NMCKE
NMCKE
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- NMCKE
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@Todgeweiht said:
I used red moss once and never again, its so bad, whats the point of increasing his undetectable status effect when he just goes STOMP STOMP STOMP STOMP alerting all survivors nearby? The fact that it increases the recovery of the gauge is also soooo detrimental.
Leprose lichen is better by a margin, but the fact that you can only see injured survivors makes its effect have a miniscule impact on the game
His rares and very rares are, for the most part, hot garbage, they should focus on giving interesting effects to his shred instead of applying some useless status effects.
As you said, its ironic how his best add-ons are his common and uncommon ones, and im not sure if thats bad or good. Rat liver is so damn good, for me, its simply impossible not to play without it. Makes his shred have a bigger impact in chases, should honestly be base kit
That's why I don't fear the Oblivious status effect when it's Demo because you hear him stompin' his way to you.
Honestly, Oblivious should just mute all sound from the game, as if you was deaf. This way, you actually have to pay attention or get rid of what's causing the Oblivious status effect (I.E Portals).
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@Dehitay said:
You do realize that corn maps are the most open maps in the game, right? If they got rid of the visibility issues, these maps would be so blatantly killer sided that the whining would be unstoppable.
That's why you would replace most of the corn with filler tiles such as LTs and / or just Zs. Perhaps have a rare God loop with a breakable wall that makes it useless. π
We're not just going to get rid of the corn without giving something back to the survivors, if that's what you're thinking.
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@PigMainClaudette said:
So, with the announcements of the Xbox Series X and the Playstation 5, how do we all think Dead by Daylight will do? Will we get a new release for the next generation? Will it be considered backwards compatible? Will all purchased Chapters/Cosmetics be transferable between generations if they are? Are all the Archives that we have completed transfer between generations?
Would there be a considerable drop in the playerbase if it isn't on the new generation?
I want to get on top of this conversation now, since there are specs being released for the new systems. If the devs have already started to work on a version for the new generation or getting Microsoft and Sony to make it backwards compatible, then it would be nice to know.
This is also NOT an open invitation to go after the devs over console optimisation, or anything similar. This is just a talk about how the console players of Dead by Daylight will be affected by the new generation of consoles.
XB Series X is like a HQ Gaming PC.
If this thing can't run DBD at 60 FPS, the developers need to step it up on the optimization! π
Also, yes, if you can transfer your XB account to the Series X then you should be able to keep your DBD progress.
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@Peanits said:
For what it's worth, that only works as well as the other survivors let it work. If you end up tunneling that guy through a BT or two, the other three healthy survivors are going to have nothing to do but generators. As long as they don't hang around trying to be a hero, those generators will be done by the time you do tunnel that one guy to death.
DS is the strongest perk in the game, in my opinion. If there's an Obsession, you have to treat as if all survivors are using DS, which is very time consuming for the killer if survivors are coordinated enough.
DS can effectively, best case scenario here, give survivors 4 hook states because if you catch them after the unhook, you have to leave them. You can slug, yes, but sometimes not even that is an option such as the EGC or a survivor with DS is camping a generator that's almost complete (brownie points if they are using lockers).
Not saying DS is OP and needs a nerf, just saying it's a pretty strong perk if used correctly! Personally, I think it should have a trade of buffs and nerfs β make it a pure anti-tunnel perk and can't be used outside of tunneling. However, we buff it to punish tunneling even more to compensate. π
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@ZoneDymo said:
If survivors stay in the exit gate area the killer should have the ability to re-lock the gate using the lever making it so that the remaining survivors have to completely open it again and the survivors inside are forced out.
Simple mechanic that I think would make the game a lot better and mroe interesting
If all remaining survivors are in the Exit Gate area and none of them are performing an action such as healing to get points, the EGC should double its speed. π
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@[Deleted User] said:
A major buff it could have is them fixing it so it actually works -- because right now it's bugged and literally does nothing at all.
What do you mean bugged?
It just doesn't work, as if you don't even have the perk equipped or is it more of... It does what it wants to do.
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@Pulsar said:
If he had one big portal that allowed him to always have the option to move across the map, I think he would be good.
As of now, Shred is only really useful for baiting stuff and on console he really sucks because Shred makes the FPS go to 5.
I believe Demo is decent, but has too many weaknesses survivors can abuse to good effect. The best thing I can think for a Demo are as follows:
- [QoL] Demo can disable his own portals and use them somewhere else.
- [Huge Buff] Survivors attempting to remove a portal will get pulled into the upside down by the Demogorgon if it travels to the portal they are removing. The survivors will come out the portal in the dying state in a cool animation.
- [QoL] Shred doesn't lock the camera after a successful attack.
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@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1164139#Comment_1164139
Community is a weird way to spell "Survivors."
And "killers", you forgot I hit two birds with one stone. π
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@oh_0k said:
https://forum.deadbydaylight.com/en/discussion/comment/1164037#Comment_1164037
Just BHVR things
BHVR has their fair share of "Good Job" moments, and Hangman's Trick change is one of them. However, for the most part, they actually make great decisions and do their absolute best for the community.
I just feel like they could've gave Hangman's Trick a different treatment, not just change the numbers and leave it at that. If they told us about the alternatives they tried and said they didn't make it, I would have a different opinion. π
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@Peanits said:
That's just a bug fix, not a nerf. You're locked into the animation at that point, you can't cancel the hook and go for that other guy.
Peanits, I have to agree with everyone else here β hear me out! π
The community knows the perk was OP during the PTB and knows a nerf is coming. However, instead of being creative with the nerf by sacrificing aura reading to increase the time it takes to sabotage a hook (just one of many things you could've done), you flat out dropped the aura reading by a solid 10 meters.
This is why the community is kinda upset because y'all could've handled the situation a lot better. In my opinion, I feel like y'all just decreased the numbers and called it a day without putting any thought into alternatives. π
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@drimmalor said:
There's a lot of legal overhead that goes with community-created content, not to mention that it takes a lot of time to make cosmetics. It took about 6 months for the anniversary contest cosmetics to be made - and they look great! But I think it's good for the art team to have the freedom to make what they want for characters and not to be constantly locked into community content as they would be with monthly/bi-monthly contests.
Can't we have both here?
I know it takes a while to make cosmetics, but if we have a community contest every 3 months, we aren't putting a lot of stress on them. Only so often they have to make something from the community and the rest is up to their imagination! π
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@[Deleted User] said:
And it's silly that White Ward will allow you to keep your add-ons if you die, but you still lose your add-ons if you escape.
"Hmm, I used a white ward this game... guess I'll die then. Β―\_(γ)_/Β―"
Another reason why I think the add-on change is not needed. π€
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@ZoneDymo said:
https://cdn.discordapp.com/attachments/264918643278610432/689367105811775488/unknown.png
I mean, this is one way to seem busy for the devs, work on perks that are so bad nobody uses them anyway so it does not actually affect anything but hey "they are busy working on things" so wait a bit for the other fixes, really busy atm.
Truely I dont get it, nerf it straight into the ground from the PTB, from 16 meter range to 6.... Dont mention it ever having been 16 meters to deny it / to not have people complain "cuz it never was like that" and then nerf the perk that nobody ever was running even more.
Explain this to me somebody.
I honestly have to agree with you here, the developers went a little too far with the changes and it ultimately made the perk almost useless.
During the PTB, I understood Hangman's Trick was a little too much, everyone knew that, but the developers could've went a completely different route of balancing the perk.
Here's what I would've changed about the perk, personally:
Hangman's Trick
Unlocks potential in one's Aura-reading abilities.
Carrying a survivor causes Hangman's Trick to activate and effect all Hooks within 56 meters from the pick up spot.
- While active, see the Aura of any Survivor withinΒ 12/14/16 metresΒ to all Hooks affected by Hangman'sTrick.
"No excuses, no equivocations... No crying." β Amanda Young
I got rid of the notification part because the aura reading makes it redundant to have and it adds more skill to using the perk. π
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@Coder said:
https://forum.deadbydaylight.com/en/discussion/comment/1162910#Comment_1162910
How is a BP event going to make anything better?
If you're stuck at home and want to play DBD, just play DBD. A BP fest is not going to prevent people from going outside.
People play video games to forget about stuff and chill out for once β the world is a cruel place and life can be difficult.
The last thing we need is to cause more panic.
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@Ivaldi said:
I really wish BHVR would release the usage % for items.. I was thinking about it today and it seems a common misconception among killers is that they "use" mori's because key's are OP.
But realistically speaking, the amount of killers using Mori's far outweigh the amount of keys being used in DBD. In 10 matches today, we came across 3 killers using Ebony Mori's; yet in those 10 same matches, not 1 survivor brought a key.
How can killers complain that keys are too overpowered when a Mori can end a game before it even starts? Most Mori's aren't even used to prevent survivors from using keys. And most keys even when brought, don't even get to be used.
But yet Killers are almost guaranteed to get to use theirs consistently. And they only seem to use them to"Kill the streamer", "Kill the click click'er" and to just be outright toxic at times.
I'm not the only one that agrees, but Mori's (More specifically Ebony's) should be the next thing to be nerfed.
I don't have a lot of samples right now, not enough to mean anything, but currently, I am gathering data for the % of all items brought into the Trial. π
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@Ghoste said:
Not sure if this is only on the new map, but look at how close these hooks are:
https://us.v-cdn.net/6030815/uploads/617/AXS2QAPSA06H.png
Has anyone else experienced this? Surely this isn't intentional.
Hooks shouldn't be that close, I honestly didn't know how much of a problem this was until I crawled underneath a destroyed hook and the killer was able to hook me with Flip-Flop.
I believe hooks should have a minimum distance of 16 meters (~5 seconds travel time) and maximum of 24 meters (~7 seconds of travel time) from each other. π
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@SurvivorsAreRuined said:
https://forum.deadbydaylight.com/en/discussion/comment/1162799#Comment_1162799
Isnβt this idea for Mori rework basically NOED? Because Itβs not like anyoneβs coming to rescue you lmao
Not really, the odds of you not catching someone after the generators are completed is slim.
Due to the nature of Exit Gate spawns, you can just keep both of them in LoS and chase the first survivor who wants to attempt an escape. Even better the last generator can be completed while you're in a chase with a survivor and you can kill them, then quickly pressure the Exit Gates. π
If you play it smart and not kill anyone, you can trick survivors into thinking you don't have it and then you surprise them. It's like using a hatchet or corrupt purge to hide your NOED, then you give the survivors a nasty surprise! π
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Here's an idea to change both since they are pretty common nowadays! π
Ebony Mori
Once all generators have been completed, all survivors can be killed by the killer.
Ivory Mori
Once all generators have been completed, only one survivor can be killed by the killer.
Cypress Mori
Becomes basekit
Keys (Dull and Skeleton)
They both take 20 seconds to open the hatch, add-ons can be used to reduce the time it takes to do so (up to 10 seconds).
When a survivor attempts to use a key on the hatch, the HUD will blink the hatch icon and the killer hears an audible warning.
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@Fibijean said:
Yes, game crashes and glitches do count as DCs as far as the penalty system is concerned. This is to prevent players from bypassing the penalty by turning off their game or their internet to disconnect, since the server can't tell the difference between that and an unintentional crash.
That's tragic. π
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@Kate_Main_01 said:
I would thoroughly welcome this! PC players can luckily just reroute the key to mousewheel scroll but console gamers are stuck mashing a button and being punished when it doesn't register or when you have to do something like, god forbid, cough or sneeze. π€£
It feels like I'm getting called out here... ππ€
Definitely didn't happen to me, shh! π€«
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@Fibijean said:
It depends why you did it. Toxicity is all about behavioural intent. If the slugging was done for strategic reasons, then it's not toxic. If it was done just to make the survivors' experience miserable, that's toxic.
If you did it for strategic reasons, but it wasn't necessary and you could have won just as easily by employing more 'fun' tactics, that's a bit of a grey area. I wouldn't go so far as to call it toxic, but I would say it's morally ill-advised.
Well said Fibi, well said! π
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1159603#Comment_1159603
Just to be clear, I'm not suggesting we take away the killer's snowball advantage - I'm suggesting we don't increase that advantage artificially and undeservedly.
It's also worth noting that while the number of generators remaining does make a difference, if only one generator has to be completed in order to power the gates, the less generators there are remaining, the more of a disadvantage the survivors are at because the killer has less to patrol. It's entirely likely that the killer might just patrol and refuse to engage in chases beyond the first hit, thereby making repairing that one generator almost impossible, and that needs to be taken into account when trying to design a solution as well.
With that in mind, I think I like your speed boost suggestion. I'm not 100% sold on its viability, but I can't see any glaring faults in it, so I would say we've officially reached the "might be okay but would need looking at in a testing environment" stage of development. I did have one thought that it might be similarly unfair to the killer to give the survivors such an artificial advantage, but then it occurred to me that this whole system is designed to benefit killers in the first place, so that's probably okay with all things considered.
Thanks for the clarification, I thought you implied it should be a 50/50 for both sides when the survivors definitely don't deserve a 50/50 exactly! I believe it should be 40/60 in my opinion since the survivors failed to complete all generators!
Also, thanks for pointing out a flaw in my idea, I actually didn't think about killers just patrolling generators until the timer runs out and getting an undeserved 4K.
Since you inspired me, I might create a thread about my idea and it will be more polished than the one I suggested in this thread.
I wanna say thank you for discussing this with me, it's pretty nice to have a down-to-earth balance conversation with someone! π
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1160915#Comment_1160915
That's why I ask, because they could be talking about doubling bloodpoint earnings per match, or they could be talking about the 32K cap, or the 1mil cap, or something else entirely.
I know, just thought I would comment about possible suggestions since they are all good! π
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@Fibijean said:
And also what do you mean by "base bloodpoints"?
The most common suggestion is to make our multiplier increase from x1.0 to x2.0
Through, I do like @Elk's suggestion about doubling the BP limit. However, something that I like better is removing the 8K BP per category and keeping the 32K BP limit per match. π
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@HexLatency said:
Am I the only one who gets a TON of lag as soon as I ADS as him on Xbox? if you spam the button it almost crashes your game. I really wanna play this super fun character, but it's hard to take advantage of the true strength if my game stutters.
For those who don't know what OP is talking about, here:
NMCKE playing Dead by Daylight: Special Edition. View more Xbox clips at GameClips.io -
@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1159451#Comment_1159451
Forgive me, I'm a bit confused. You said "it's unlikely you have a long enough chase for the other survivor to do a generator" and now you're saying "It's definitely possible for a survivor to get chased for 80 seconds and leave through the Exit Gates with some well used tiles", which sounds like you're contradicting yourself.
If you're saying it's unlikely but still possible, then I would argue that it should be more likely, because as I said, half the team is still alive, so I don't think they deserve to be so far on the back foot as to have all the odds stacked against them. They need, as I said, a fighting chance, and I don't think that is one because I'm inclined to agree more with your first statement than your second, bearing in mind that this would be a universal change and the vast majority of survivors are not at 2-minute-chases level of skill.
I'm not saying your idea is rubbish, I think it has some merit actually, but it seemed like you were saying that I "have to accept" it as it is, and I was taking issue with that idea precisely because I think it could be improved upon. I wasn't saying that we have to keep things as they are, but I do feel strongly that any hypothetical changes we make shouldn't put either side at an undeserved advantage or disadvantage. Hopefully that clears things up a bit π
Sorry for the long wall of text, this is probably one of my longest comments to date β heads up! π
Forgive me, I'm a bit confused. You said "it's unlikely you have a long enough chase for the other survivor to do a generator" and now you're saying "It's definitely possible for a survivor to get chased for 80 seconds and leave through the Exit Gates with some well used tiles", which sounds like you're contradicting yourself.
It's okay, I read over my comment and I knew you was going to bring that up. Allow me to clarify this better! βΊ
Currently, if you're one of the last two survivors, touching a generator is very dangerous depending on how many generators are remaining. If there are 5 generators remaining, it's almost impossible to run a decent killer while the other survivor repairs all 5 generators. To put simply, you almost have better odds winning the lottery than achieving this naturally.
With the MGC, regardless if you had 5/4/3/2/1 generator(s) left before the MGC, it only requires a single generator to unblock the Exit Gates. Running a killer for a single generator is definitely possible if you perform some good plays and / or have pallets to waste β this is difficult but not far out of reach. Again, my idea is just what came to mind first, I didn't put time into this idea so there's always room to expand β feel free to add on to it!
Hopefully, that clears that part up, and thank you for asking because it helps us get on the same page here!
I'm not saying your idea is rubbish, I think it has some merit actually, but it seemed like you were saying that I "have to accept" it as it is, and I was taking issue with that idea precisely because I think it could be improved upon. I wasn't saying that we have to keep things as they are, but I do feel strongly that any hypothetical changes we make shouldn't put either side at an undeserved advantage or disadvantage. Hopefully that clears things up a bitΒ π
I skipped the second paragraph because I kind of answered it and anything I missed will be covered here!
About the part about me saying you having to accept this is because we have to make a sacrifice. Either play Hide and Seek World Championship for 10-20 minutes or have a mechanic that ends the game within a few minutes. Yes, as you fairly pointed out, the mechanic isn't perfect and you, in my perspective, implied that we shouldn't have a mechanic that solves that problem due to that. That's why I said you have to accept my idea because the positives outweigh the negatives and it's highly unlikely my idea would be prematurely released β it will be revised and changed for the balance of the game. As you just clarified in your comment, you didn't mean to imply that, so my apologies for that.
You mention that survivors should have a fair chance because there are two survivors remaining. However, this is were our opinions differ because if there are two survivors remaining and they aren't confident enough to touch a generator. That means the killer has the advantage; we shouldn't take away the killer's advantage because there are two survivors left. Therefore, I believe the last two survivors should be at a moderate disadvantage, but not severely at a disadvantage like the EGC. Keep in mind that two survivors can potentially escape in this situation, unlike the EGC where one can escape β there's more on the line for the killer.
If I was forced to improve my idea, I'll say give a repair speed bonus to both survivors that's strength is dependent on how many generators was completed before the MGC.
Generators Completed:
- 1 Generator Completed: 25% Boost
- 2 Generators Completed: 50% Boost
- 3 Generators Completed: 75% Boost
- 4 Generators Completed: 100% Boost
How does this sound Fiby Wiby? π
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1158713#Comment_1158713
The difference is the EGC gives survivors a fighting chance because it powers the gates (random unfair gate spawns notwithstanding). Forcing them to sentence themselves to death or be sentenced to death automatically is not a fair way to end the game when half the survivors are still alive.
The MGC will just force the survivors to act within 240 seconds and if they don't, they probably weren't going to do anything anyways. It's definitely possible for a survivor to get chased for 80 seconds and leave through the Exit Gates with some well used tiles. Keep in mind that you only need to complete one generator to unblock the Exit Gates, not however many is left before the MGC.
I just gave you what come to mind first, so of course my idea won't be perfect. I can always improve upon my idea to give survivors more of a chance to survive (keep in mind this time, two survivors can potentially escape, not one). However, my point still stands that it's either this or a game that practically lasts forever.
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@Seanzu said:
I don't think they're moving away from them, just adding reasonable requirements to activate the instadowns.
For what it's worth the 15m on the iri coin is a little too much, or the addon should cause a noise when you land someone from 15m so you know to fight for that pull & lunge.
I like your idea.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1158175#Comment_1158175
How do you distinguish between a situation where survivors are hiding because they aren't interested in playing properly, and one where they're hiding because it's the smartest thing to do? Is it really reasonable to punish survivors for not rushing the objective in a scenario where doing so would be a death sentence?
You simply can't distinguish, just like before the EGC update the last survivor won't do a generator to spawn the hatch in because it was never the right choice β it's a death sentence. Survivors with good intentions don't touch a generator, and survivors with bad intentions don't touch a generator. This had a consequence of killers needing to search the entire map multiple times in hopes of finding the last survivor, which usually took anywhere between 10-30 minutes.
To put simply, we can't differentiate what survivor is taking things seriously so something had to give for the sake of the game not wasting other's time.
This is a similar situation, doing a generator gets you caught and it's unlikely you have a long enough chase for the other survivor to do a generator (if they do one at all). Then you have to run out the Exit Gates, which again, you have to figure out which Exit Gate is being opened. Too many conditions for the survivor being chased to escape makes it a terrible idea touching a generator, especially when if the chaser dies β the other survivor gets a chance at the hatch.
DΓ©jΓ vu: here we are, back in a similar situation where survivors, regardless if they have good intentions or not, will not do a generator because it's basically a death sentence. The killer will have to search the map, probably wasting a bunch of time with a very small chance of finding one of the two survivors. Something needs to happen, and that something can't be the killer wasting time playing Hide and Seek World Championship.
I know you mean well Fibi, but you can't always make everyone happy, there are some things you have to accept. At least with my suggestion, it forces the survivors to do something and it ends the game if they choose not to. Which was the same reason why we have the EGC, to end the game instead of it carrying on.
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@kaylawake said:
I donβt agree. There needs to be something that registers nothing is being done for a certain amount of time though, THEN maybe a collapse timer. However, as a killer you need to make the decision to either look for someone or let them do something....killers and survivors are equally at fault. If you know theyβre going to be scared and hide...let them work on a gen for a bit. Give both yourself and them a chance at least
I see it like this, if the survivor team is losing and need time to plan how to come back, it shouldn't take 5-10 minutes to make that choice. Either you make a move within a reasonable time limit or face the consequences.
If there are two survivors remaining and there hasn't been any repairs in the last two minutes, the EGC will activate.
When the EGC activates this way:
- Both Exit Gates are powered and can be opened in 20 seconds.
- Both Exit Gates are blocked by the Entity (survivors can't leave through the Exit Gates) until a generator is completed.
- Generators aren't blocked by the Entity.
- Any repair progress made on generators before the EGC will instantly regress all of its progress.
- The EGC will expire at 50% the speed.
This should be fair because survivors are given ample time to make a choice. π
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@PlantCollector said:
https://forum.deadbydaylight.com/en/discussion/comment/1156976#Comment_1156976
Im sorry, i think i did not express myself well, i really liked your idea. I just thought having the limited view range for the hole time might be a bit strong (but thats just my opinion). I think a timer like 60-90 seconds would have been fine and a bit less for the oblivious, lets say 45 seconds like hex:retribution, would have been fine. Im sorry, i should have been writing it this way in the first place.
Even though i have to say the one you changed it into now also sounds pretty cool and interesting ^^
Well, I think it's fair that it's relatively strong because the perk has a lot of conditions and weaknesses.
Weakness
- Can be cleaned before any generator is completed (perk does nothing).
- Survivors affected by this Hex Perk can do generators and prevent other survivors from getting affected.
- Survivors who repair alone will make this perk very ineffective because this perk is affecting one survivor per generator.
Conditions:
- Survivor(s) must complete a generator.
- Totem cannot be cleansed.
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@Desh said:
When you say see, do you mean like legit can't see? Or just aura readings. If it's the first option, way to OP.
You cannot see further than 24 meters around you, it's literally just darkness beyond that point.
However, I think it's fair because the perk does nothing at the start of the Trial and it can be cleansed before it even activates. Even worse, if survivors complete generators alone, only one survivor per generator is getting affected by this Hex Perk. If affected survivors do generators, they are doing other survivors a favor by preventing the Hex Perk from affecting them (if they aren't already affected).
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@PlantCollector said:
I really like the idea. I have a question: Is the view limitation active as long as the hex persists? Because if it is i think it would be a bit too strong ^^
https://forum.deadbydaylight.com/en/discussion/comment/1154681#Comment_1154681
I think 60 seconds sounds a bit long in my opinion but thats just me. Overall it's a great idea :)
I decided my first iteration was a bit too strong for a Hex Perk. Typically, I design Hex Perks to be OP because they are extremely risky to use, but I feel like I went a bit too far with this one. π
Here's my new iteration of the perk!
Hex: Black Light
You have a Hex that punishes progression.
When a survivor completes a generator, that survivors will be engulfed by darkness. Survivors engulfed in darkness cannot see further than 24 meters (was 16 meters) around them.
When a survivor affected by Black Light repairs a generator, they suffer from the Oblivious status effect. Once they stop repairing the generator, the effect persists for 3/4/5 seconds.
The Hex effects will persist as long as the related Hex totem is standing.
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@snozer said:
They changed the breakable wall at the shack.
Says it all. They are going to "adjust" all loops with the breakable wall, with the wall in mind so it does nothing.
Something is better than nothing and it gives the map a more interactive feel for both roles. π
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@MamaEagle said:
So I play a variation of characters, and let me tell you Nurse is my favorite... If you couldn't tell already from the post and the profile setup. However there are some things that really "grind my gears" with this game that aren't even in the slightest related to survivors at all.
For any of you who were first learning Nurse, I can say from experience and the bottom of my heart that the Yamoaka Estate is a joke. Many agree no matter who they main, and before we start on hiding survivors... No that is not what I mean, I mean the damn rocks and statues that when you go to blink across the map, stop you right where you stand while you basically remain motionlessly and have a seizure. It boils my blood especially because that map is so large and dark that if not pressured properly, you might as well go in a corner and let the survivors just play mechanic simulator.
I've also come across several other issues with corners and stairs. Now I know not all collidables in the game are hollow or short enough to teleport through (blink, teleport, tp, flash... Whatever you want to call it) however I've noticed on the map; "The Game" that I kept getting stuck on various metal cages and even a pallet... I'm still to this point in time lost at how I couldn't teleport behind a pallet, it's not like I was staring at my own feet, believe me... As pretty as they are, I'm a little more competent than that. Not to mention that when I swing after a blink and basically jerk my thumb stick or mouse (I play on Xbox and PC) it will lead me to a hit that in all honesty I shouldn't have landed given my spazzy reflexes.
I'm not asking for criticism or advice. What I would like to know is... What have you as nurse mains or people who enjoy playing nurse have come against and seen that just really made your eyes pop out of your head in disbelief?
Okay, at one point (if it's fixed), The Sanctum of Wrath had a lot of bugged zones. π
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People don't like the toolbox changes because they treat them the same as before and expect the same results. Toolboxes are like a budget BNP, you get a chunk of repair progress within a short amount of time.
Try using toolboxes when you're racing against the killer. The extra speed it gives you will allow you to complete the generator before the killer can stop you. π
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@NullEXE said:
https://forum.deadbydaylight.com/en/discussion/comment/1153566#Comment_1153566
Don't twist what i've said to just to try and manipulate the discussion. Don't die then. Finish the rest of the gen's and escape like your supposed to. You're not entitled to a free win mechanic like the hatch. The hatch penalizes the killer for doing their objective well.
I didn't say anything about me being Entitled to a free win mechanic, please stop putting words into people's mouths. All I'll say is no one is entitled for anything until the scoreboard tells you what you're entitled for. π
Back to the topic now:
It goes both ways, the EGC sometimes punishes survivors who do very well.
Completed all generators, but my teammates used a key that ultimately caused the killer to close the hatch and initiate a 2 minute timer. If the killer was smart, she would've phased between the two focal points and catch me in the process of opening an Exit Gate. However, she for some reason, made this process look very difficult and by some miracle, I escaped.
Here's another one, I three generators by myself because my teammates kept feeding a camping killer. Eventually, the camping killer downed and hooked my entire team, which eventually lead to the killer imitating the EGC and getting me killed. So, I was the only decent survivor punishing the killer and I'm given a 0% chance (unless the killer severely messes this up) to survive.
I could care less about having odds stacked against me, I believe it should be hard, but don't make my odds impossible because no one likes to have their time wasted, especially when they feel like they deserve at least a chance.
RM just makes this worse, and should just make the last survivor the Obsession. π
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@PatBrutal said:
https://forum.deadbydaylight.com/en/discussion/comment/1153507#Comment_1153507
My apologize, the way you asked your question it sounded like this was recently implemented, this is why I wrote that. To answer your question, this change was adjusted during the development of the EGC.
Prior to the EGC, Survivors had an infinite amount of time to open a gate or find the hatch (when the hatch could not be closed). With the addition of the EGC, Remember Me wasΒ proven to be more oppressive for Survivors (especially as the last Survivor in the match when the hatch has been closed). The change was implemented to help reduce some of the pressure on the remaining Survivor/s in the situation where the Exit Gates have not yet been opened but the EGC is underway and the Killer is defending the Gates.
Hey Patricia, couldn't the sole survivor become the Obsession after the killer closes the hatch?
That way, the last survivor won't be completely screwed if they are forced to open an Exit Gate when the killer has RM (they are the Obsession).
About the other things you mentioned, the EGC doesn't start until an Exit Gate is opened. Therefore, I don't believe RM will be a problem in that situation when the survivors already opened the Exit Gates and can leave at free will. If the killer camps an Exit Gate, they are giving up pressure on the other Exit Gates and if say, there's more than 35% on the EGC, the survivors can easily get out. If you still believe RM is too powerful, then that's okay, it should be more powerful than a typical killer perk because the killer sacrificed a perk slot for the late game. π
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@ImJustABeeBro said:
I love the idea but also itβs sounds super op i would suggest adding a timer.
The Oblivious effect will last for 40/50/60 seconds and the range across all tiers is 24 meters. π
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@mithrios said:
https://forum.deadbydaylight.com/en/discussion/comment/1153686#Comment_1153686
A perk with just :"You recover exhaustion while running atΒ 30%/40%/50%Β the normal recovery speed" would be very OP
the only thing that i would change is add a timer to avoid any abuse
Try To Cacth Me :
When you receive a hit from a killer basic attack, the sprint lastΒ 1.5Β seconds longer.
Try To Cacth Me has a countdown of 100/80/60 seconds
If you recover exhaustion while running at 50% the normal running speed, that means the survivor will have to outplay the killer without an exhaustion perk for at least 80 seconds.
I believe if the killer cannot catch the survivor then, they deserve to be punished in my opinion because they were given ample time to win the chase. π
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@mithrios said:
Try To Catch Me :
When you receive a hit from a killer basic attack the sprint last 0.75/1/1.25 seconds longer.
Thoughts?
Seems like a great idea, but let's add more cream to the deal here:
Try To Catch Me :
When you receive a hit from a killer basic attack, the sprint lastΒ 2Β seconds longer than normal.
You recover exhaustion while running at 30%/40%/50% the normal recovery speed.
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@ImJustABeeBro said:
https://forum.deadbydaylight.com/en/discussion/comment/1142244#Comment_1142244
Oh no the killers tiers up like Michael
Oh, okay, then I'm completely on board with your idea then! π
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@LetsPlayTogether said:
So the time needed to point couldnt be used to exit normally? LOL
Sometimes you need to play it safe rather than sorry, it did cost me the game one time where the animation prevented me from crawling out and the EGC sacrificed me. π
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@NullEXE said:
https://forum.deadbydaylight.com/en/discussion/comment/1152015#Comment_1152015
If you already lost, then just die. The entire hatch mechanic was implemented because survivors were taking the game hostage when they lost.
If you lost, you lost. If you failed your goal to keep others alive so that you could achieve your goal to complete all the gens to escape. You. Lost.
You are not entitled to a hatch, and you are certainly not entitled to a gate.
I don't even care about end game perks like NOED, Blood Warden, or Remember Me. They suck against good survivors. Not even a problem for good survivors. I'm just calling you out on the obvious entitlement your writing, and if your ignorant to your own entitlement - then you need to work on that.
If your only option is to die, then something needs to change.
Survivors shouldn't have to point at a hook because both Exit Gates spawn on the same border wall. The same applies to killers giving up because both Exit Gates spawn on opposite sides.
Before you say, the killer won and deserves a free 4K, we don't know HOW he won. I could be the best survivor on the team and still lose because my teammates DC'd or fed a camping LF.
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@bendermac said:
Really? I mean REAAALLLLYYYYY?
Try this out for yourself on the new map. You can hide in them, perfect for Blendettes, and you're completly invisible. Just don't move and the Killer wont see you at all.
Who's bright idea was that?
I actually like this, it's different and adds more things for survivors to do in a chase.
It's like a locker, the survivor runs around the corner and they suddenly vanish. You have to use context clues to find where the survivor is at, and if you are lucky, you will figure out that they are in a locker.
In the pictures I seen, just check the nearby bushes, it only takes a few seconds to see if collision gives away their position. π
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@Hoodied said:
I like all of it but how the White Meter during EGC works
I'd prefer it to heavily reduce how delayed EGC is, sorta like 2x the amount the grey meter does, it may still be very slow but it still will make EGC threatening after the RBT is off the survivor
Well, that's already the case with my suggestions. π
If there's less than 5 seconds on the EGC and you receive a RBT, getting it off will just unpause the EGC and kill you instantly (unless there's a box within 5 seconds to an Exit Gate).
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@ManΓaco_da_garrafa said:
https://forum.deadbydaylight.com/en/discussion/comment/1148704#Comment_1148704
They changed it bc the old HT would completely shutdown sabotage, and the whole point of sabo changes is to bring it back for solo players to have something else to do other than gens.
Hangman's Trick didn't stop sabotage, it just gives the killer an early warning on what hooks to avoid. However, smart survivors would just follow the killer to whatever hook they want to go for and sabotage that one. The killer can't change hooks when they committed to one already, so they are forced to make a trade.
Sabotaging a hook costs the survivor the following depending on the situation.
Positive Trade:
Slugged Survivor + 1 Health State Damage + 1-2 Survivors Repairing
Negative Trade:
Escaped Survivor + 1 Health State Damage + 2 Survivors Repairing
OR
Escaped Survivor + 0 Health State Damage + 2 Survivors Repairing
Hangman's Trick doesn't prevent sabotaging when survivors play it smart and force the killer no choice but to commit to a hook. Therefore, I believe Hangman's Trick should have increased aura reading and replace the visual notification with something else.
Hangman's Trick:
When carrying a survivor, all hooks within carrying distance will reveal auras of survivors within 12/14/16 meters to those hooks.
Survivors suffer from the exposed status effect for 45 seconds after they sabotage a hook.
If you read carefully, I said... all hooks within carrying distance which means you won't see survivors across the map if they are near a hook. Only hooks that you can potentially be used will reveal auras of survivors. There's no point in showing the aura of a survivor near a hook across the map when there's no way you will be able reach that hook.
The exposed status effect gives the killer the ability to drop the carried survivor and try to get the saboteur quickly. π
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1150495#Comment_1150495
I see. Well, there could be something I'm missing, but when you put it like that it sounds fairly reasonable. I see where you're coming from now π
Thanks Fibi Wiby! π
I believe you understand everything, it's not bad when you look at every scenario.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1141220#Comment_1141220
I wasn't forgetting about the passive timer's activation conditions, I just wasn't sure it was necessary in the first place. Part of the problem was that I had the impression that the default timer currently is less than two minutes and you had just increased it across the board, which was an assumption I made without looking it up, so my mistake. I would recommend including the fact that the current timer is 2.5 minutes in your OP, though, to avoid such confusion.
Also, you say this will make it easier for the devs to make adjustments to the RBT. Just out of curiosity, what kind of changes are you imagining that this might enable?
There's a lot open for the developers because they can make changes without fear of forcing RBTs killing survivors who didn't have the chance to search boxes:
- RSN2 as basekit
This will cause survivors either waste time or wait for their RBT to active to see auras. If they wait for their RBT to active (they or someone powers a generator), they will likely be under tremendous pressure because they have to search, at basekit, 4 boxes within 2:00 (since they likely had the time to recover from being hooked or downed).
Therefore, survivors doing generators instead of wasting time will have a pretty high mortality rate alone. Now, imagine if you used Tampered Timer, which reduces the active timer by 0:30 and gives the active timer a total duration of 1:30. We're talking about needing great RNG on your side or else, it's game over.
Keep in mind, this only happens if they DON'T get the passive timer. If you treat the RBT seriously, you won't be under a lot of pressure because you probably got a head start or received a passive timer from being hooked while your RBT activated.
- Increase base search time
- Skill check success and bonus zones are reduced when a survivor with an active RBT is searching a box
We can have this or RSN2, since if survivors do generators, they are severely punished by the RBT because they won't get a passive timer. You only get the passive timer if a generator activates your RBT when you been hooked or downed within the last 15 seconds.
We can safely make changes without fear it will kill people who genuinely couldn't search boxes. So, if you're hooked and a generator activates your RBT, you're fine, you won't be killed by the combos I mentioned above because you are given extra time to search boxes. π
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@Jackel said:
Why have a feature in a game if you have a 4 percent chance to get off. It is useless.
So many players have wiggled all the way only to get on a hook anyway.
And on top of that the wiggle feature tears up a PlayStation controller.
I think the wiggle feature should be giving a remake , percentage should go up were it is worth wiggling to get free so that the survivor have more than a 4 percent chance , which by the way who ever came up with that is well an moron.
There nothing to gain for the survivor except on a hook after all the wiggling and now there controller is damaged....
I have heard of story's of players hands having blisters on them, to this is the 4 controller I have bought it is senseless for devoted players to DBD to go threw this torcher...
Any of the other players have anything to add?
Wiggling is not suppose to guarntee an escape, it is just there to prevent the killer from carrying to the basement.
However, if you want more bang for your buck, try Tenacity and Flip-Flop combo. Tenacity allows you to position yourself further than 8 seconds from a hook, and Flip-Flop shaves off 8 seconds from the wiggle meter, roughly. :)