
Perhaps you receive a notification like we currently do when it's active somewhere on the map.
Survivors who cleanse everything they see might regret it later, but those who chill and repair a generator β they will know this perk is in play.
I really like the Key ideas, it makes sense and gives the Killer a warning that it's going to happen. Good job! (Also I know that the Broken Key is the lowest in rarity, but I think it should have the most amount of charges, since it cannot do anything on it's own)
Maybe, I just think we should base how valuable things are with the strength they give to the table.
Having a rare item have more charges would look weird when compared to a ultra rare item with less charges. However, I don't really care, just saying it would look weird. π
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@Peanits said:
Totally depends on what you consider second chance perks. It's not something that's actually defined in the game, so it winds up being horribly subjective and nobody can agree on what does and doesn't count as a second chance perk. You could make a case for anything that lets you get a hit or down that you otherwise wouldn't have without that perk being a second chance perk, but there's no single right answer.
A second chance perk, at its core, allows you to
potentiallyrecover from a mistake. πMisjudged thinking you can get another loop in? Dead Hard allows you to make a full recovery and reach the pallet.
You couldn't pressure survivors well enough to prevent the 5th generator from being powered? No One Escapes Death allows you to get a few stragglers.
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I prefer that the bleed-out timer remains 4 minutes because by decreasing it to 2 minutes, makes slugging more effective at killing survivors than hook survivors.
Furthermore, sometimes 4 minutes is just enough time to escape, here's an example where the bleed-out gave me the time I needed to escape. π
NMCKE playing Dead by Daylight: Special Edition. View more Xbox clips at GameClips.io -
@inferjus said:
Unless you use them for daily quest or challenges by using keys and moris you admit your enemy is better than you and you need crutches to achieve your goal.
I don't use Ebony / Ivory mori because I know how it feels on the receiving end to be deleted from the game without much effort from the killer.
Keys, I rarely use, unless I'm just fed up with losing the dice with solo queue teammates. However, sometimes I don't use keys for the hatch, I like the secondary effect it gives so you don't have to use bond. π
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1179362#Comment_1179362
Sure, the game should become better in any way. Question is about the benefit, criticality and cost of changes. And I think people not recovering is not one of the worst things in game. Game breaking or frequently occuring things are on the top list. That's why I got the impression that auto recover is a waste of time. If it is a 5 min change on dev side, it might be worth it of course. In the first step it is simly something that doesn't bother me at all.
The developers don't solely focus on bug fixes, if they did β we wouldn't have new content added to the game.
Just saying if they have some spare time, why not? It makes veterans suffer just a little less than they would normally in solo queue. π
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@Nurgling7 said:
There have been changes since then, but the most significant are killer nerfs and the gameplay hasn't changed. It still holds value despite Survivors and devs handwaving it away.
"Not sure what he is trying to prove, no one said it was balanced." -McClean in response to it.
I don't think the most significant are killer nerfs, both sides have their fair share of changes whether it be power increases or decreases.
Please, check the patch notes and don't give misinformation that fits your narrative β it doesn't further the discussion at all.
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@Peanits said:
I'm not sure where you read that we were nerfing the Doctor. We tend not to use the words "nerf" or "buff" in general. We only said that we were going to get rid of some of the annoying parts for both sides, add some QOL changes, and review the add-ons.
That's nice you don't use those words, but the community wants to know the interesting part. Through, I like figuring of it's a net power increase or decrease myself because I like analyzing changes. π
Typically when I hear you're changing something, I wanna know if it's a net power increase or decrease.
Nurse was a net power decrease, but is still very strong (just annoying to play sometimes).
Doctor was a net power increase, was really annoying and is now pretty fun.
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@ProfoundEnding said:
https://forum.deadbydaylight.com/en/discussion/comment/1179651#Comment_1179651
That does make sense. I'm just trying to look at it from a lore perspective. Find it odd the entity wouldn't take an older survivor because it "would look weird" ya know?
Either way if we can't get an older time period survivor then I at least want an old aged lady to make up for the diversity! Jane and maybe Zarina being in their 30s isn't enough!
I'm not against bringing survivors from the past, just saying it would look weird to see someone who shouldn't know how to use and repair machinery come out popping generators.
I'd like an older survivor, but again, it can't be very old because getting old comes with complications in the human body. If the Entity brings an old survivor with health problems, does it heal them and make them capable to attempt their escape?
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@ProfoundEnding said:
https://forum.deadbydaylight.com/en/discussion/comment/1179640#Comment_1179640
Well I would argue that most of our survivors don't know how to repair a generator lol.
I think I saw somewhere that a dev had mentioned that the entity gives the survivors the power to repair them as well as being responsible for giving them their aura reading abilities.
So I think we could interprete that it gives the older survivors the knowledge to know that "okay these things are how I can escape". If that makes sense.
That's true, but it would be very unusual to see an Egyptian repair generators or know how to open an Exit Gate.
Imagine an indian from a tribe repair generators; it's just something we don't see in our society and it would be very mind blowing.
Not a bad idea through, if by lore the Entity aids the survivors with knowledge on how to escape. π
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@ProfoundEnding said:
We have Plague, Huntress, Oni, Deathslinger, and the Hag I know are from many many years ago (I'm sure there's more I'm missing), as the Entity can take anyone from any time period.
I find it odd that we don't have some survivors that are from the 1800s or before. I'm all for diversity in this game and I really want a unique cast of characters on both sides. What do you think?
(BTW I still want my old lady survivor!)
Well, it can't be very far because someone from 1500 B.C won't know what a generator nor how to repair one.
I say around the Industrial Revolution would be a good pick in my opinion! π
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@Peanits said:
Certain perks would probably be a little nutty. Kindred in particular is very good when you stack Open Handed with a couple other survivors right now. You can see the killer through walls pretty far away from the hook, leaving them with no potential to mindgame you. It's not too crazy since you need multiple survivors to use multiple perk slots to pull it off, but if it were easier, I can see it maybe getting out of hand (no pun intended).
72m Bond might also be a little crazy. That's nearly map-wide auras on all survivors, which is a lot of info to have all the time.
I don't think it would really break the game since you're spending at least two perk slots to make it work, and those slots could have other meta perks in them, but I do think it might be a little overkill.
O mighty Peanits, why not give Open Handed an additional effect?
Survivors within 8 meters to you see all auras you see.
Once out of range, this effect persists for 15 seconds.
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The requirement is there because unlike other exhaustion perks, Head On causes a stun to the killer.
Stuns are one of the strongest debuffs you can apply to a killer because it immobilizes the killer and prevents them from doing any action until the stun expires. Even better, they can be used to save other survivors, which makes Head On really dangerous to change without making it OP.
I believe the requirement should stay because instastuns aren't something I think anyone wants. However, I do believe Head On shouldn't be an exhaustion perk and should instead have a 100/80/60 second cool-down. Most decent killers will know how to counter this perk by baiting or grabbing you before you can Head On the killer. Therefore, making the perk be able to be used multiple times in a chase wouldn't be a bad idea. π
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1175647#Comment_1175647
The body block was referring to people NOT struggling in the killer's grasp. You would want that to be automatic as well. And I don't want to list the whole "Why do people..." list, this was just a bunch of examples. You will never get the game into a state where people just can do stuff that makes sense. Some people just play against the team on purpose. That's why I said it will be too much effort to get close but never reach that goal. And I don't think people don't know how to recover, at least you will not be matched together with them.
That monstrous shrine is actually a good version. Because if forces survivors off gens even sooner because they gotta make sure that it triggers early enough to have enough time afterwards to get the unhook in time. And it will tell the killer immediately about hook camping survivors.
I was just thinking about if it promotes camping because the killer gets a notification. But it might work
The body block was referring to people NOT struggling in the killer's grasp. You would want that to be automatic as well. And I don't want to list the whole "Why do people..." list, this was just a bunch of examples. You will never get the game into a state where people just can do stuff that makes sense. Some people just play against the team on purpose. That's why I said it will be too much effort to get close but never reach that goal. And I don't think people don't know how to recover, at least you will not be matched together with them.
I understand the struggling part, thank you.
Anyways, again, we should try to automate some things that would have more positives than negatives. Of course for certain things like struggling on the hook, we can have a button to stop struggling since there's sometimes a valid reason why you would want to ######### on the hook.
However, you mentioned we shouldn't try because we will never stop unwanted gameplay and that's a negative way to view things. It's not about stopping unwanted gameplay, we want to
reduceit as much as possible. If I was to travel to BHVR studios and asked why the BHVR team added a reporting system, I can guarantee you they will say toreduceunwanted toxic behavior (breaking rules). At the end of the day, if it makes the gaming experience better β it's all worth it. π -
@thesuicidefox said:
No Mither is fine as it is. Just remove injured music and give it some kind of BP earnings booster to all categories similar to Distressing.
Sorry but no to Monstrous Shrine too. It needs a rework but that is just kind dumb honestly. I saw someone mention a while ago it should spawn both basements which I think is a good idea. I would also add in a repair debuff for each survivor hooked in the basement. That would make it an actual viable perk.
No Mither is fine as it is. Just remove injured music and give it some kind of BP earnings booster to all categories similar to Distressing.
Your idea would work perfectly, but I feel like that would be kinda boring to slap on a BP bonus and call it a day. To be clear, I don't disagree with your NM suggestion; I just feel like adding a multiplier is just lazy.
However, if the developers can't afford to waste too much time on NM, then I wouldn't care β at least we got something.
Sorry but no to Monstrous Shrine too. It needs a rework but that is just kind dumb honestly. I saw someone mention a while ago it should spawn both basements which I think is a good idea. I would also add in a repair debuff for each survivor hooked in the basement. That would make it an actual viable perk.
Well, I'm not completely dumb, I did come up with a better version in a previous comment thanks to @Deadeye:
Monstrous Sacrifice
When a survivor is within 8 meters to a hooked survivor, the Entity gets food aggressive and blocks the hooked survivor for 10/15/20 seconds.
While the hooked survivor is blocked by the Entity, they cannot be saved and the hook timer remains paused.
It basically prevents hook rushing, but my only concern is encouraging camping. I know camping is fair game, but I do know the community doesn't like perks that encourage boring game, such as the pre-rework Dying Light. Perhaps it can't be used when the hooked survivor been on the hook for a while?
Here's another version:
Monstrous Sacrifice
When a survivor attempts to save a hooked survivor, if the hooked has been hooked by the killer within the last 20 seconds, the Entity gets food aggressive and blocks the hooked survivor for 20 seconds.
While the hooked survivor is blocked by the Entity, they cannot be saved and the sacrifice timer expires at 30%/40%/50% the speed.
Auras of blocked hooked survivors are shown to you in white.
This would be better because it doesn't encourage camping and is a lot more useful than the previous version.
Anyways, if you don't like my idea, you idea would be fine, but I can see defensive killers really getting a lot of snowball from this. Let's just say I agree with your idea, but it would need to be tested for me to know for sure if this would be something healthy for the game. π
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@Boosted_Dwight said:
That snow ball effect can be countered by lockers, Distortion, Sole Survivor, faking where you're going, staying within 32 meters, looping for time, and stealth.
BBQ is fine survivors who struggle against it need to learn how to properly counter it.
Misconception: Sole Survivor Counters BBQ.
Sole Survivor can counter BBQ, but you have to be insanely lucky with your positing.
BBQ show survivors further than 40 meters from the hooked survivor and Sole Survivor with 2 stacks hides your aura when the killer is within 48 meters to you. With just two stacks, you can afford to be 8 meters off, but most situations it will be extremely unreliable to make use of the 8 additional meters.
Even if you could, the killer could possibly move away from you which increases the distance between you two and will cause Solo Survivor to not hide your aura.
Safe to say, Sole Survivor is basically not a counter to BBQ. I know this because I experiment with different perks and see if they are viable. π
To be clear, just saying Sole Survivor doesn't counter BBQ, basically. I'm not saying BBQ is OP or anything!
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/1178381#Comment_1178381
For the record, we did have 3x BP once back in 2017.
I also heard it went terribly wrong. π
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@The_Bootie_Gorgon said:
https://forum.deadbydaylight.com/en/discussion/comment/1177808#Comment_1177808
lmfao hug 6ft apart please
or hug like this
Don't worry, I got my face mask beside of me for when I travel. π
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@The_Bootie_Gorgon said:
https://forum.deadbydaylight.com/en/discussion/comment/1177417#Comment_1177417
no peanits huggies for you π
Peanits loves me, how could he resist? π
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Camaraderie
While you are on theΒ HookΒ
in theΒStruggle Phase,Β CamaraderieΒ activates.If another Survivor is withinΒ 16 metresΒ of your Hook whileΒ CamaraderieΒ is activated, theΒ Struggle PhaseΒ timer is paused forΒ 26/30/34Β seconds.
Perfect, this perk is amazing! π
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As of March 25, I'd say either Leather Face or Clown.
After them, Pig should receive an update.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/1176421#Comment_1176421
of course! Why didn't we think of this before, the survivors should make adjustments to the game so they don't get tunneled and complain lmao :)
You mean the Killer's Rulebook for Survivors?
Here's a few rules that can potentially warrant a tunnel from the killer:
#276: Flashlights
#277: Toolboxes
#278: Med-Kits
#279: P3 Claudette
#280: Doing Generators
#281: SWF Username
On a serious note, I feel like people who tunnel regularly should take into account of the other side. We often don't care about the other side's fun until we're the one experiencing it.
Yes, tunneling is fair game, but I just ask that you consider the other side when doing so because not all games have to be about making the other side suffer as much as possible. Your actions have consequences, making survivors suffer as much as possible will just make them want to stop playing the game or bring their OP stuff to make the killer's life hell.
TL;DR Treat others how you'd like to be treated.
-If you're playing killer, pretend that you're the survivors.
-If you're playing survivor, pretend that you're the killer.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/1176509#Comment_1176509
That's a good question. 2x BP is great and all, but a lot of people jump on that and farm as much as possible. Farming matches are fine if you're just after the points, but they really ruin the game for people who want to play the game normally. It's normally not a big deal since they're only four days long, but since this one is three weeks long, we don't want it to get in the way of normal gameplay for that long.
Wait a second...
Peanits, I love you so much, can I get a hug? π


