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NMCKE

NMCKE

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NMCKE
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  • Going by this definition of Tunneling:

    • You target one player until they are dead.


    I feel like a lot of players don't take into account how awful it feels to be on the receiving end. Being on the receiving end sucks because you literally can't do anything due to how vulnerable you are. The killer will just down you and rinse/repeat until you are sacrificed.

    Therefore, I understand the survivor point of view, but there is a perk to stop this, that perk being Decisive Strike. If the killer slugs you, that should be enough time to get picked back up by a teammate. πŸ˜πŸ€—

  • @Pirscher said:

    There are only 5 totems and then 4 survivors to cleanse them. A totem counter under these circumstances is completely unecessary. 4 people cant cleanse a totem each and one person does a second one? Also, how many hex totems do killers run in the average match?

    ..let's not turn this game anymore into baby mode.

    Thanks

    Greetz

    The main problem is lack of communication for a solo survivor because they don't know if everyone on their team pulled their weight by cleansing a totem.

    They can make sure their teammates did their part, but if they did, that can cost them the game. If you think your teammates pulled their weight, there's that chance they didn't and NOED will end up mopping your team up.

    We can buff killers to compensate, and if anything, this can help slow the game down because survivors will make sure the counter reaches 0 before rushing generators. πŸ˜πŸ€—

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/945425#Comment_945425

    I don't disagree with you. I never said that a totem counter shouldn't be implemented, or that the devs wouldn't want to do so. I was just trying to explain why it's a good idea to think even what appear to be great design decisions through carefully before implementing them. For all we know, they're planning it for the mid-chapter patch. But it's never as simple as "wow, that's a great idea, into the game it goes".

    I understand that too, why the developers are cautious about adding ideas into the game. They have a process they go through before an idea gets made into reality to make sure there isn't any kinks or unintended gameplay.

    However, something has to give, it took them a year to conclude that Kindred gives too much information. I know the developers have a lot of things on their plate, and they can't always be transparent with the community due to their work load, but it shouldn't take a year for them to do that.

    Therefore, they must be doing something because I heavily doubt the developers are wasting time. Perhaps, they are testing some changes soon?

  • @Fibijean said:

    My guess would be that it's because, just like the people in this thread, they're still trying to decide whether it should be implemented and, if so, how.

    Just because a feature is highly requested doesn't mean it should just automatically be added to the game. In fact, that's all the more reason to take some time figuring it out so they know they're doing it properly and for the right reasons.

    The developers said before they want to level the playing field between solo survivors and SWF. Having a totem counter is perfect for bridging this gap because it doesn't give SWF any more information than they already have and it gives solo survivors a lot of information.

    Currently, if I want to win, why should I play solo?

  • I think we should remove his tantrum when he hits a wall since it's rarely helpful at all and make his tantrum into an ability.


    His ability takes 120 seconds to charge, but successfully using your chainsaw on a survivor automatically charges his ability. Once charged, he can use Tantrum for 60 seconds by pressing the active ability button.


    Tantrum allows LF to destroy pallets without cancelling his chainsaw swing. Vaults can now be destroyed by his chainsaw, but it stops his chainsaw swing, and it uses some of his Tantrum duration.

    His overall movement speed while charging and during the chainsaw swing is moderately increased while LF is in Tantrum.

  • @Banrodus said:

    I've been thinking that maybe the higher level the survivor is, the longer the gen should take, because it would actually help force the survivors who got to high ranks to play optimally, rather than mess around like they sometimes do, but not punish lower ranked survivors who don't know how to be optimal yet. And obviously, it would help slow down the already optimal survivors and SWF teams...

    To play Devil's Advocate, wouldn't that encourage deranking? πŸ€”

  • @Yixuan said:

    It's so funny when hacker think your hacking therefore his/her hacks are justified...

    Like @Fibijean previously said, you can go to support.deadbydaylight.com and file a ticket. This is how you get someone banned if they violate in-game rules, and for future reference, the forums can't ban people who violate in-game rules (I would remove the name before a moderator sees your post).

    In case you missed Fibi's comment, you can read it here. She goes more in-depth about the process you can take to report a hacker:

    @Fibijean said:

    Reporting her in the post-game screen was the right thing to do, but in order to back up a report for something serious like hacking, and actually get the player in question punished, you would probably need to submit additional video evidence (that is, a recording of the gameplay demonstrating her violation of the rules). You can do so through a support ticket (https://support.deadbydaylight.com).

    Sharing her name, or even part of it, on the forums won't do anything towards getting her banned, and is actually in violation of forum rules, so I would advise you to edit that part out of your post.

    You can find more information about bannable offences and the correct procedures for reporting them here: https://forum.deadbydaylight.com/en/discussion/19450/game-rules-and-report-system#latest


  • @Yixuan said:

    The second I opened up the profile and looked up the player's stats, I tried to get the profile id. But my dumb brain forgot to screenshot anything the when I tried to get back to it, my pc suddenly jams up to 2 fps and my dbd froze...I swear this is not an excuse, it is what happened. And the player is no doubt cheating as she was invincible and my 900 hours in dbd is enough of an experience to tell laggyness from literally hacks. All I want is the devs to look into that player and try to monitor them. I wish I tried to do something there, but I just didn't cause my I am not prepared to do so at the moment.

    There's still hope, I forgot to report someone using the in-game report system for clipping through loops, so I submitted a ticket and amazingly, that same person sent me a message saying they got banned.

    It just depends on how much proof you had, and in my case, I submitted video evidence. 😁

  • TL;DR at bottom of post.

    Generators been a problem for a while, and the developers need to make some changes to the core objective system instead of using perks to balance things out. This is something I always disagreed with because then players are forced to take up perk slots to balance the game out, instead of them using a variety of builds.

    However, I don't want to get ahead of myself here, if we make changes to the core objective system, then we need to keep in mind that you're giving every killer a significant buff. If you throw in the current Ruin, Sloppy Butcher, Corrupt Intervention, No One Escapes Death, or Pop Goes The Weasel, games will be slowed to a crawl and survivors will likely make no meaningful progress at all at that point.


    Therefore, some killers, specifically the powerful ones, might need to be changed or survivors will need something else to compensate for the extra time killers are given. This wouldn't be too harsh, just enough to prevent things for getting haywire. The same also applies to certain perks that affected game speed. πŸ€—πŸ˜


    TL;DR

    Generators are a problem and the entire survivor objective needs a huge over haul to solve this. However, we must keep in mind of the side effects in updating the old system because all killers are receiving a huge buff, as well as slow down perks β€” they might need a tweak, too.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/944630#Comment_944630

    They can't hide. If they stay still too long they get crows.

    You can emote or spam the pick up/drop action if you have an item.

    I know this because when you play solo a lot, you will often be the last survivor in the EGC, you need to be very patient and that could mean waiting a minute in the same place before you get an opening to get the Exit Gates. 😁

  • @Sairek

    What do you think about this rework?

    It keeps the perk effects, but it's now more useful for the survivor! πŸ˜πŸ€—


    Vigil

    You gain benefits from protecting your peers.

    After successfully performing an altruistic action, this perk gains a stackable 30 seconds of activation time, up to a maximum of 30/60/90 seconds.

    Activation timer will pause when you're not affected by any debuff.

    While the perk has time remaining, the effects of all debuffs will be ignored until the activation timer expires.

    Does not affect Exhaustion.


    Note:

    All debuffs includes all status effects, perks, and proficiency status effects.

  • You are in favor of BT and Deliverance working together?


    Sadly, I have to disagree because BT is a team perk, not an individual perk and besides, what's wrong with DS?

  • @Marcus said:

    https://forum.deadbydaylight.com/en/discussion/comment/943169#Comment_943169

    I saw red ranks survivors DCing against post-nerf Legion and Clown. So for you this is prove that they are broken ?

    Please read my next comment before jumping to conclusions about why I think DCs can sometimes correlate to balance problems.

    @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/943232#Comment_943232

    It's an unpopular opinion of mine, but DCs can sometimes point to a problem.

    I see a lot of players complain about certain items, add-ons, and offerings (I will list them below). Then when they are used in-game, the DC chances skyrocket.

    You can't ignore the trend that we see between DCs and balance:

    • Secret Offerings (Ebony Mori)

    When I loaded into the match, game was immediately cancelled.

    • (Pre-nerf Spirit) Prayer Beads Braclet

    First survivor that got generator grabbed DC'd and his SWF buddies also DC'd.

    • (Pre-nerf Nurse) Omega-Blink

    First survivor that got downed noticed her blink range and DC'd with his SWF buddies.

    • (Pre-nerf) Legion

    Survivors automatically DC when they see the Deep Wound meter in the HUD.

    • Haddonfield

    When the game begins, sometimes you won't finish the camera pan as the survivor, the killer immediately DCs.

    I can go on, but DCs can be an indicator for balance problems, but not all DCs are an indicator for balance. With that said, I don't endorse DCing when you face something unbalanced because it ruins the game for everyone, just take the challenge and do your best.

    About my idea, it's risk and reward because as humans, we aren't perfect, we are prone to mistakes (you can be perfect one game and terrible the other). Eventually you will be forced to restock in one of those bad games, and that takes a ton of time. πŸ˜πŸ€—

    Edit: I wanna stress something that's mentioned in my quote above, "Not all DCs are an indicator for balance"

    You have to use proper judgement on why a survivor or killer DCs.

  • @EJmurdermain said:

    This involves the topic of Gen speed and Keys, i may have come up with a reasonable change that could fix several game health issues.

    Well for starters the EGC has changed how most mechanics and strategy for KiIler/Survivor, and i think it could receive a few tweaks. The EGC starts the moment an exit gate is open or the hatch is closed, what if it started after the 5th Gen was completed or the hatch is closed, the time it takes to open a gate will need to be extended as well. This is to rush the Survivors out. (no grieving or Lolly gagging)

    The Killer now has more incentive to pressure the gates. The EGC has a few seconds reduced to ensure the tension is high to encourage a final decision on the next play. The Survivors have ample time to leave the map now. I also think the hatch should automatically open after the 5th Gen but the killer can always see where the hatch is, basically a third possible exit but with a twist only one can leave through the hatch it will close afterwards. The killer can see the hatch's aura so when EGC starts by Gens the Killer will have to decide to either close the hatch first or pressure the gates. This could void keys because only one person can go in the hatch and it will open the same time as the Gens are done. The different perks that activate will be active a little sooner, no big change there. The Survivors should be awarded more for exiting, while the killer gets a small bonus for late sacrifices.

    I think this change could even make some weak killers stronger for examples: Pig and Trapper would possibly benefit the most if they strategically used their powers efficiently, maybe the Hag in certain situations.

    I hope that even through the small chance that you finished reading this it would spark an even better idea that considers balance and longevity for DBD and the entire community.

    A few things I want to mention:

    • The EGC isn't meant to kill survivors, it's just meant to prevent survivors from staying for too long.
    • The hatch is supposed to be a last ditch effort for the survivor to escape, not an alternative to the Exit Gates.


    With that in mind, I also want to pitch in with my ideas! πŸ˜πŸ€—

    • EGC starts on 5th generator completion at 50% the speed until an Exit Gate is opened. Does stack with 50% speed penalty for downed/hooked survivors.
    • Hatch will spawn in when there's only one survivor remaining, or all generators are completed. Keys can open the hatch in 10 seconds, and during that time, the HUD flashes the hatch icon (the killer must memorize the hatch location to stop you).
  • @Frank_Sriracha said:

    https://forum.deadbydaylight.com/en/discussion/comment/943271#Comment_943271

    I disagree with your DC theory. DCs only occur when a player views a situation as pointless to participate in, right? Not really. People DC all the time and sometimes it didn't matter what, only when. Killers are given a gradient of success to base themselves on, whereas a survivor's success is quite binary. I think that aspect of play adds a great deal to perceived balance, but iri head just doesn't have the numbers to back up a rework. I'm basically saying your opinion doesn't matter and iri head is still attached to a projectile, thus it can be countered very easily. But it is boring, which is why I have 50 of em in my inventory.

    Since you said:

    I'm basically saying your opinion doesn't matter, and iri head is still attached to a projectile, thus it can be countered very easily.

    Specifically: "I'm basically saying your opinion doesn't matter..."


    We're just going to end it there since you don't care about what I bring to the discussion.

  • No Mither

    Self Care

    Inner Strength

    Adrenaline

  • @Frank_Sriracha said:

    https://forum.deadbydaylight.com/en/discussion/comment/943169#Comment_943169

    >Downs a SWF 3man

    >SWF DCs

    >This clearly means that iridescent head is broken and needs to be rebalanced.

    It's kind of dumb to base a balance change off gamers getting tilted and DCing. I'm sure if you were playing against better survivors, they'd have stood a much better chance.

    I do like the infinite hatchet idea tho, not sure if it would be OP or kinda gimmicky. What's the point of having "theoretically" infinite hatchets if survivors only take 2 each? Wouldn't that be a little overkill if you kept landing them?

    It's an unpopular opinion of mine, but DCs can sometimes point to a problem.

    I see a lot of players complain about certain items, add-ons, and offerings (I will list them below). Then when they are used in-game, the DC chances skyrocket.


    You can't ignore the trend that we see between DCs and balance:

    • Secret Offerings (Ebony Mori)

    When I loaded into the match, game was immediately cancelled.

    • (Pre-nerf Spirit) Prayer Beads Braclet

    First survivor that got generator grabbed DC'd and his SWF buddies also DC'd.

    • (Pre-nerf Nurse) Omega-Blink

    First survivor that got downed noticed her blink range and DC'd with his SWF buddies.

    • (Pre-nerf) Legion

    Survivors automatically DC when they see the Deep Wound meter in the HUD.

    • Haddonfield

    When the game begins, sometimes you won't finish the camera pan as the survivor, the killer immediately DCs.


    I can go on, but DCs can be an indicator for balance problems, but not all DCs are an indicator for balance. With that said, I don't endorse DCing when you face something unbalanced because it ruins the game for everyone, just take the challenge and do your best.


    About my idea, it's risk and reward because as humans, we aren't perfect, we are prone to mistakes (you can be perfect one game and terrible the other). Eventually you will be forced to restock in one of those bad games, and that takes a ton of time. πŸ˜πŸ€—

  • Okay, you want me to change your mind?

    Challenge Accepted


    I equipped Infantry Belt and Iridescent Hatchets at purple ranks, this is what happened after I downed the entire 3-Man SWF with my hatchets.

    20191224_170556.jpg

    The Nancy didn't DC, so we just farmed for the entire match and he completed his generator challenge. ❀


    Obviously, facing a Huntress with Iridescent Hatchets and Infrantry Belt is not fun nor balanced at all. Therefore, since the picture proves my point, a change to Iridescent Hatchet is a must.


    Iridescent Hatchets

    The strength of this hatchet shakes in the hands of the Huntress.

    When you hit a target, you will regain a hatchet.

    Restocking in Lockers will now grant you one hatchet instead of granting you all of your hatchets.

  • Ghostface

    NMCKE playing Dead by Daylight: Special Edition. View more XboxOne clips at XboxClips.com


    As for the survivor, I don't think I care which one goes to be honest (besides of course, Tapp)! πŸ˜πŸ€—

  • This is an unsafe pallet, you must stun the killer if you want to get any value from it.

    Stunning the killer gives you enough time to reach a safer tile! 😁

  • @Mandy said:

    Just want to say thank you to everyone on this thread, for keeping all this within our rules and being positive - it's really great to see <3

    πŸ‘‰πŸ‘‰

  • @Aztreonam78 said:

    Or another cry-thread about Hex Ruin.

    Why I have to gen tap to avoid skill checks during these 3 seconds and hurt my Lightbringer emblem for doing it right?

    Why I have to mindlessly check any Totem spot and hope, HOPE I'll find it as quick as possible (this is a problem of all Hex totems and Hex mechanics, totems are stupidly RNG based)

    Why I don't have Bloodpoints? Why Hex Ruin skill checks steal my Bloodpoints? I can waste more than 100 seconds to repair one gen and get something like 1400 BP. This is pathetic.

    Why this Perk cannot just reduce repair speed?

    Yeah, I am crying, but this perk is boundlessly annoying, for everyone.

    For Killers having 3 perks bcs Totem Spot system is great and it may appear in completely open space (yeah, I am talking about Disturbed Ward), or Survivors spawns in few metets from the totem..

    For Survivors for feeling helpless bcs they checked numerous spawns, but they were out of LUCK. Or they simply cannot hit it bcs skill checks aren't based on your game expirience, it is something you cannot control, you HOPE you'll hit this successfuly.

    Hex Ruin is the most awful Killer perk for Survivors, like DS was (is?). Everyone hates it, everyone hates the disgusting RNG based totem system.

    @Peanits please tell, do you have some possible decisions for this problem?

    Here's what I'd to balance the game:

    • Update Ruin.


    Ruin

    You will do whatever it takes to ruin the survivors odds of survival.

    Ruin starts the Trial activate for 120 seconds.

    Ruin has the following impacts towards generators:

    • Good skill checks cause 5% regression.
    • Great skill checks grant 0% bonus progression.

    While not in a chase, the activation timer remains paused. Once the activation timer ends, Ruin will permanently deactivate for the remainder of the Trial.


    • Add second objectives.


    Once the generators are completed, survivors must power 2 out of 3 fuse boxes to direct power towards the Exit Gates.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/942104#Comment_942104

    As is usually the case here. I'm sad to see that you can't see things my way but I understand you are probably just as disappointed. Thanks for taking the time to put thought into your argument.

    You too πŸ‘‰πŸ‘‰

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/942078#Comment_942078

    If the virtual images are bothering someone they can be said to be a little sensitive. Being sensitive is not something to be ashamed of bud. Thank you for the neat formatting but it doesn't help that you're wrong.

    Well, we can agree to disagree then, since we obviously are set in stone on our opinions. 😁

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/942006#Comment_942006

    I know that the 70-80 hour estimate was probably off, I'm not arguing that point. The point I was trying to make is that I see a lot of people talking about how the devs promised that the Rift would be completable for casual players, that is to say, pretty much anyone, when that's not what they actually said. The Rift should be completable for an average player, not necessarily a casual one.

    Whether or not it hit that goal is debatable, and something we'll find out for sure when the Rift ends, but it's beside the point in this case. I just get tired of seeing people repeating their own interpretation of something the developers said as though it's what they actually said, and then drawing conclusions on that basis. If we're going to draw conclusions, they should be accurate to the evidence presented.

    I definitely agree, when you say their's difference between casual and average players. However, I feel like that's not the problem in my opinion because everyone already knew what the developer's goal was for the Rift (which is a hour of play time per day).

    Depending on the type of player you are and your preference, an hour of play time can be seen as average or casual. My theory is, based on forum experience, the majority of the community put a lot of time into Dead by Daylight. Therefore, the community sees a hour of play time as casual. 😁

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/942026#Comment_942026

    I don't see how survivors can ruin the killer's experience but what do I know about being sensitive? People get angry playing this game and it spreads. You can spark anger without meaning to quite easily.

    I just told you in an earlier comment, but I'll say again:

    Depending on the context of the situation, these things are potentially disrespectful to the killer.

    • Repeatively vaulting pallets or vaults.
    • Clicking your flashlights.
    • Tbagging or emoting.

    For example, repeatively vaulting is completely unnecessary once you're at the Exit Gates. All this does is spam the killer with notifications, which in turn, annoys the killer. Most survivors who do this have the malicious intention of being as annoying as possible to ruin the killer's experience. These types of survivors know it's annoying, so they do it with that intention.

    Like I said, I have a lot of patience when it comes to this stuff, but when you getting the same players who want to do anything for a reaction from you will eventually get to you. We are human, after all, we aren't perfect. πŸ˜•


    Also,

    Since you said:

    I don't see how survivors can ruin the killer's experience but what do I know about being sensitive?

    Specifically: "...what do I know about being sensitive?"


    Labeling someone as sensitive just because they couldn't take no more isn't a fair assumption. I think we can agree that everyone has a limit to how much they can take, and we shouldn't judge people when they had enough. 😁

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/941980#Comment_941980

    Goes both ways but yeah. Respect doesn't exist for the player base.

    Yeah, I know it goes both ways, that's why I said "player(s)" with an "(s)" depending on what role you're playing.


    It's just annoying how far people will go to ruin the experience of others, and again, to clarify, I'm not talking about just playing the game normally β€” I'm talking about doing things with the intention of ruining others experience. πŸ˜•

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/941596#Comment_941596

    Just for the record, because I see people claiming this a lot, I don't believe the devs ever said that the Rift was intended for casual players. They said it was designed to be completable by the average player, which is not the same thing. The definition of casual players could be extended to include basically everyone who plays the game, but "completable by the average player" means that only around half of the playerbase are likely to complete it.

    Therefore, the developer's definition of average is, as stated, 1 hour of gameplay every day.

    Since there are 70 days in each Rift, it shouldn't take no more than 70 hours to complete The Rift.


    If one hour per day of gameplay isn't enough, which is a problem because they are balancing around that number, then changes are necessary.

    Of course, there are many variables to consider, but ultimately, they can view hidden stats and make changes where they see fit. πŸ˜πŸ€—


    I don't really have a problem with the Rift because I can spend a ton of time on it, but others who don't have my amount of time can struggle a lot.

  • @ALostPuppy said:

    https://forum.deadbydaylight.com/en/discussion/comment/941969#Comment_941969

    Those reports don't do #########. You're probably aware of that fact already but take their salt as a win and don't get sad over it. Feed on their salt.

    Yeah, I know, I get a lot of reports since a lot of people know me as a great Nurse player, so I'm just used to it right now.

    Thankfully, we're blessed with an amazing support team that doesn't use an automatic system, or else I wouldn't be playing today! πŸ˜πŸ€—

  • My main problem is how most players don't take into consideration of other player(s).


    Recently, I got Lèry's as the Nurse and did very well, but they rotated hooks states well enough to power all generators.

    Okay, fine, you won, GG. 😁


    Nope, they had to spam me with notifications and clicked their flashlights/tbag me before they escape.

    Typically, I don't let that bother me, but as a human, you can only take so much, so it definitely kills the mood for me to play Dead by Daylight. 😭

  • Oh yeah, I definitely agree with your thread title because this has been happening to me a lot recently. πŸ˜•


    Typically, when I play as Nurse, I 4K with ease.

    However, most survivors I face don't take the loss and wanna blame it on something such as Lag Switching. Then I get false reported by the entire survivor team (SWF) or that survivor false reports me, which is annoying because I didn't do anything. πŸ€·β€β™‚οΈπŸ˜­


    This happens 2 in every 7 games I play, if you're curious!

  • I THINK THE DEVELOPERS ARE DOING GREAT WITH THE RIFT CHALLENGES BECAUSE THEY CHANGED A FEW CHALLENGES.

    ALSO, LEVEL 4 CHALLENGES ARE SUPPOSED TO BE HARD BECAUSE IT'S THE LAST LEVEL OF THE TOME.


    THE RIFT IS A LITTLE GINDY, MAYBE THE DEVELOPERS SHOULD MAKE DAILY RITUALS HAVE RIFT FRAGMENTS?

    AAAAAAAAAAAAAAAAAAAAAAAAAAAAA

  • She just needs some QoL changes such as:

    • Holding M1 during the blink animation will cause you, when the blink animation finishes, to exit the blink performing a lunge attack.

    No longer do you have to wait for the blink to end, then start your lunge. There have been plenty of times where the game is like, "Sorry, you pressed M1 during the last 0.1 second of the blink animation, so you won't lunge and hit the survivor that's plainly in front of you"

    • FIX THE BLINK DEAD ZONES

    Nuff said.

  • I personally don't like how he can find you just by holding W in treatment mode. πŸ˜•

  • @Acesthetiic said:

    https://forum.deadbydaylight.com/en/discussion/comment/938625#Comment_938625

    Does have that enlarged T/L wall, jungle gym window and the frozen meat room window. I disagree with the pallets. There’s only the red room you can’t really loop and the two corner ones. I agree stealth killers are good, but that by itself doesn’t make the map a killer sided one in general. I talked about totem spots being good already in my OP. I think there’s a lot of good perks for both sides to be used on this map.

    If you don't get unlucky with the killer (I.E. Not trapper and the killer doesn't randomly run into you), it's a free escape during the EGC! 🀫

  • Honestly, I hate to be that person, but people need to start taking things less seriously in-game β€” I'm guilty of this too, sometimes.

    I try not to let losses, unlucky streaks, or BMs (from survivor or killers) not get to my head. 😁

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/940730#Comment_940730

    I mean, if we make NOED basekit, totems become a second objective πŸ˜‚

    Not true, because I can still avoid the killer while I escape. There have been plenty of games where I haven't been hooked, but ultimately, if NOED becomes basekit for killers, it's up to the individual survivor to make the choice to cleanse the totems if they don't feel confident. πŸ‘‰πŸ‘‰

  • @Polychrome_Baku said:

    https://forum.deadbydaylight.com/en/discussion/comment/940175#Comment_940175

    The original hallowed blight event proved that a secondary objective won't work. Survivor mains claim they want more objectives but they really just want Ruin nerfed. At this point, I honestly don't care. I don't use it anymore. But I'm tired of people acting like a secondary objective would instantly fix this game. Because it won't.

    It didn't work because secondary objective and second objective are two completely different things.

    Exit Gates are a second objective, you must open the Exit Gates to escape.

    Totems are a secondary objective, it's optional for you to do.


    The plants were just a secondary objective, not a second objective. πŸ˜πŸ€—

  • @Helevetin_nopee said:

    https://forum.deadbydaylight.com/en/discussion/comment/939790#Comment_939790

    How tf is Nurse op... She's still the strongest killer, but definetly not op

    That's question for a different topic, I want to stay on topic. πŸ˜πŸ€—

  • GUYS, ZUBATLEL JUST MADE ANOTHER AWESOME COMPILATION! πŸ˜πŸ€—

    I ALWAYS LOVE HIS COMPILATIONS!

  • @Deltin said:

    1) Keys: Have a DS skillcheck, if missed the key becomes broken. (it adds some time to escaping via the hatch, so killers have time to react instead of just instant)

    2) Moris: Every survivor in the trail has to be hooked atleast once before you can mori. (that stops mori off hook and tunnel mori)

    3) Ruin: becomes a base thing for killers OR it is no longer a hex, but a normal perk. It is active until you hook 2 or 3 survivors in the trail, then the perk de-activates. (so it does it's job in slowing down the game, but is also fair to survivors because after two hooks it goes away)

    Please let me know what you think, these ideas have just been floating around in my mind for a few days so i thought i'd bring them up.

    I like your Ruin suggestion a lot, well, the second part where it's not a Hex but deactivates after a few hooks. πŸ˜πŸ€—

  • @Slaughterhouse3 said:

    Like to the point where it is relaxing to actually play them? πŸ˜‚ I feel that with Freddy no matter what rank I am.

    Nurse, she's still OP in my opinion but let's just keep that a secret from the devs! 🀫

  • @Cornpopers_Evan said:

    Like I said in my 1K post celebration, the always insanely gorgeous Suzi(I know she isn't a DBD content creater) along with Paulie Esther, Frip Frop and Maximillian helped me become such a better person that I wish I could show my appreciation to them somehow but I don't think I ever could with how much they've impacted my life. I also forgot to give you a shoutout as well for the great work you do, let me fix that.

    Definitely, and that's why I adore people like them because they have such a huge influence on those who watch their content!

    Not many people would think their actions affect other people, but it's true! it's honestly amazing how one person can make your day that much better! ❀

    Edit: Forgot think

  • @Mandy said:

    No it's not bannable in the slightest - as a killer you can hit them immediately afterwards.

    As to whether it was fully intended shrug but it's here now.

    Harvester Tech was officially recognised in the Oni patch and I don't believe that was fully intended either.

    Mandy, I want to clarify with something because I'm genuinely confused now that you mentioned that. πŸ˜•

    If you use something that isn't intended but it has counterplay, is that bannable?

  • @KeepDCPenalties said:

    https://forum.deadbydaylight.com/en/discussion/comment/936460#Comment_936460

    Did you even read what I said?

    Well, no, you obviously read the first sentence then immediately started typing out a response. I'm not saying that he is right or wrong, but the way he is presenting it without context leads me to believe that he'd rather the context not fully be known.

    That's understandable, but do you see where I'm coming from?

    Having a system that punishes innocent players is a no-go in my book, so I prefer BHVR to take more time chamfering the edges. Don't get me wrong, I want DC penalties because they are a huge step in the right direction, but I don't want the penalties to affect innocent players! πŸ˜πŸ€—

    Like the community says, we want a finished and polished product rather than a rushed one.

  • @Boss said:

    The way you wrote it makes it sound like they acknowledged that SWF has a power they find to be too powerful.

    Yeah, the developers already know SWF is powerful, and it's the main reason why they want to buff killers after they close the gap, Boss.

    If they didn't think SWF was strong, why would they feel like they need to buff killers after solo survivors gain the power level of SWF? πŸ˜πŸ€—


    Personally, I agree with OP, and this makes me upset as a player to see perks being used to balance the game (I don't think I'm the only one who thinks this). Perks aren't meant to be used as balance, but to either change your playstyle or prevent/hinder other playstyles.

    • Make Your Choice: Rewards a playstyle (Not Camping).
    • Urban Evasion: Rewards a playstyle (Stealth).
    • Infectious Fright: Rewards a playstyle (Snowballing).
    • Decisive Strike: Prevents/hinders a playstyle (Tunneling).
    • Shadowborne: Prevents/hinders a playstyle (Stealth).
    • Camaraderie: Prevents/hinders a playstyle (Camping).
  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/936202#Comment_936202

    Part of the reason they changed it was because the timer pausing while in the terror radius gave the killer in particular basically free Whispers. The same problem would come up if the timer were distance-based, I fear.

    Fibi, we already discussed this on one of my Legion ideas, remember? πŸ˜πŸ€—


    I'll jog your memory for you!


    Let's assume Deep Wounds pause when you're within 24 meters to the killer.


    If the killer could see the time left on the survivor's Deep Wound meter, they don't know whether or not the survivor is mending or is within 24 meters to them. Therefore, the killer wouldn't be getting a lot of information if they could see the survivor's Deep Wound meter pause.

    If the survivor could see the time left on their Deep Wound meter, that's when it could be used as a Whispers since they know whether or not they are mending. Therefore, if they aren't mending and they see their Deep Wound meter pause, the only explanation left is that the killer is within 24 meters to them. That's why I suggested survivors shouldn't be able to see the time left on their Deep Wound meter since Deep Wounds is based on distance to the killer.

  • I read the arguement between OP and @Sairek, and I have to take Sairek's side because having a system that soft bans innocent players is just not acceptable.

    There's a reason why BHVR doesn't like to ban players that abuse unfamiliar bugs such as Wake Up, Basement, and Sprint Burst (these been patched already). This is because you risk banning someone who doesn't know about the bug, and thus, ban someone who's innocent.


    Quote from @Peanits: About the basement bug.

    Screenshot_20191221-020835_Chrome.jpg

    To simply what he said:

    They don't want to ban innocent players.


    This is why I'm happy that BHVR is taking a safe direction by fixing what needs to be fixed, so no one player receives a punishment that they felt unjustified. πŸ˜πŸ€—

  • @Almo said:

    It can't be much shorter than about 15 sec, or Madness 3 would be really unfair. If you're in M3, you must Snap Out Of It before you can mend.

    Yes that's intentional, and yes we plan to keep that.

    Heyo, Almo!

    Couldn't you make Deep Wounds based on distance to the killer, then make survivors unable to discern how much time they have left on their Deep Wound meter?

    I think this could go a long way because survivors won't know how much time they have left, which can make Deep Wounds dangerous if you try to do some risky plays! πŸ˜πŸ€—

  • Any flat buff is going to increase the kill % value by a constant unless there's something going on in the background like the killer skewing the data by farming (farming usually means a 0K and making a buffed killer appear weaker than they are).

    There's no arguement there, but I think what others are saying is that, you barely increased their kill % value with their buffs. However, their buff is definitely a great start for sure, and I appreciate you being completely transparent β€” the community loves to see statistics and transparency! πŸ€—πŸ˜

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