NMCKE
NMCKE
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@arcnkd said:
https://forum.deadbydaylight.com/en/discussion/comment/1145063#Comment_1145063
Information such as "we looked at implementing X, but discovered that doing so would likely cause Y and Z and isn't something we want to happen." Something simple like that; not a breakdown of their "classified" information. Instead we get silence for months on end; and a "feedback" forum that really is just another companies' "go vent here while we ignore most of it" forum.
I wished things were as simple as you want them to be, but sadly, things have to be taken slow. Perhaps, on the next Q&A they do soon (I'm predicting they will), you could ask a question about the solo survivor and SWF gap, if it relates to the topic, through. ๐
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@Rezblaze said:
Why do killers tunnel?
It would be foolish not to. It's the Killer's only form of permanent pressure. While the Survivors just by doing their objective gets permanent pressure without harming the fun of the game, for the Killer to gain any sense of permanence, they have to focus down one person and make the game unfun for them.
So what's the problem? Obviously it's a pressure problem but it goes a bit deeper.
The problem is that the goals are not the same. The survivor's goal is clear and concise; repair gens and escape.
The Killer's objective? What constitutes a "win"? Killing one? Killing all? Blood points? Emblems? Even lore seems to contradict the best form of pressuring (tunneling and killing early) with what the Entity wants (causing as much pain and misery as possible, prolonging trials).
Pressure should make matches more tense, not make them a slog to finish. The Killer needs an objective that has permanence.
I've been playing with a proposition to reduce these issues or eliminate them entirely. A rework on the Killer's objective of sacrificing.
Here is what I propose:
- Instead of hooks killing survivors, hooks act as a tally for the Killer; for each hook the Killer makes, he feeds the Entity's hunger and fills a meter.
- Survivors will no longer die on hook and no longer have to Struggle during the Struggling Phase.
- Each survivor can fill a portion of this meter twice, but after reaching the Struggling Phase, they are 'expired' and cannot provide anymore progress on the Killer's meter.
- When the meter is full, the Entity bellows, and the next hook the Survivor receives will kill them instantly. If a Mori offering was burnt, the Killer can bypass the hooking process and kill them outright.
- All generators are slowed by 25%, which increases by 5% each time the Killer makes progress on the Killer meter (AKA every fresh hook). At around 5 hooks, the survivors begin to gain generator repair speed as the Killer gets closer to meeting his goal and being able to kill all of them.
- Hooking an expired Survivor will reduce the generator repair speed back to -25% regardless of current progress, incentivizing rescue of expired survivors to draw out ones the Killer has not freshly hooked yet.
- If all four survivors are hooked before the meter is filled, the Entity will free all survivors, granting them Endurance for 15 seconds and 25% healing for 30 seconds to recover. The Killer will gain a permanent buff for doing well; a 45% slowdown reduction on missed or successful hit animations (So during the cleaning animation you're 45% faster while moving).
I think using this system would have many benefits. For one, it directly opposes Tunneling and Camping as a tactic, as the Killer gains nothing from Tunneling a single survivor except what he can offer. You also can't camp and wait for the timer to expire, as the survivor won't die on hook until the Killer feeds the Entity's hunger through pain and misery (which, additionally, is lore friendly to the Entity). It changes a lot but doesn't change the ultimate gameplay mechanics, only the Killer's ultimate goal with a few balancing changes thrown in. Furthermore, the match pace is now determined by how well or how poorly the killer does, allowing more play time between survivor and killer and avoiding deaths on hooks that interrupt the Survivor's fun while being chased around by the Killer. It extends match length and gives us a better experience overall.
I think utilizing this would solve most of the toxic issues we have, as both sides have a clear goal, rather than one side having a clear objective and the other having a vague idea of what they're supposed to do. It makes it still asymmetrical but similar enough so that they play off each other better.
We need a solution to these issues. It's making everything toxic and unfun. But we can't keep putting bandaid fixes. We can't add ten or twenty seconds to gens and except tunneling to stop. We need to rethink the mechanic that put us in this position.
I really like your idea, I'll share it with the other Trusted Members! ๐
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@Gcarrara said:
As far as i'm aware there is no change planned for moris. So not sure where this came from. Please trust only official sources, or you might get disappointed / hyped for something that is actually not going to happen. ๐
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@Gcarrara said:
As far as i'm aware there is no change planned for moris. So not sure where this came from. Please trust only official sources, or you might get disappointed / hyped for something that is actually not going to happen. ๐
Hey Gcarrara, I can't find the quote, but Peanits, although he didn't confirm it, implied that a change to Ebony Mori is coming โ they just didn't have enough time / priority wasn't in their favor.
I'll keep you updated if I find his quote.
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@arcnkd said:
https://forum.deadbydaylight.com/en/discussion/comment/1145028#Comment_1145028
A lot of problems could be lessened if the Dev team would just, you know, take a moment to put out a news post pretty frequently explaining changes they looked at and reasonings they did not get implemented - instead of just silence as per industry standard. That and a down-to-earth approach at talking to your players instead of this faux-professionalism: getting real when discussing things, explaining that certain changes (slower gen speeds; more stealth-focused gameplay) will never make it into the game because you as Devs do not want the game to actually play in that manner (horror survival), but want the current game (cat-and-mouse, light-hearted, minimal anxiety/tension/stress - aka "engaging" in their terms) instead of the usual "we hear your feedback and are looking into it" HR BS.
This is because the developers can't just tell you everything, information is classified. ๐
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@TAG said:
Basically, there would be a number icons to denote what an individual Survivor may be doing at the time. Like, for example, a gear or a wrench could mean a Survivor is on a gen, and a medical cross means a Survivor is in the process of being healed/healing themself. You could have lots of icons for Survivor actions such as gen repair, healing, sabotaging, breaking totems, being chased, etc. This would allow solo Survivors to have some idea of what their teammates are doing without comms (even if it won't have as much info as a team on comms). Obviously, these icons would only be seen by Survivors; Killers would not be able to see them and would just see the same info they currently have access to.
I think putting this in the upper-right corner would be doable without creating too much clutter. But if people think it would be too messy, maybe it could baked into the current Survivor HUD (again, only Survivors would see all the different icons; Killer would only see the health status of a Survivor). Instead of having an icon for an injured Survivor, maybe whatever icon is currently displayed could be white if the Survivor is healthy and red if the Survivor is injured.
The intent of such a system would be to try and put solo Survivors on a closer level to SWF so that it would be easier to balance the overall game without worrying as much about how an individual balance change would impact solo Survivors and SWF differently (though obviously you would still have to consider that to a degree when balancing things).
One of the few things developers consider when attempting to bridge the gap is how much information are we giving survivors here? Will it actually work as intended?
Another thing, something minor and could care less about, is that SWF will also get this information as well. It could in theory, help them become more organized, but I think your suggestions outweigh the negatives. ๐
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1144949#Comment_1144949
I've said before to others do NOT make RSN.2 base. It'll just force higher rank survivors onto a generator, which is the exact opposite if what we want.
My personal findings are that a trapped survivor will not be on a generator, unless they're stupid or have a death-wish, so you can largely ignore them and focus on the other people who should still be on those generators.
If a trapped survivor does generators, here's what you're getting:
- Pressure, they are on a timer now.
- Add-ons such as Tampered Timer, Jigsaw's Sketch, and Gears will make RBTs very difficult / time consuming to remove.
- If they are interrupted, they will likely die depending on how many boxes they need to do.
- If they complete the final generator, any trapped survivor will be good as dead because you can open the Exit Gates. The EGC will just kill them.
- [If my idea is implemented] Since they likely weren't hooked or dying in the last 15 seconds, they will have 2:00 to remove the RBT (free Tampered Timer). This is without add-ons.
I remember getting a free 4K because survivors did generators trapped and they couldn't leave before the EGC expired. ๐
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1144739#Comment_1144739
I was thinking that it was if the trap hasn't turned on after a certain amount of time it activates, which would be much stronger.
Rules Set NO.2 (RSN2) could be made basekit, then we rework RSN2 to cause the RBT to activate immediately. ๐
I like your suggestion!
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1144132#Comment_1144132
Seeing too many people run around freely and working on generators with not a care in the world. The trap is a joke. It's a temporary inconvenience outside of specific add-on combinations.
That being said, I'm largely fine with where the RBT is at the moment in terms of power, and feel that the rest of her kit should be looked at. Especially with the introduction of Ghostface and his clearly superior crouch.
The situation you're describing, survivors who do that will be under tremendous pressure.
When a generator activates their RBT, the game will make a check: Has the survivor been hooked or dying within the last 15 seconds?
If the statement is true, they get 3:00, but if it's false, they get 2:00. ๐
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@PigMainClaudette said:
This whole "passive timer" idea is a good idea to add pressure to afflicted survivors and make the RBT less of a joke.
I still think that Pig can easily become a top-tier killer, or at least rival Ghostface with a few number tweaks in every other part of her kit, though. Buffing the consistent parts of her kit would make her significantly better.
Just curious, what made you like my passive timer idea? ๐
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@Rezblaze said:
https://forum.deadbydaylight.com/en/discussion/comment/1143260#Comment_1143260
An injured survivor does nothing for the killer. It gives them time to heal that they aren't doing a generator, or they just ignore the injury and continue working on gens and pressure the Killer back (And since the Survivor's pressure is permanent, that means far more than an M1 hit). So why are we concerned about an injured survivor? Its not like they have a significant weakness; an injured survivor can still loop a killer well, and completely turn the tide of a match on their own. There are plenty of matches where survivors will straight up not heal and keep pressuring gens.
I mean, lets look at all the circumstances required for the Pig to put on a RBT:
- Pig has to find a survivor.
- Pig has to chase, close out loops, and down the survivor, taking anywhere from 15 seconds to 2 minutes depending on if the survivor makes mistakes and the killer capitalizes on the mistakes.
- Pig has to put the Reverse Bear Trap on the survivors head.
- The Pig then has to wait until the next generator pops for the timer to actually start, in which time the RBT is still able to be freely removed from their head without the fear of it going off at all.
- If the RBT does go off and they didn't spend the free time they had searching, then they will have two minutes to get it off *provided they are not in a chase, dying, or on hook*
- The boxes they need are already highlighted.
There are so many factors for a RBT to actually kill a survivor, that its not a concern. There are no 'unfair' deaths from a RBT, I mean, the thing only activates based on something outside the Killer's own control.
So I don't understand why this grace period is necessary. The RBT has rarely killed, simply because of the large amount of required circumstances for the thing to even BEGIN ticking down.
An injured survivor does nothing for the killer.
I was correct, you accidentally skipped this part of my post: Please read this, it's from my original thread.
As you can see, being injured DOES NOT activate the passive timer. The only time a passive timer will active is if you been hooked or dying within the last 15 seconds, basically.
Now, with that settled, you're implying that RBTs aren't lethal at all, but this is where we differ in opinion. We're talking about RNG here, and whenever there's RNG, there's that chance where you are defaulted to dying.
You are not going to have everything in your favor as the survivor, that's not realistic. While there are those times where you get an ample amount of time to remove the RBT (it's not actived); there will also be those where you have to go fast while under pressure. There are a lot of variables to consider here, but I think we can all agree that getting killed over something you have no control over is "unfair". Getting bad variables shouldn't be an automatic death to the survivor or even close to it for that matter (since add-ons can make things more complicated).
Therefore, since those situations exist, we must add a passive timer to give everyone a fair chance, then buff the RBTs in other aspects. We can buff it because any survivor who dies to the RBT will not be from bad circumstances they had no control over. Any RBT kill is their fault โ not because they had to search 4 or 5 boxes.
This means the developers are given more freedom to do whatever the think fits best with the RBTs. Whereas before, they can't because it could mean a lot more survivors could die unfairly.
To repeat, we would need compensation buffs to make this idea amazing. My idea isn't good by itself, that might be why you dislike the idea because you think this is the only change I want for the RBTs. ๐
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/1142770#Comment_1142770
I don't mean this to be rude, but you're either only seeing this from one side or accidentally skipped something. I'll just explain things again and tell you why I believe this benefits everyone.
You say this will take away pressure on survivors, but my idea only takes away pressure on weakened survivors and increases pressure on survivors who got their bearings. Survivors who had time to recover from their weakened state, will have 2 minutes (Active Timer) to remove the RBT while weakened survivors get 3 minutes (Active Timer + Passive Timer).
This gives all survivors a fair chance to remove the RBT, regardless of the circumstances. Therefore, when the developers buff the RBTs, they won't have to worry about survivors dying to them due to unfair conditions.
Keep in mind, fair doesn't mean weak, as the majority of the community likes to think. Something can be strong and fair, if we take the right approach.
After we make this change, the developers can do this without killing innocent survivors:
- Survivors cannot remove the RBT on their first search.
- Rules Set NO.2 can be basekit.
- Increase search time.
- Etc...
- Etc...
The developers are given more possibilities now. ๐
@TAG, sorry to bother you, but what do you think about my passive timer idea? Last I heard, you just told me that you understood the idea I believe. ๐
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@Rezblaze said:
https://forum.deadbydaylight.com/en/discussion/comment/1140782#Comment_1140782
My question is, why are we worried about the power killing survivors?
Sure, its not her main method of killing, its not even a frequent thing. But that doesn't mean she needs to lose her power's lethality all together.
Its her killer power. It should be something that has pressure to it, and while it wastes the survivor's time, that's all it kinda does. That's not to mention that the timer straight up stops within her terror radius.
Idk, I've never seen anyone complain about the RBT killing them, not when there's things like Moris and Myer's Tombstone addons to contend with. In my days playing Pig, I've only seen a handful of RBTs kill survivors since her release. And I mained Pig for a while, when her power was strongest.
I don't mean this to be rude, but you're either only seeing this from one side or accidentally skipped something. I'll just explain things again and tell you why I believe this benefits everyone.
You say this will take away pressure on survivors, but my idea only takes away pressure on weakened survivors and increases pressure on survivors who got their bearings. Survivors who had time to recover from their weakened state, will have 2 minutes (Active Timer) to remove the RBT while weakened survivors get 3 minutes (Active Timer + Passive Timer).
This gives all survivors a fair chance to remove the RBT, regardless of the circumstances. Therefore, when the developers buff the RBTs, they won't have to worry about survivors dying to them due to unfair conditions.
Keep in mind, fair doesn't mean weak, as the majority of the community likes to think. Something can be strong and fair, if we take the right approach.
After we make this change, the developers can do this without killing innocent survivors:
- Survivors cannot remove the RBT on their first search.
- Rules Set NO.2 can be basekit.
- Increase search time.
- Etc...
- Etc...
The developers are given more possibilities now. ๐
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@theArashi said:
https://forum.deadbydaylight.com/en/discussion/comment/1142252#Comment_1142252
In the linked thread with the video one of the devs confirmed that it isn't bannable as bleedout time doesn't pause during the animation anymore.
Who should I trust?
That comment is outdated because I didn't know the developers made that change until @Nurgling7 and @ausanimal informed me. ๐
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@Nurgling7 said:
https://forum.deadbydaylight.com/en/discussion/comment/1142252#Comment_1142252
Except it doesnt. The bleedout timer is the same now. We even have a handy highlight on the bar now to show when its paused.
@ausanimal said:
https://forum.deadbydaylight.com/en/discussion/comment/1142252#Comment_1142252
As far as i know you keep bleeding out even if they spam the mori so how will it last 10 min when the bleed out timer is 4 min, if they do it while ECG is active there is still a time limit and you will die in the end.
I'm pretty sure they changed the bleed out timer to keep counting down due to people mori spamming and lasting like you said 10 miin but correct me if i'm wrong, If i'm right about the bleeding out timer still counting down if a killer stands over someone just to watch them bleed out and die is that bannable?
Everyone is different when it comes to that i.e a killer could have someone follow them around the whole match clicking the flashlight non stop and trying to blind them when they get a chance even when the killer is doing something else just to troll the killer, but i guess that is fine for a killer to have to put up with that for 5-10 min.
If they changed the bleed-out timer to not get paused, then I apologize for giving misinformation.
I thought it was still like that and the only way you could leave the game was to wait 5-10 minutes or DC (if you can't afford to waste that much time). ๐
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@ausanimal said:
https://forum.deadbydaylight.com/en/discussion/comment/1142218#Comment_1142218
So a killer spamming a mori is bannable because it's consideredย unsportsmanlikeย behavior, but survivors doing unsportsmanlikeย behavior for the whole match is fine. If they are going to ban killers for that then they need to have it for survivors to or they are just telling survivors they can play the game unsportsmanlike as much as they want and its fine?
This is different, the killer can do this with the intention of wasting your time. If you're unlucky, you may get a killer who spams their kill interaction until you die by the EGC.
This can be as long as 5-10 minutes and it's completely unnecessary because the survivor is forced to waste their time for a petty killer.
That's why extended spamming is considered bannable.
Also, what type of unsportsmanlike things do survivors do? ๐
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@ImJustABeeBro said:
Killer: The cosmos
a lovecraftian horror pulled from the void.
Height: Tall
TR: 30 m
Speed: 4.4m/s
Power: The Dying Star
a Charge AOE that goes by 3 Tiers
has a 5 m radius and has a 2 second charge
to gain Tiers the Cosmos must use Mind Stealer a sprint attack. when a survivor is hit they drop sanity (2 sanity = 1 tier)
:Note you start with tier 1
:Second Note while in the charge state speed is decreased by 10%
: Third Note if a survivor is hit by the AOE they will dimly glow red to indicate they been hit so you know when the debuff is active
Tier 1 Any survivor hit within the AOE will suffer a random debuff (expose is not in the random pool) Debuffs last 30 seconds
Tier 2 AOE now inflicts 2 random debuffs (expose is now possible but very very low chance) debuffs last 45
Tier 3 AOE can now cause survivors to go into the injured state. Still 2 Debuffs and last 60 seconds.
AOE is brought down 3 m and if used get reset to tier 1
Perks
: Return to Your Maker.
a obsession perks that stacks up to 4 and require you to hook your obsession, after the hook a new obsession is chosen. If the last obsession dies lose 3/2/1 token.
that grants a 2/3/4 degree increase in FOV and increases movement by 2/3/4
bloodweb Rare, Very rare, Very Rare
: The Voids Grasp
after hooking a survivor the killer has 30 seconds to kick a generator resulting in the generator being Blocked by the entity for 20/30/40 seconds. 20-30 second cooldown is applied after kick.
Bloodweb uncommon, Rare, Very Rare.
Note: regression doesnโt take place unless regression perks are used such as Pop, Ruin, Surge, etc are in play.
: The Coming End
Hex perk while the hex is active any survivor unhooked suffers the broken effect for 30/40/50 seconds
Bloodweb Uncommon, Rare, Rare
Survivor: Richard Manson
Perks
: A Ray Hope
When after unhooking if the Killer is in a 3-5m radius the killer is blinded for 2/3/4.
Bloodweb Rare, Very Rare, Very Rare
: Undying Loyalty
Uncommon, Very Rare, Very Rare
a Survivor is โobsessedโ with another survivor which revels their aura to you. Being with 10m area of survivor for 45 seconds grants a token which goes up to 3 and the death of your obsession results in the lost of 1 token.
Tokens grants 3/4/5 increase in generator repair and healing of your obsession by 20/25/30%
Note: unhooking your obsession grants a token
Purifiction:
clean Totems 15/20/25% faster.
Bloodweb
uncommon, uncommon, Rare
Well hope you guys like if you think anything needs a change / nerf lets me know!
I like the idea, you did a great job with the perks and killer power!
Just something I wanna point out, if the survivor is in tier 3 and they wait out the debuffs. Couldn't they heal back to full health and stay in tier 3 instead of getting rid of their tiers? Getting rid of tiers would allow survivors to gain more tiers and thus, gain more debuff when you regain tiers.
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@Rexis said:
Would Really appreciate if any of the Community Managers/Devs comment here to let us know if that's a ban-able offense or its okay for a player to behave this way and spoil the game for others? at least I would know if I should continue reporting him or just dont bother and move on?
I don't have enough time to watch the video, my apologies, but I can tell you this about spamming the kill action.
If the killer spams it for a prolong period of time or spams it until you are killed, then it is bannable because it's considered unsportsmanlike behavior.
However, if the killer does it a few times to scare you or show you they have the ability to kill you, then it's not bannable.
I do agree with OP, once you press the kill interaction button, you shouldn't be able to cancel it. ๐
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@brokedownpalace said:
No.
This here, a bad killer games is like 10 bad games for some people.
Heck, even I get bullied, but that's because I likely made a lot of mistakes on a killer I don't play. ๐
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1141086#Comment_1141086
Right, got it. So now that we're on the same page, may I ask what the rationale behind introducing a passive timer was? Because I would have thought that people already die from the traps so rarely - it happens, but it's unusual - that adding extra time for them to try to get it off seems like an unnecessary nerf to the killer.
There are good reasons behind adding a passive timer:
Weakened or disabled survivors are given more time from the RBT to recover, which means we can make direct changes to the RBT without worrying any survivor are put into an unwinnable situation over something they couldn't control.
Also, since you're implying the passive timer is all bad, you forget the part where if it doesn't active (survivor wasn't recently hooked or downed) then trapped survivors will have a shorter timer. The passive timer is skipped.
Direct changes can be making RNG more in favor of the killer.
Having the RBT activate after the Exit Gates are powered on (we will also have to pause the EGC when there's a RBT in play to make this happen).
Heck, we can increase the search time to make RBTs harder to remove and waste more time.
We don't have to worry about the RBTs becoming too lethal when survivors are given plenty of time to search boxes now that there is a passive timer. ๐
Long story short, this change gives the developers more freedom with changing the RBTs.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1140756#Comment_1140756
So the passive timer only starts if the survivor's trap is activated while they are either dying or hooked, or were recently dying or hooked, and if not then it just goes straight to the active timer. Is that correct?
That is correct Fiby Wiby! ๐
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@Rezblaze said:
https://forum.deadbydaylight.com/en/discussion/comment/1140756#Comment_1140756
I feel like this is overly complicated for a killer that's already gimped of her lethality with her power.
I don't know if you're saying this is a bad or good idea because you're just saying my idea is complicated and that's it.
I'm just going to take an educated guess and say you don't like this idea because you believe it's not necessary.
However, my counter argument is that adding this idea opens new doors for buffing the RBTs.
- Since we added a grace period for survivors who are weakened or disabled, this means we can make direct changes to the RBT without worrying about killing those survivors.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1139381#Comment_1139381
But why wouldn't the passive timer activate if its only activation condition is the completion of a generator?
There are two timers: Passive and Active.
Once the RBT is activated by a generator, the first timer, the passive timer, will begin to tick down to 0 seconds from 1:00.
The active timer, will immediately start after the passive timer reaches 0 seconds.
The only thing that separates the passive timer from the active timer is that the passive timer is skipped when the trapped survivor, upon their RBT becoming activated by a generator, wasย NOTย dying or hooked within the last 15 seconds.
Therefore, if the condition for a passive timer is not met, the RBT will instead begin its active timer.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1139676#Comment_1139676
Hm...this...is an interesting angle to approach. What this does, if I understand it correctly, is take some pressure away from Survivors who are either still on the hook or were just unhooked when the timer starts (by not fast-forwarding the clock to 2 minutes and counting when the gen pops) and instead puts that pressure onto the Survivors who have had a fair chance to look for boxes when the timer starts (by making it so their timer starts at 2 minutes when the gen pops). So the Survivors who didn't get a fair chance to start looking for the Key gets a little extra grace period, but the Survivors who had a fair chance but didn't take it now have a fire lit under them. Does this all sound about right?
You nailed it TAG, I think I finally hit my mark with the passive timer update for RBTs.
However, keep in kind this doesn't work with chases, I decided against it because it will just be abused and worst case scenario, the killer is just wasting the value of her RBTs by chasing a trapped survivor. ๐
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1139647#Comment_1139647
I meant comparing your latest revision of the RBT vs. your past revision, not your latest revision and the live version. My apologies for not being clear.
Previous Version
If the survivor isn't dying, hooked, or being chased, the RBT's active timer of 3:00 begins to tick down to 2:00. If the survivor perform any basic action such as repairing, healing, cleansing, and etc. the RBT timer will immediately drop to 2:00.
If a generator is completed, the RBT's active timer of 2:00 begins to tick down to 0. If a generator has been completed while the active timer is above 2:00, the active timer will continue to tick down once it reaches 2:00.
Once the active timer reaches 0 seconds, the survivor dies.
Once all generators are completed, any RBT used will be immediately active.
The EGC will pause if any survivor has a RBT.
Reworked RBT
If a generator is completed when the survivor was dying or hooked within the last 15 seconds, the RBT's active timer of 3:00 begins to tick down to 0.
If a generator is completed when the survivor wasย NOTย dying or hooked within the last 15 seconds, the RBT's active timer of 2:00 begins to tick down to 0.
Once the active timer reaches 0 seconds, the survivor dies.
Once all generators are completed, any RBT used will be immediately active.
The EGC will pause if any survivor has a RBT.
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@TAG said:
Could you kindly explain the difference(s) between your current revision of the Reverse Bear Trap mechanics vs. your previous iterations? It'd be easier for me to get a feel for this one if there's a side-by-side so I can see how it's changed.
Crouch movement speed changes I am on board with, and I'm down for the ambush auto-grabbing anyone who is occupied.
Current RBT
If a generator is completed, the RBT's active timer of 2:30 begins to tick down to 0.
Once the active timer reaches 0 seconds, the survivor dies.
Reworked RBT
If a generator is completed when the survivor was dying or hooked within the last 15 seconds, the RBT's active timer of 3:00 begins to tick down to 0.
If a generator is completed when the survivor was NOT dying or hooked within the last 15 seconds, the RBT's active timer of 2:00 begins to tick down to 0.
Once the active timer reaches 0 seconds, the survivor dies.
Once all generators are completed, any RBT used will be immediately active.
The EGC will pause if any survivor has a RBT.
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@Fibijean said:
I don't understand the distinction being made between the active and passive timers. From your description for the passive timer, it sounded like it took the form of a 60-second grace period if the survivor was hooked or downed when their trap activated, but then you said "If a generator is completed, as long as a survivor isn't in a chase, downed, or hooked, the RBT will begin to use up the passive timer first, then start on the active timer", which makes it sound like the passive timer applies in any case. So what exactly is the passive timer's activation condition?
Fibi, you just said it:
"If a generator is completed... the RBT will begin to use up the passive timer first, then start on the active timer" ๐๐ค
If the passive timer doesn't activate, the RBT will just start on the active timer after a generator is completed.
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Survivor
Courage: Repair a total progress of 20%/30%/40% within 32 meters to the killer.
Last Stand: When both Exit Gates are closed, open the Exit Gates by a total of 30%/40%/50% during the EGC as the last survivor.
Killer
Revenge: Damage a survivor as they stun you with a pallet 1/2/3 times.
Pressure: Down a survivor when another survivor is hooked 1/2/3 times.
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@Foxfire47 said:
I find killer to be a lot more fun since the gameplay is better and there are many unique moves from killer. Playing survivor is the same no matter which character you choose. Yeah, there are perks but they work on any survivor. Different killers with different powers and play styles definitely keeps gameplay fresh and fun.
Playing as survivor you basically do the same thing almost every game with just doing gens, breaking totems. etc. With Killer you can mix up your tactics depending on the survivors you go up against. Also with survivor you have to rely on three other people to get their jobs done but as killer, you only rely on yourself.
Summed it all up for me, and to add on, I believe you will have your worse moments playing survivor because your teammates can dictate your life.
You can get killed by NOED when you cleansed 4 of 5 totems because your teammates didn't help you cleanse the 5th totem.
If you get unlucky, the killer can just take you out of the game instantly if they decide to use an Ebony Mori or want to camp you at 1st hook, 5 generators.
Stuff like this makes survivor less and less appealing to me.
As killer, you can't get camped nor need to rely on your teammates. If you're good, you will have a decent time more often than you would playing survivor. ๐
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@Almo said:
https://forum.deadbydaylight.com/en/discussion/comment/1116864#Comment_1116864
The DLC team is not the team that deals with game changes, so that's not what's happening.
We make opportune changes to reduce the gap when they arise, such as the Kindred buff. But the main thing we do is ask ourselves when putting in new stuff, "Does this widen the gap?" If it does, it won't go in unless there's some great benefit that outweighs that cost. So a lot of our work on this subject goes unnoticed because it's happening behind the scenes.
If I may be so bold (and sorry if this isn't my place to say), but why force solo survivors to sacrifice perk slots to close the gap? SWF don't need any perk slots to tell their buddies who's the closest and therefore, who has the right of way for the unhook. ๐
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@Seanzu said:
The only issue I can see is that they may have trouble against certain killers Nurse because she can flick to turn around faster than console players are used too, same with Oni, and then they'll probably also go against some substantially better huntress' but I know people who exclusively play survivor on controller and they're some of the best survs I know.
Hey Senzu, wouldn't that be solved by giving consoles higher sensitivity options? ๐
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@FriendlyMate said:
> Late DLC again.
> Make Doctor even MORE frustrating to play against.
> Butcher Hex: Ruin
> Fortnite Battlepass
> No more events
> Slugged survivor sound bug
> Survivor queue times
> Gen speed
> No console KBM support
> In game rank disparities
You knew we were waiting two weeks (like usual) for the PTB patch to spice the game up. Only to release the real release date a day before our expected date to seem as though you were informing us.
Can you not see veterans of the game quitting? We as a community want to help better Dead by Daylight, but honestly we just get the impression that we aren't a priority.
Can we just be happy with what we got for once?
I understand not everything is perfect, far from it actually, but the game has improved a lot over the past years. Give it time, things, unfortunately, don't happen as fast as you may like โ the developers can't just make things happen from thin air.
I don't think it's the developers fault anymore, I believe the community needs to be more patient and understand how game development functions.
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@honestlybaffled said:
Title - are they friggin wizards?
There's a post about the new dlc being released on 10th on the website Gamerant, yet, devs were just "allowed" to confirm that it would not come out "tomorrow".
How the heck these wizards called it one day after ptb came out, thats mindboggling
Even if the leak is indeed correct, the developers can't say so.
However, Peanits recently got the okay to say it's not coming out this week:
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@Saitamfed said:
https://forum.deadbydaylight.com/en/discussion/comment/1133214#Comment_1133214
Well... DC is reportable as well so... bad if you do and bad if you don't do. I guess.
I don't DC or suicide but if, let's say there are no teammate who is going to save me or try to in a minute then I am not going to spend another minute just to check if someone wants to save me. It's just 900 BP. And yes, the situation where I waited 2 mins at hook with no one trying to save me happended to me so I'ld rather move on.
DCing is okay if it's only for emergencies. I won't be banned if I DC once every month because my grandparents needed me to do something halfway during the match or the power goes out since it was storming pretty bad. ๐
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@NoShinyPony said:
https://forum.deadbydaylight.com/en/discussion/comment/1133141#Comment_1133141
Do you know in which thread Peanits posted this?
I'll do you one better: @Peanits
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@NullEXE said:
https://forum.deadbydaylight.com/en/discussion/comment/1133141#Comment_1133141
Multiple gen's go up, but you don't get any hooks all game because you were placed aginst killer that far surpass your skill level so you give up and go afk till you can open the door and be done with it.
BHVR: Report him for afk
Killer players really well, juggling the survivors perfectly to the point they can't finish their second gen
BHVR: It's okay you can suicide, or go afk. That makes sense if your not having fun.
I mean, if you're getting destroyed by the killer and you know for a fact that the game is already over (let's say 2 survivors with 5 generators) then of course, suicide, there's no harm done according to Peanits. ๐
However, if the survivor AFKs or suicides first hook (when the killer got 2 hooks with 2 generator left), that's reportable because they are griefing the game when there's no valid reason to give up. They are simply sandbagging the entire team, if you have to actually leave (
irl situation), DC so you get a timeout rather than a report from multiple players. -
@OtakuBurrito said:
Why allow a person to disconnect when they can instead:
Be farmed by the killer
Be farmed by teammates
Giving free BBQ&Chili stacks
Giving free Devour Hope Stacks because they mange to 4% or another team mate unhooks them
Giving you away when they scream due to infectious fright
Giving you away due to screaming from madness
Giving you away due to iridescent king random addons
Giving tokens of any kind because the person trying to d/c is obsession so they just work with killer to sandbag the team then d/c on hook to give killers 4k
Being penalized as killer b/c someone died near you while you were looking around with BBQ because this counts are close hook proximity
Being hit by legion to figure out where the rest of the team is
Being penalized as survivor for failure to unhook teammates
Being caught out by killer because you're going to save your teammate and take a protective hit and give them borrowed time but they decide to die as soon as you make it to hook
Just to name a few perks of this new system. Seriously, I just love spawning in with 3 people and a bot. Why didn't DBD think of this sooner.
No but seriously when is the old system coming back?
There's this something called THE REPORT SYSTEM that's very useful for getting players who don't participate in normal gameplay (Griefing) to receive their punishment.
However, this doesn't apply to late-game suicides according to Peanits:
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For those who say killers are awful and that the developers are survivor-sided are also the ones who choose to ignore the past patch notes! ๐
- Pallet Vacuum: Huge M1 Killer Buff
- Trapper Update: Killer Buff
- Wraith Update: Killer Buff
- Hag Update: Killer Buff
- Reduced Wraith's Flashlight Burn: Killer Buff
- STBFL Buff
- Brutal Strength Buff
- Sloppy Butcher Buff
- Bitter Murmur Buff
- BNP Reworked: Huge Killer Buff
- Faster Hook & Pickup Speed: Killed Buff
- DS Reworked: Killer Buff
- Exhaustion Nerf
- Healing Nerf
- Various Map Changes: Killer Buff
- Spirit Post-PTB Changes: Killer Buff
- Multiple Legion Changes: Killer Buff
- Pig Crouch Buff
- EGC Mechanic: Huge Killer Buff
- Ghostface Post-PTB Changes: Killer Buff
- Badham Preschool Update: M1 Killer Buff
- Freddy Rework: Huge Buff
- Spies From The Shadows Buff
- Surveillance Buff
- Deer Stalker Buff
- Perk Tier Scaling Changes: Small Killer Buff
- Totem Placement Changes: Killer Buff
- Dark Devotion Buff
- PGTW Buff
- Mettle of Man Reworked: Huge Killer Buff
- Removed Killer Stun VFX: Minor Killer Buff
- Rank Changes: QoL For Both Roles
- Partially Reverted Oni Flick Nerf
- Oni Post-PTB Changes: Moderate Killer Buff
- Demogorgon Post-PTB Changes: Killer Buff
- Instaheals Nerfed
- Killer Loadout Hidden: SWF Nerf
- Balanced Landing Nerfed
- Lรฉry's Update: M1 Killer Buff
- Freddy Oblivious Buff
- Doctor Rework: Huge Buff
- PTB Plague Buff
- PTB Trapper Buff
- PTB Doctor Buff
- PTB Breakable Walls Mechanic: Huge M1 Killer Buff
- PTB Toolboxes Reworked: Tremendous Killer Buff
Also, before someone tells me all the survivor buffs, I wanna go ahead and say that's not the point. I'm showing you this because obviously the developers care about killers and want them to enjoy the game just as much as survivors. I encourage people to make themselves aware of the patch notes before jumping to conclusions.
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@JaviDonatelli said:
They added dedicated servers, temporarily banned the disconnection and improved the health of the game... Would they need to do something else or have they finished fixing the game?
Hello, to answer your question, I can confirm the developers are FAR from discontinuing development (Bug Fixes, Chapters, New Mechanics, and etc.) on the game. As long as Dead by Daylight is supported by the community, I can't see no end to the developers halting their support. ๐
For what I can see now, Dead by Daylight is still going strong! ๐
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@pemberley said:
Youโre damned if you do, damned if you donโt whatever you do. Defend the gen? Those survivors know youโre guarding it and will move on to the furthest one. Chase someone? Well now those jackals know theyโre free to bust out gens. Patrol? Wait for you to leave before humping it all together. Even if you get there and theyโre all right there, they know they have the numbers and the cool down time to just ignore you.
I kick and spit on the gen and move just a few feet away before my hud lights up green and by the time I get back they complete it right in front of my nose.
Killers are in dire need of buffs and survivors have way too much leniency. Especially if Bhvr INSISTS on pairing yellow killers with rank 1 butt buffoons.
I think I see the problem here, you're trying to keep a generator that's giving more problems than it's worth keeping.
You should probably let that generator go because if you're struggling to keep it from getting powered, that's likely a sign of you having a poor patrol pattern. Having a poor patrol pattern wastes a lot of time, sacrificing that generator to improve your control on other generators is the better call. ๐
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@Boosted_Dwight said:
I hope they are! Cross play would be awesome! I do hope they give us options on how cross play works though. Like the ability to turn off cross play between certain platforms but keep others.
https://forum.deadbydaylight.com/en/discussion/comment/1128577#Comment_1128577
It would be awesome to give players to the option to play with PC and console. If people don't want it they can always turn off the option to do so.
I can finally be toxic to my Trusted Members and click my flashlight at y'all! ๐
Please don't kill me :P
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@Rezblaze said:
https://forum.deadbydaylight.com/en/discussion/comment/1123750#Comment_1123750
They would have used the pallet anyway if they were running you to a desolate part of the map. Remember that the distance you make toward the end of the map that has generators completed, that's less pressure you have on gens that are not already done.
If you get ran there, and they drop the pallet, they can now run the tile as normal.
The best option would be to not get into that chase and keep pressuring gens. It doesn't reward you enough for chasing the bait.
They would have used the pallet anyway if they were running you to a desolate part of the map. Remember that the distance you make toward the end of the map that has generators completed, that's less pressure you have on gens that are not already done.
Sorry for the late response, the forums don't give me an easy way to check my threads.
Anyways, on topic, let's say everything you said is true, survivors looped you and Cruel Limits wasn't effective.
Now, there are 2-1 generators left and you destroyed a decent amount of the pallets. This means during the late game, survivors are going to be playing without vaults and broken walls because there's simiply not enough pallets.
As you can see, Cruel Limits gets stronger as the game progresses because survivors are using their resources ever so slightly until they drain all their resources in a specific area. Think about the 3-gen strategy, good killers will force survivors to use all pallets in the area โ this makes attempting a generator very dangerous. Couple that with my alternate version of Cruel Limits, survivors literally have NOTHING to defend themselves, NOTHING. All they can do is run away from you and hope they aren't poorly positioned.
Sure, you will have to do this before the 4th generator is completed, but the reward is tremendous. Now imagine if you was playing Billy, Bubba, Huntress, Nurse, Spirit, and Plague. Survivors checkmate, they are in an unwinnable situation and this excludes any other perks the killer may be using.
Give this idea a chance, you never know until you see it play out. ๐
Cruel Limits
When a generator is completed, after 5 seconds, all vault locations and breakable walls are blocked by the Entity.
If a survivor drops a pallet, all blocked locations within 48/40/32 meters to that pallet are freed from the Entity.
Onlyย the killer can bypass the blocked locations, and the auras of all blocked objects are revealed to the killer.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1130062#Comment_1130062
Are your friends pigs?
No, but they have a nose! :P
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@Fibijean said:
Sounds like someone's snoot didn't get enough boops today... ๐ฝ
I boop the snoot in irl, can't get enough of it and my friends are like, Okay...
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@Mister_Holdout said:
https://forum.deadbydaylight.com/en/discussion/comment/1128542#Comment_1128542
This "everything is fine" mentality is precisely why map design is horrid.
We should be holding the devs' feet to the fire not praising them.
I'm not protecting the developers.
I just don't want people to pretend they DON'T care about the game when obviously they do.
It's like they mess up one time, "Dark Times"
However, they do many things right, "It's not good enough or late enough"
I want people to be happy that the developers care enough about us to try. People just see it as the developers do everything to upset people when they try because they love the community. ๐
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/1128542#Comment_1128542
What parts in particular would you state are based solely on ITALICS FOR EMPHASIS "my" opinion?
Your thread title because I believe Dead by Daylight is in one of its best states when you consider the past! ๐
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@Raccoon said:
This upcoming patch will, in my opinion, usher in a new Dark Times.
The Sabo changes are insanely mind boggling if they go live, problematic perks on both sides are still unaddressed after months, sound and gameplay bugs still run amok, perk loadouts are often copy/pasted from match to match, gen speeds are untouched, the toolbox reworks are deceptively portrayed as a "huge nerf," and the new killer/exciting reason to play is turned into a 110% M1 killer by using a wiggle macro.
I'm legitimately concerned about the game's future :(
I love the upcoming changes! ๐
Sure, there are things wrong, but you can't expect everything to be perfect and mostly what you said is based on your opinion.
The dark times, in my opinion, is an exaggeration because the game has changed a lot from launch (and for the better)!
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@gatsby said:
Make Decisive an Exhaustion Perk to tone it down a little.
You can't use it when you're exhausted, so if you get unhooked, use an exhaustion perk and the Killer wins that chase. They know you can't DS them.
Plus a successful Decisive makes you exhausted for 40 seconds. So if you get chased after using DS, you can't use your exhaustion perks.
Adds a layer of counterplay that didn't exist before, but still leaves DS in a strong place. Just maybe not quite as meta as before
The main problem with DS is that it can be used outside of tunneling/camping.
I believe more conditions to focus DS more towards what it's supposed to do and make it more reliable would make it balanced.
For example: 60 second timer that deactivates when the killer hooks a survivor.
Timer will pause while downed.
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@Mandy said:
Also, with I think the biggest problem for a lot killers being time management, I'm not sure it would be worth spending the time searching a chesst as a killer. I'm pretty certain I wouldn't want to waste that time when I could be pressurising the map instead.
I can see this causing more problems because once the killer gets enough survivors killed, they can afford to waste time and add more insult to injury and get a third add-on (when it's completely unnecessary, they already won). ๐
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@ZoneDymo said:
Nurse, people write her off completely because of a little needed nerf, but she is sitll pretty much the best killer out there easily.
Amanda, she's the only killer who can slow the game down decently, depending on her RNG.
Then, she has an Ambush mind game that works on 50% of all tiles.
Plus, survivors can boop the snoot which immediately makes her the best killer in the game. Change my mind. ๐






