NMCKE
NMCKE
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@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/1125070#Comment_1125070
Isnβt he like a purple rank killer/green rank killer? No offense but those survivors arenβt exactly operating at peak gen efficiency
I thought rank doesn't matter? π
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@inferjus said:
https://forum.deadbydaylight.com/en/discussion/comment/1125064#Comment_1125064
Yes, because dropping every pallet on your map just to do it again a few seconds later should be rewarding survivor.
I wish I had those survivors because they are wasting pallets just to get their Exhaustion perk to activate twice. π
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@Pulsar said:
Iri hatchets only need to lock you at 1 hatchet, permanently. That is the only change they need.
That would be pretty boring and removes all synergy with additional hatchet add-ons.
I believe @Heartbound is on to something here:
@Heartbound said:
I'm not a fan of facing the Iri heads. I don't think anyone is. If I was to nerf it I would make it like the Deathslinger's ultra rare.
If you hit your target from 15 meters away or more they go down instantly.
There. Perfect.
We could also make Iridescent Hatchets act like a One In The Chamber add-on. I believe we had this discussion before, but in case you forgot β a hatchet hit on a survivor prevents you from losing a hatchet. You start with 5 hatchets like normal, but each locker search gives you one hatchet at a time. π
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@Dehitay said:
https://forum.deadbydaylight.com/en/discussion/comment/1124278#Comment_1124278
That pretty much sums it up the problem. It doesn't remain to be seen. It's completely obvious if you play as or against survivors without toolboxes in high ranks. If you can destroy the killer without toolboxes, the toolbox nerf obviously isn't going to stop the genrush problem.
@Peanits does play killer, I actually watch his streams and he's a pretty nasty Huntress.
He knows what he's saying and I know, it's hard to believe that due to past events, but the developers learned and are taking things slowly. π
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@Tactless_Ninja said:
https://forum.deadbydaylight.com/en/discussion/comment/1125034#Comment_1125034
Perks originally did that, and it was op.
It wasn't, killers just took too long to down a survivor and they were simply punished by a second Exhaustion perk activation. π
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@Rezblaze said:
See, I don't agree with the dropping of the Pallet for Cruel Limits either. Cruel Limits is niche; you have to be near a completed generator, which means you're being dragged away from where you can pressure already. Having a direct in-game counter where just dropping a pallet will unblock them will cause survivors to either drop a pallet after a gen is done to get it all unblocked, or to just wait and chase you over there, only to -inevitably- drop the pallet and unblock, which makes the perk as useless as it was before. This is especially true if the gen area has multiple pallets, like the central area of Lerys.
See, I don't agree with the dropping of the Pallet for Cruel Limits either. Cruel Limits is niche; you have to be near a completed generator, which means you're being dragged away from where you can pressure already. Having a direct in-game counter where just dropping a pallet will unblock them will cause survivors to either drop a pallet after a gen is done to get it all unblocked, or to just wait and chase you over there, only to -inevitably- drop the pallet and unblock, which makes the perk as useless as it was before. This is especially true if the gen area has multiple pallets, like the central area of Lerys.
That's good, the survivors are prematurely wasting their most precious resources to free up vaults and broken walls.
Furthermore, dropping a pallet only frees up that area, the rest of the map is still affected by Cruel Limits. π
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@Rezblaze said:
I like your Hemorrhage and Bloodhound buff.
Hemorrhage has more meaning to it as it almost literally attaches a string to the Survivor. Blood is pretty easy to track already, but having it trail behind a survivor in intervals is very scary for the injured person.
Bloodhound in your case needs a bit of a nerf. I don't think it should reveal all injured survivors when you JUST HIT someone. That's twice in a chase you can see survivors. I especially don't think it should be for ten seconds. Maybe JUST when you injure a survivor, which can second as a good chasing perk as it reveals their aura for a moment. But reduce that 10 seconds to like, 3/4/5 seconds on rarity.
Cruel Limits in your case is a bit less redundant than its current state, but still too weak and suffers from a similar issue; unless the Killer is in a chase, the Killer is usually searching for survivors. If this goes off and he isn't on a survivor, this is useless. Still too niche for me. I do think that it should be changed so that every completed gen permanently blocks all vault points in range of it. BHVR doesn't like permanent modifiers but it would make it a strong late-game perk if you chase someone into an area with a completed generator. Makes it more claustrophobic.
There are so many ways you can buff Cruel Limits, which only attributes to how bad the perk is.
I like your Hemorrhage and Bloodhound buff.
Hemorrhage has more meaning to it as it almost literally attaches a string to the Survivor. Blood is pretty easy to track already, but having it trail behind a survivor in intervals is very scary for the injured person.
That great, I'm happy we can agree to this change! π
Bloodhound in your case needs a bit of a nerf. I don't think it should reveal all injured survivors when you JUST HIT someone. That's twice in a chase you can see survivors. I especially don't think it should be for ten seconds. Maybe JUST when you injure a survivor, which can second as a good chasing perk as it reveals their aura for a moment. But reduce that 10 seconds to like, 3/4/5 seconds on rarity.
Actually, I believe the duration of the perk is fine β I think the perk needs a different condition to activate the aura reading.
Therefore, I think we should do the following:
Blood Hound: Changes
Attacking a survivor with a basic attack will inflict the Hemorrhage status effect until the survivor either heals or is hooked.
Attacking a survivor with a basic attackwill reveal the auras of all injured survivors for 10 seconds.This perk has a cool-down of 40/50/60 seconds.Blood Hound
Attacking a survivor with a basic attack will inflict the Hemorrhage status effect until the survivor either heals or is hooked.
Initiating a chase with a survivor will reveal the auras of all injured survivors for 6/8/10 seconds. This effect has a permanent cool-down until you down a survivor.
This keeps the aura reading ability strong while making it useful for tracking weakened survivors during a chase. You can potentially drop a chase with a healthy survivor and use Bloodhound to find an injured survivor out of position. π
Cruel Limits in your case is a bit less redundant than its current state, but still too weak and suffers from a similar issue; unless the Killer is in a chase, the Killer is usually searching for survivors. If this goes off and he isn't on a survivor, this is useless. Still too niche for me. I do think that it should be changed so that every completed gen permanently blocks all vault points in range of it. BHVR doesn't like permanent modifiers but it would make it a strong late-game perk if you chase someone into an area with a completed generator. Makes it more claustrophobic.
There are so many ways you can buff Cruel Limits, which only attributes to how bad the perk is.
I'm just cautious because it can be extremely unfair to have things block you randomly. However, I feel like I have the perfect solution since you helped me think more critically, thank you!
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.
OnlyΒ the killer can bypass the blocked locations, and the auras of all blocked objects are revealed to the killer.
This should fix the problem where the killer needs to be in a chase with a survivor to get value from the perk. π
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I have an unpopular opinion about Second Chance perks: they are fine. π
The developers seemed to mastered how to make a Second Chance perk by keeping in mind:
- Activation Condition
- Effect Strength
- Penalty After Effect
If the effect is strong, you will need to balance it out by adding a hard condition or penalty after using the perk effect. You can also do a combination of both if it fits the best, such as Mettle of Man and For The People. They both have a condition and penalty after using the perk effect. π
Here's an example of a second chance killer perk:
Secret Calling
You like to keep the cards hidden and surprise your prey.
When a survivor is unhooked further than 32 meters, receive a token up to a maximum of 4 tokens.
While at maximum tokens, successful basic attacks will cause the survivor to become affected by Secret Calling until they are sacrificed.
While Secret Calling is affecting a survivor, see the auras of all survivors within 16/20/24 meters to the affected survivor.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/1121503#Comment_1121503
I would like to see this buff, but I'm just not sure if it will be enough.
I feel like this is perfect in my opinion!
Let's say you got hit by Exposed status effect for 60 seconds from MYC.
60 > 10 πΌ
60 - 10 = 50
Therefore, the survivor will become Exposed for 50 seconds.
Let's say you are exposed by Rancor, but you are healthy.
You will automatically remove the Exposed status effect within 60 seconds.
Yes, you can be killed by the killer, but at least you will not go down in a single basic attack. π
Here's another one, let's say you're exposed because Myers reached EW III.
If Myers is using add-ons to extend his EW III, Vigil will remove the Exposed status effect faster.
This happens because the Exposed effect from EW III doesn't have visual timer survivors can see around the status icon. That means the status effect is considered permanent because survivors don't see their exposed timer.
This will also apply to Ghostface, survivors will remain exposed less but remain marked like normal.
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@gatsby said:
Vigil
Halves the duration of all negative status effects. And cleanses all permanent status effects in 60 seconds (sloppy mangled, third seal blind, status from add ons etc)
Great idea, this is basically perfect in my opinion, but we have to change a few things for balance and lore logic.
Also, since I have OCD, I must put your perk in correct format or this will keep bothering me! π
Vigil: Your Version
You look over your friends even in dire situations.
Timed status effects expire 100% faster than normal.
Permanent status effects will be removed after 100/80/60 seconds.
Vigil: My Version
Your faith in dire situations allow you to resist darkness.
Any timed status effect applied to you will be shorten by 10 seconds. If the status effect duration is less than the amount of time it will be shorten, it will instead be shorten by 30%/40%/50%.
While healthy, permanent status effects will be removed automatically in 60 seconds.
Does not affect the cursed status effect and its associated status effects.
My version makes Vigil more balanced when it's being used to reduce the effects of killer add-ons and perks. However, since the perk now affects the perk owner, I felt like it would be fair to make it stronger. π
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@AhoyWolf said:
He does have map and gen pressure, with addons he does have a passive slowdown, he can spam dream snares or dream pallets without a penalty.
The only penalty he does have is the small loss of a cooldown when he fakes the teleport.
Don't get me wrong, I'm not calling for nerfs, I just feel that he requires almost zero skill for high reward.
But I want to get better at playing against him, so please can you tell me some tips that could help me?
If you're awake and know he's using dream pallets, scout the area for pallets.
Then, when you fall asleep, you'll know what pallets are safe and drop the fake ones to prevent them from tricking your teammates.
I remember one game where a Freddy wanted me dead because I was dropping all of his fake pallets. This is a Freddy's worst nightmare. π
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@eternalsoul1565 said:
It's worse in endgame, but at any point in game, I should be allowed to NOT HAVE TO PICK UP A DS USER. So when endgame comes and 2 survivors have DS ticking, am i supposed to just let them go? or look stupid as they stun me from the lockers theyre hiding in, from DS.
You're not forced to pick up the DS survivor, just wait them out.
If you get stunned, why did you stand directly in front of the locker? You should anticipate they will have Head On since it pairs well with DS survivors.
If they use Inner Strength, eat the DS and you grabbing them puts them into the dying state, from the healthy state.
If this happens during the EGC, just wait them out. You have a timer pressuring them. π
DS is fine in my opinion, you had plenty of options but decided to not use them. π
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@LetsPlayTogether said:
Killers already get more bloodpoints than survivors. No need to widen the gap even more.
I prefer killers getting more BP for facing survivors who they think are SWF instead of them dodging. π
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@Peanits said:
I like scary stuff as much as the next guy, but just adding blood and gore isn't going to make it scary again. At some point, you just get hardened to the horror aspect of the game.
I agree, but I feel like there's more you can do to spice up the atmosphere.
For example, the red light in the basement. π
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@Fengmin200 said:
En FranΓ§ais ;
Le statu inconscient (main sur le visage, inconscient) comment cela se passe ?
C'est quand ils entrent dans le monde onirique, quand on frappe, ou avec un piège ? Car l'autre fois j'ai eu ce status avec Freddy et je l'ai eu toute la game..
Le statu inconscient c'est pour ne plus lire l'aura jaune et les hocks ?
Merci
In English ;
The unconscious status (hand on the face, unconscious) how does it happen?
Is it when they enter the dream world, when you strike, or with a trap? Because the other time I had this status with Freddy and I had it all the game ..
The unconscious status is to no longer read the yellow aura and the hocks? Thank you
Ps: I use both languages ββto avoid translation errors (Google translator LOL)
Bonjour!
Voulez-vous dire l'effet de statut Oblivous?
Cela cache le rayon de terreur du tueur!
Oui, vous entendez la berceuse du tueur, mais ce n'est pas le rayon de terreur du tueur. Donc, vous Γͺtes affectΓ© par l'effet de statut Oubli pour cacher le rayon de terreur du tueur! π
Cela ne se produit qu'avec Freddy.
Pardon, si mon FranΓ§ais est mal! :(
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@Crazewtboy said:
I read that the new ranking system will be based off of skill level and that all killers will have their own skill level. But will this reset after so long likes ranks do right now? I feel like it should reset after so much time of inactivity as your skill level before you left the game would obviously not be the same as your skill level returning 2 months later
Hello, the developers are very cautious about releasing this information because it could cause players to abuse it and ruin the fun of others. π
Also, questions related to new content will not get answers for the developers.
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Maybe this is possible, it just depends on developers priorities.
However, it wouldn't hurt to ask, so here's someone wholesome who will likely have more insight: @MandyTalk π
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@LordGlint said:
https://us.v-cdn.net/6030815/uploads/033/CLBT0D7XHFEO.jpg
I can kinda understand it when its a horrible game where the survivors just suicide at the end and die on their first hooks after doing every gen super fast, but... Heres a game where only 1 gen got done and everyone was hooked more than once. Just sucks that killers like Plague get punished for using their powers.
I believe the main reason why the emblem system is designed like this is to prevent killers who 4K via mori from pipping.
However, this ends up punishing killers who genuinely do well against survivors who don't belong at their rank. π
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@Cabbage said:
I thought devs were against camping as it's not fun for anyone, and they even decreased points and emblems for a killer if they're in the radius of the hooked survivor. So my question is, why bother keeping it in the game anymore?
Although Insidious encourages camping, which I believe everyone can agree it's not the most enjoyable thing in the world, especially when you're on the receiving end β it's a strategy.
However, I do agree Insidious should do something else related to defending the hook. π
Perhaps if a survivor performs the unhook action while you're within 16 meters of the hook, the killer receives a 5% haste effect until the killer downs someone.
The savior's aura is revealed for 10/15/20 seconds.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1105892#Comment_1105892
Yeah it's a no lol. They just don't have permission to say that.
If Mandy doesn't have permission, why do you assume that means no towards OP's question?
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1105630#Comment_1105630
That would be a "no" then haha.
@MandyTalk doesn't know at this time, which means it could be yes or no. π
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@Carlosylu said:
Yes, specific maps need reworks, legion, bubba and clown need reworks or buffs, keys need a 10 seconds timer to open hatch and ebony moris need to work only after ALL survivors have been hooked at least once.
Commenting this cause I see those justifications comming...
I can just jump into a locker, you can't mori survivors from a locker.
Then, I will use my Inner Strength & Head On wombo combo. EZPZ, I escape! >:)
Just kidding, through it's kinda odd why you think a mori is the only way to counter DS. π
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@geishroy said:
https://forum.deadbydaylight.com/en/discussion/comment/1103954#Comment_1103954
oh, if that's how you feel, i don't feel bad for you at all then. but you clearly do.
Trusted Members are not paid by BHVR and aren't forced to defend their decisions. Here's an example of me being upset at the developers, notice how I'm being constructive with my feedback:
More information about Trusted Members can be found here: https://forum.deadbydaylight.com/en/discussion/89809/pilot-the-trusted-members#latest
Also, if you have any questions, send me a message on my wall. I prefer if we keep the discussion on topic for OP. π
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/1101978#Comment_1101978
I didn't forget, it just wasn't relevant.
It is relevant because OP is saying sabo is going to be too powerful due to generator speeds (personally, I don't have a problem with generator speeds).
Just thought I brought it up because you won't see this often if sabotaging takes a lot of your toolbox durability and had plenty of counterplay from the killer. π
People just need to give it time, in my opinion.
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@SpacingLlamas said:
https://forum.deadbydaylight.com/en/discussion/comment/1101773#Comment_1101773
What about white wards (offering)? Do they save your add-ons too?
Only if you are killed with your items and add-ons. π
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@Seanzu said:
They have to be near the hook, and have sabo equipped, I don't see the issue.
You forgot that toolboxes are extremely limited on how many hooks they can sabo.
It's not like you're going to see many survivors attempt this because a single sabotage will likely drain most of your toolbox. π
I don't see the problem, either.
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@Mhiluumae said:
https://forum.deadbydaylight.com/en/discussion/comment/1101002#Comment_1101002
But if you buy time for them, why game is not giving you a pip? You did something what help them to escape isn't it? So why only they are rewarded?
You get Light bringer points for distracting the killer from generators, if your teammates does generators. This will be a silver or gold quality, it depends on your ability to loop and mind game the killer.
Typically, you will get sacrificed with a silver broken emblem.
Chaser will likely be gold because you got involved in many chases.
Benevolence is bronze because you're not going to be making any unhooks.
Total Emblem Points: 9 out of 16.
Probably a safety pip just for dying from the killer.
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@TAG said:
"Bear Traps can no longer be sabotaged."
I wanted this for a long time, it didn't make sense why Trapper needed three negatives. π
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Imagine this, you made the entire side of the map a dead zone β no pallets.
Then, you destroy more walls that makes that side of the map not a dead zone β it's now called no man's land.
Pair this with Bubba, this is getting sexy. π
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@Mhiluumae said:
Devs said that camping and tunneling are not reportable and they will accept that strategy BUT what with survivors side?
Killers now camping and tunneling cause in their opinion that is answer for ruin changes and we can't counter them as well cause nothing is counter camping and tunnel.
- For killers devs changed Borrowed Time, now if killer just follow you, he hit you second time and you are down.
- For killers devs changed Decisive Strike so now they just tunnel, hit you and wait for your DS is gone. Still camping you.
- For killers devs changed Styptic Agent and Anti-Haemorrhagic Syringe so you can't quick react for tunnel or help someone to get up.
Only one Ruin devs changed for survivors side to make them better situation about skill checks and Killers just make a strategy what is just RUIN any survivor points. Even if you are altruistic and you want to help someone who is camped, you get punishment with minus points about not-safe unhook.
For me Devs just don't know what they want... They said that survivors role is helping each other, survivors should play together - but in game if you are not with 3 friends and you are just playing solo or with 1-2 friends your game will be terrible and you have really small chance to make a pip (forget about 2 pips). - please remember that I am talking about altruistic styleplay - of course you can make points when you play selfish, but Devs said that survivors shouldn't be selfish...
And I said that before you ask - no, I am not low rank survivor, I am long time 1 rank survivor who always was going back for random player, and always game was giving me points for that, now I am punished about that and I don't get it... I really don't get it, what is survivor role now? Leaving others and making points on that what you can? Gens, totems, chests, gates? Never risk for other player? This is not cooperation with survivors, this is a war, contest 'Who make more points quickly' so everybody just ######### on that one survivor who is hooked and they just rush gens, clean totems, looking for chests cause that giving them safe points without risk that they will be that one on hook... But where is that going? To campers and tunnelers as 1 rank killer mains and selfish bastards 1 rank survivors who never help you cause points are more important?... On high rank now is 70% to meet someone selfish, 20% to meet someone who just co-op with killer as a survivor to make points and he just giving killer information where are others and only 10% to meet someone who really play like a team. IT'S TERRIBLE! If this game is changing in that way... Sad...
If the killer wants you dead, the killer will sacrifice you.
The best you can do is buy your teammates time so your teammates can power generators and escape. π
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@kreeper124 said:
https://forum.deadbydaylight.com/en/discussion/comment/1099789#Comment_1099789
Only problem with this is the player count. I would be 100% down for a ranked and casual mode, but the queue times are already bad enough. The player count would have to increase, or they enable cross play for this to work out
This is another reason why the developers should add cross play capability, where all platforms can play together.
Console will have the option to toggle this.
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@korean_zombie said:
https://forum.deadbydaylight.com/en/discussion/comment/1099238#Comment_1099238
Survivors cant do gens and totems in a reasonable amount of time? You realize this forum is for Dead by Daylight. Maybe you wandered in here from another game but in dead by daylight, gens get done very, very fast. Adding 1 minute to the 4 minutes it takes to do the gens is not asking a whole lot.
You assume all survivors can do the following to prevent a camping NOED killer:
- Solo Q Penalty: 2 Minutes
If you're in solo Q, you won't know if the killer is camping or not β you and your teammates will waste time checking. Then your teammates will cleanse totems without you knowing, making you waste time figuring out how many totems are cleansed. This also applies to your teammates, they will also waste time figuring out how many totems are cleansed.
- Complete 5 generators: 2 Minutes
Since you're down a survivor, generators take slightly longer to complete, but not that much.
- Cleanse 5 Totems: 2 Minutes
Takes a while to find totems, but can all be cleansed in a reasonable amount of time.
- Exit Gates: 20 seconds
Nothing new, you don't escape until you're out the escape. 5 generators getting completed doesn't mean you automatically win.
- Travel Time: 2 Minutes
Sadly, you have to run to multiple points throughout the map, which will roughly take a few minutes to achieve.
Total Time: 6 Minutes & 20 Seconds
to8 Minutes & 20 Seconds.Remember: The survivors have to do all of that with
3 survivorswithin2 minutes. If the first survivor is downed within 3 minutes and 30 seconds, the killer will be able to camp them to death and use NOED to get more sacrifices. The situation is even worse if survivors are not in a SWF because the lack of communication slows down the survivor team tremendously.There is an alternative method, that requires ignoring totems and completing generators. Then, leaving as soon as possible before the hooked survivor dies to prevent the killer from using NOED. However, that's extremely unfun regardless what method you pick β The bottom line is NOED needs to do something different while remaining a strong perk.
I don't know exactly what, but it needs to do something. Preferably not a nerf, just a change to encourage more interactive gameplay. π
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@The_Bootie_Gorgon said:
https://forum.deadbydaylight.com/en/discussion/comment/1098666#Comment_1098666
How does it reward players for playing bad? The trial doesn't end until the survivors exit the trial by gates, hatch, or death.
If survivors don't cleanse totems, regardless if I'm doing bad or not, NOED will activate. That's why NOED is perfect for players who want to camp, survivors cannot do generators and totems in a reasonable amount of time.
I feel like the perk should be buffed to give an additional 5% movement speed, but add an additional requirement for the killer to get at least 3/4/5 hooks before it can activate.
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There's two arguements to be made about NOED, each are valid points:
- It rewards the killer for doing nothing, this needs to change.
- Survivors can deactivate NOED by cleansing totems, leave it be.
I agree that NOED can reward killers for doing poorly, this is the part that I dislike about the perk.
I agree survivors can deactivate NOED by cleansing totems, but you're doing the job of four survivors, it's unrealistic that you can find 5 totems without suffering a huge penalty.
I feel like NOED shouldn't be a Hex Perk, but have more counterplay for solo survivors. π
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@DocFabron said:
https://forum.deadbydaylight.com/en/discussion/comment/1096940#Comment_1096940
The night was fun! The morning.... Nopeπ
Those are the worst :D
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/1094434#Comment_1094434
Stridor/Iron Will/No Mither
Distance, because it isn't always one volume
What other sounds are playing
How fast is the survivor running for footsteps, because you have things like sprint burst etc that effect it, is the survivor crouched, are they crouched using Urban Evasion?
Again, not as simple as you'd like to make out.
Coding Expert Here:
Var playerOne = "Kate";
Var playerOneHealthState = "Healthy";
Var playerOneKillerDistance = randomNum(killerTerrorRadius, 64) + "meters";
Var playerTwo = "Meg";
Var playerTwoHealthState = "Healthy";
Var playerTwoKillerDistance = randomNum(killerTerrorRadius, 64) + "meters";
Var playerThree = "Ace";
Var playerThreeHealthState = "Healthy"
Var playerThreeKillerDistance = randomNum(killerTerrorRadius, 64) + "meters"
Var playerFour = "Nea";
Var playerFourHealthState = "Healthy";
Var playerFourKillerDistance = randomNum(killerTerrorRadius, 64) + "meters"
// Copy & Paste this for each survivor, just change the variables to reflect every player.
onEvent (playerOneHealthState == "Injured" || playerOneHealthState == "Dying") {
Var playerOneHurt = playSound("injured.mp3", (-8 * playerOneKillerDistance) + 100(playerOnePerkBonus), "loop");
If (playerOneHealthState == "Healthy") {
soundStop(playerOneHurt);
}
}
I don't want to add too much here, but this is how simple sounds should look like to me! π
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@YaiPa said:
You really shouldn't expect survivors to know the totem spawns on every map
But we should expect killers to win a 4v1, with the current gen speed, winning 12 chases because tunneling and camping are bad, lel.
12 chases? π
If you're attempting to 4K then that might be why you think killers are weak because you're not supposed to 4K every game. The developers want to balance killers around a 2K, not a 4K.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/1096474#Comment_1096474
That is a legitimate gripe. Corn, especially on console, is very difficult to deal with both as Killer and Survivor.
Corn on console is 360 material, works on 75% of the killers in red ranks.
It doesn't work on me through because my console can run Dead by Daylight at higher FPS and makes it easy to hit survivors who abuse that fact. π
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@OtakuBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/1096664#Comment_1096664
That thing looks like someone hot glued dentures to a nut sack and made a hand puppet. That or a walnut with teeth. And I'd rather not think about the ladder. Walnuts freak me tf out (don't ask).
I'm dead XD
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@Windsor_B said:
https://forum.deadbydaylight.com/en/discussion/comment/1096577#Comment_1096577
They claimed they never got the money and can't help me. Microsoft said they gave the money and I even attached the order history proving it but they haven't acknowledged that they've even looked at it. They even ignored one response entirely and claimed it was blank even though you could see it in their reply where it says to put it above the line.
This is a new situation, I can tag a community manager since this is serious enough: @Peanits
I don't know what to say, I suggest talking to BHVR staff.
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@DwightOP said:
https://forum.deadbydaylight.com/en/discussion/comment/1096090#Comment_1096090
That's sounds better because it covers things like gamebreaking bugs or a killer taking hostage by bodyblocking etc.
Also, what do you mean with with 10. DC ban? Permanent ban?
Every few months I believe, the developers will manually ban all players who surpass the DC threshold.
For example: Numbers are just placeholders.
The developers will ban all players who DC in more than 20% of their games. Ban duration is based on a escalation system:
If you reach 10, you will receive a ban, as if you was one of the people who surpassed the DC threshold. π
I know, it's harsh, but let's be honest, you have to DC 10 times plus wait the timeout penalty. If you still don't change the behavior then I think it's fair to receive a DC Ban.
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@DwightOP said:
Imo the 5 minutes penalty on 1st DC is set to high. It should be more like 1-2 minutes.
I feel like the first couple of DCs should be quick while excessive DCing are more punishing.
Here's what I'd with the DC penalties
- DC: Warning, get a message about the consequences of DCing.
- DC: 1 Minute
- DC: 5 Minutes
- DC: 15 Minutes
- DC: 30 Minutes
- DC: 60 Minutes
- DC: 2 Hours
- DC: 4 Hours
- DC: 8 Hours
- DC: DC Ban
Escalation will reset after two conditions:
- Play 5 full games (either side) without leaving early.
- 24 hours have passed since the last DC.
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@AhoyWolf said:
Can I ask how much would you increase her movement speed when crouched?
I would increase it to 100%, because everything below 100% is useless imo.
I didn't want to give a number because I wasn't sure about how much.
However, the first that does come to mind is 100% movement while crouched.
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@JC316 said:
I do too. For the "best killer in the game", no one seems to main her. I tried, but the constant bugs and rampant use of dead hard just make it impossible.
Coffs, Sanctum of Wrath.
Nurse main, too! π
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1077176#Comment_1077176
I agree with switching mangled and broken, that's fine with me. However, I changed my mind about removing the mangled add-on because it gives synergy between add-ons and perks.
As long as Mangled isn't anywhere above common, I'll live. I see no for an add-on that only inflicts Mangled to exist at higher than common as long as Sloppy Butcher exists.
Alrighty, here's a before and after I sweetened the deal. :P
Good lord, that's a lot of cream. I think it's fair, though (for an Ultra Rare), since the fact that a Trap auto-starts should be a big enough telegraph that a Survivor afflicted by Rules Set No. 2 is going to have to remember the locations of the other Boxes.
I have to disagree with a time increase because the passive timer will almost always force a survivor to remove their RBTs first or have a very high chance of dying to their trap. Knowing this, I feel like the passive timer gives enough time for survivors to memorize the Jigsaw Box locations before their passive timer runs out and thus, have to rely on memory.
Fair enough. I could very realistically envision the add-on not needing any timer increase.
I see the concern since mending takes 12 seconds, (keep in mind the passive timer allows you to mend yourself) and for every Jigsaw Box fail, they have to spend another 12 seconds mending.
Going to modify my idea to make it more fair, but make it more about the lore.
This new idea is...a weird one. I'm gonna need to wrap my head around this one, since the idea of a) PERPETUALLY being in Deep Wound state b) The Deep Wound timer being paused except during a specific action (in this case, searching a box) is not something Dead By Daylight has ever done before.
As long as Mangled isn't anywhere above common, I'll live. I see no for an add-on that only inflicts Mangled to exist at higher than common as long as Sloppy Butcher exists.
I believe that's fair, but I severely doubt the developers will feel the same about having a powerful status effect add-on as a common rarity.
Good lord, that's a lot of cream. I think it's fair, though (for an Ultra Rare), since the fact that a Trap auto-starts should be a big enough telegraph that a Survivor afflicted by Rules Set No. 2 is going to have to remember the locations of the other Boxes.
It indirectly slows the game down because survivors don't know if Amanda is using that add-on and will have to play as if she's using it (or suffer the consequences if she is using it).
The alternative was to decrease the active timer by a certain amount, but it didn't sound interactive to me. I like removing the Jigsaw Box auras because it encourages a fun memory game. π
Fair enough. I could very realistically envision the add-on not needing any timer increase.
The only time where I believe a time increase is necessary is when both the passive timer and active timer won't be enough for the survivor to survive.
Typically, I'll just increase the passive timer because if the survivor does an action, they will lose all of their passive timer.
This new idea is...a weird one. I'm gonna need to wrap my head around this one, since the idea of a) PERPETUALLY being in Deep Wound state b) The Deep Wound timer being paused except during a specific action (in this case, searching a box) is not something Dead By Daylight has ever done before.
I know it's crazy, but it's pretty unique in my opinion because you actually have to make choices on your next move. π
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/1093675#Comment_1093675
Still, we'll have to see what they do to toolboxes, they could render them completely pointless like they've done every time they've touched a survivor addon.
I don't believe survivor add-ons are useless, it just appears that way because they use to be extremely powerful. π
BNP, it was heavily nerfed because it had the potential to complete one generator for every survivor who brought one in.
A single BNP is comparable to the killer bringing an Ivory Mori in my opinion. If all survivors brought a BNP, it's comparable to the killer bringing an Ebony Mori.
Now, it acts like a miniature boost to repairing generators, it's strong but not exactly weak.
I do believe Ivorys and Ebonies need to get the BNP treatment, since they also have too much power.
Instaheals are changed to have more counterplay, and if I may be so bold, I'll argue they are still relatively the same.
The septic agent, if used out of the killer's line of sight, will give you a free hit just like before and it also ignores the Exposed status effect, something it didn't do before.
The Anti-Hemorragic Syringe is like a faster Second Wind, it saves you time and can be used to bait the killer into chasing a survivor who will be healing soon.
It depends on how you look at things, but survivor add-ons are still powerful, Senzu.
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@PornbjΓΆrn said:
If i remember correctly any way of winning as killer is reportable
Logging on is reportable :D
Actually, I'm already been reporβ
User banned
Just kidding, I'm just playing around!
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/1094316#Comment_1094316
No pls, he said hard not impossible.
Butttt, if you want super hard mode take these:
No Mither, Mettle of Man, Object of Obsession and Babysitter.
Just making the point that at least Mettle of Man rewards you for taking a Hard Mode perk, No Mither really doesn't.
The perk is heavily flawed and needs to be looked at to have a reward. π
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@Dr_Trauts said:
I mean, the whole purpose of the perk was to eventually add a "hard mode" for survivors.
Sorta feel like this'd go against the intention of that, you can always run iron will with it if u dont want grunts like how it is currently. obviously just my 2 cents on the issue : )
If I'm going to run a Hard Mode perk, I'll use Mettle of Man to at least reward me! π
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@Zenro said:
The Beast
Aww, you beat me to it! π


