NMCKE
NMCKE
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/888585#Comment_888585
No I didnt. Theres like 8 people who exclusively play legion in this forum. Me being one of them. But I'm with ulven on this one. I've stuck through thick and thin but I legitimately have no interest in playing legion anymore. I would rather play clown. At least he cant help it.
I seen so many people suggest that the Deep Wound meter depletes when a survivor does an action such as repairing generators. π
I think I can find multiple threads of people suggesting so.
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@UlvenDagoth said:
https://forum.deadbydaylight.com/en/discussion/comment/888571#Comment_888571
Yes we know, and we see how useless that is.
I don't see how when every Legion player ever wanted this change. π
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/888249#Comment_888249
Oh? Why do you?
Since DW is no longer TR based, survivors who aren't mending or running will have their timer deplete.
That means Deep Wounded survivors who attempt to do generators, heal, open the Exit Gates, and so on will have their Deep Wound timer deplete. π
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@megaweenieman said:
What the hell did we get for a killer? His hammer takes 10 minutes to throw down. This is a ######### joke
Yeah man, 10 minutes is definitely too much in my opinion. By the time the hammer touches the ground, the survivors already opened the Exit Gates and left. π
Jokes aside, he just came out, give it some time before making conclusions. π
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@brokedownpalace said:
You're literally searching for reasons to complain at this point.
Well, hold on for a second because he's just trying to see all has changed, and there's really nothing wrong with that in my opinion. He's not even complaining, just curious if there was anything that changed that we wasn't told about.
Anyways, the developers haven't done any shadow changes in while because it causes huge backlashes from the community, which is understandable. The developers are great people, and I can assure you that everything on the 3.4.0 Patch Notes has everything that was modified to The Oni. π
Also, I wouldn't believe everything you hear either because rumours can change over time.
I can tell someone, "Oni has a huge lunge range in Blood Fury" and by the time it reaches you, it could be modified to, "Oni lunge is really broken in Blood Fury" π
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@Ksoni said:
The new perk that shows killer pallets and windows, is weaker than survivors windows of opportiunity. The cooldown is bigger by 20 seconds, and the range is smaller by 8 meters. So, killer perks shloudn't be stronger or at least as strong as survivors?
Eh, that's only true for that one perk because it don't see what exactly it's supposed to accomplish. ππ€
Most other killer perks are pretty strong!
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/884087#Comment_884087
Sounds about right.
I'm more intrigued as to what Mr SpaceCoconut wants the game to be balanced around, does he think balancing the game around 3K/4K is the better way?
Why does he not think that 2Ks with the potential to be below that and above that sounds fair?
Sounds like they're trying to make a game that is fun and not a game where you're more likely to fail/win.
I feel like games should be balanced around a feast or famine playstyle, which means lots of 0Ks and 4Ks that balance out to a 2K.
Therefore, 50% of games are 4Ks and 50% of games are 0Ks. π
Why do I want this?
Mainly player satisfaction.
The killer player can feel like they are a true beast sometimes, but the survivor players can have moments where their teamwork is what pulled them all to a victory.
If you're on the receiving end, you know that there's always room for improvement and will keep trying until you get the win you worked for. π€π
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/884074#Comment_884074
As I said in a previous comment, I'm not denying that the 70-80 hour estimate was probably pretty far off. But we also won't know just how far until the Rift is over and we can actually look at the data and evaluate it. Leaving the time estimate aside, the Rift itself was clearly carefully designed with a lot of factors taken into account. And maybe they missed the mark somewhat. But until the Rift is over, we can't possibly know with very much accuracy whether it was too much for "casual" players or not, because we haven't finished testing it.
And this thread isn't really about people who only play an hour a day. The OP seems to be trying to suggest that they deserve to be able to complete the entire Rift, even though they have, by their own choice, not played the game in the last month.
I read the thread again, and this thread also talks about how grindy The Rift is as well β which makes my point still relevant to the topic. OP already knows they don't deserve the completion of the Rift because they said they took breaks. OP's focus in this thread is on WHY (s)he quit playing for a while. That being: The Rift being too grindy. OP obviously want this problem to be solved, and that's why I'm offering solutions β as well as agreeing to OP's points.
With that said, I can sympathize a lot for BHVR here because it's their first time doing something like this β of course they won't get it perfect the first time or maybe even the second. It's okay to admit that BHVR didn't get The Rift right the first time β I expected they wouldn't because as mentioned above, it's their first time. Now, to be fair, I wouldn't say it's as grindy as some people make it out to be, but you can tell that there's obviously a problem with the amount of grind need to complete The Rift.
To clarify, something being grindy isn't bad, but when it's too grindy, like when you have to sacrifice an unfair amount of time to get the rewards, that's when it becomes a problem.
I don't want BHVR to make knee jerk reactions to this because I don't want them to repeat history like before. However, just doing some small changes like fixing challenges and making them more fair for their difficulty is a start. That's really all I'm saying, and that BHVR is doing a great job given the circumstances. ππ€
Hopefully, you can agree with me here.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/884017#Comment_884017
You seem to be forgetting that you have to play games in order to complete challenges. The majority of that XP you just calculated will be earned organically while working your way through the Tome.
While I agree that you can earn that XP organically, you cannot deny how absurd it is to ask a person with an average of 1 hour worth of play time to complete that.
Like others said, queue times waste valuable time rather than getting into games and earning that XP. Also, not all games will give you 600 XP because games are unpredictable and can wield different results.
Currently, I only play Dead by Daylight on the weekends, and you might quickly say, "Nick, of course your going to struggle if you only play on the weekends," However, I spend around 5 hours on Fridays, Saturdays, and sometimes, Sundays. Therefore, within one week I'm playing 10 to 15 hours, so on a good weekend, I'm actually playing a little over 2 hours on average.
As of today, I'm on tier 32 in The Rift and have not touched Tomb I Level III β I'm just about to finish Level II. I expect to gain 15 tiers from completing all of level III with the accumulated XP. With me being expected to be at tier 47 and need to earn 23 tiers within the last level of the Tomb...
You're really pushing me here.
I know BHVR isn't perfect, but adding in certain things to help us wouldn't hurt, too. I suggest that Daily Rituals give 3 or 5 Rift Fragments depending on their difficulty level. ππ€
Maybe add some offerings that grants the player 100% bonus XP?
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Here we go again... π
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/882017#Comment_882017
Checkmated myself?
My job as a killer is to kill the survivors -- it is NOT to babysit them.
Do survivors have to cater to the killer when they do generators and escape in under 5 minutes?
No, they don't. So then why should killers have to?
The fact you even suggested that as a solution shows that there is a critical and fundamental flaw in the current game design that needs to be immediately attended to. One side playing very poorly or giving up quickly should not be the opposing side's problem. It should not and is not my responsibility for someone else DCing or giving up too quickly. I am the killer; I am not a babysitter. My job should be to kill the survivors and I should not have cater to them for any reason.
That's what you have to do currently if you wanna 4K without slugging, and also, I'm not the one who designed the hatch spawn rules. π
If you have questions about how the hatch spawns and have constructive feedback to give, that's something to tell the developers. I'm just telling you how things are right now with the current game mechanics, and believe me, you're definitely not wrong here. ππ€
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@UlvenDagoth said:
https://forum.deadbydaylight.com/en/discussion/comment/881427#Comment_881427
so "Fun to play as" to you is having a completely useless power?
They just got a huge buff recently, BHVR even listened to your feedback by making the button add-ons better. π
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/881648#Comment_881648
How am I supposed to find the hatch when not enough generators have been done for it to spawn until there's only one survivor left and then it spawns next to them???
Come on, it's like you're not even reading my posts, here.
https://forum.deadbydaylight.com/en/discussion/comment/881658#Comment_881658
I don't decide if survivors immediately give up on hook or DC.
If for example 1 survivor DCs on their first down, and two immediately give up on kill themselves on their first hook and the fourth finds the hatch, that's often a depip for the killer, especially if your killer is capable of insta downs or you're just playing trapper and pick them up out of the trap.
This scenario happens so often for me, especially since tier III of the tome came out.
Sorry, I didn't read your post because it was really late and only had enough time skim through stuff. It comes to show that even trusted members aren't perfect, we will make mistakes too.
Now since I gave your post a full read: then you kinda checkmated yourself because you should've left 3 survivors alive and let them do generators.
That's what I do, if you're about to sacrifice the 2nd survivor when there's less than 3, instead let that survivor live. Then purposely let that survivor extend the chase out until there's 2 generators remaining. Then, we're back to our other scenarios because they spawned the hatch in β you know what to do. ππ€
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/881578#Comment_881578
I wasn't talking about keys. I was talking about hatch just spawning 10 meters from the 4th survivor as soon as the third survivor is sacrificed.
There's a sacrifice animation, you can use the time that survivor is being sacrificed to make your way to the hatch. That survivor isn't considered "sacrificed" until the sacrifice animation completes, so the hatch won't open immediately.
Just make sure you hook them somewhat near the hatch so you're given enough time to reach the hatch before the sacrifice animation finishes and opens the hatch. π€π
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/881598#Comment_881598
Typically anytime offerings either conflict or stack, they shake on the offering screen. If one person uses a shroud of binding and another a shroud of separation for example, whichever one doesnt get used up returns to the players inventory.
Actually, when a offering conflicts, they will shake, don't burn up, then get thrown out of the screen. It's pretty cool because it's a rare event. π€π
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/880931#Comment_880931
It works the other way around too, though. The amount of times I've killed the third survivor with only 0~2 gens done and the survivor escapes through the hatch a whopping 5 seconds later and I get a depip despite killing 3 survivors is not an inconsiderate amount.
Keys are OP, and have very little counterplay besides tunneling the key user out of the game and whoever else dares to touch that key.
I wouldn't let keys bother you because they were going to escape anyways, and slugging is just delaying the inevitable from happening. Last survivor will just wait for you to show them where the hatch is then open it in your face.
However, I'm not one to judge, if you wanna slug, you're free to do so and I'll respect that, but doing the tactic I told you shortens games drastically while giving you a high % chance for a 4K. π
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/881526#Comment_881526
I agree with you. That's why I specifically said that killer shrouds shouldn't be hidden.
One time a survivor used a shroud and I used a shroud, the Entity rejected our offerings because they conflicted with each other. π
Apparently, a survivor didn't see our offerings getting rejected and (s)he ended up DCing.
Thought this would be worthy of a share! Some people just hate mori so much that they will immediately DC the moment they see a hidden offering, even through it could be a shroud.
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@NullSp3c said:
https://forum.deadbydaylight.com/en/discussion/comment/881021#Comment_881021
They thing about fun is subjective, with the exception when you just add cooldowns to a killer like the nurse.
I understand the spirit changes (with the exception of the yakuyoke amulet one) but overall i like these changes and the freddy ones and I, personally, think he needs a nerf since 1 month after his release.
I don't understand when you say "Most changes BHVR made towards killers is for making things balanced and fun for everyone.". Since when making a killer's power rendered to very niche situations is fun? Like making 15 drawbacks for some reward. AKA Legion.
And there are a lot of people that play nurse that stopped playing her. Nominately a guy that had around 5k hours on nurse stopped playing her and, frankly, her add-ons didn't have that much thought into it.
I agree when you say that spirit, freddy and ghostface got better. 100%
I just want you to explain how did the changes to legion and nurse make them more fun playing as.
I just want you to explain how did the changes to legion and nurse make them more fun playing as.
If you want me to be honest, I wouldn't say the change made him more fun to play as but more fun to play against.
You see, old Legion had a lot wrong with him, and survivors had no counterplay. Every chase against a Legion puts a survivor on a timer that they cannot control with their skill β they would eventually go down due to FF hits.
Who thinks facing an opponent that renders your skill useless is fun? I certainly don't.
However, BHVR needed a quick solution, and they had to sacrifice some of the killer's fun for make playing against more enjoyable. Admittedly, they should've taken more time to finish the job rather than leaving them like that for a while, but I will assume they were short on time and needed a temporary solution.
Now, with the current buffs on the PTB, he's fun to play as and against β that's BHVR's goal. Sure, it's not perfect, but they are a lot better than before. ππ€
Now, Nurse and this is great for me because I actually main her β I can give you a 100% unbiased opinion.
The cool-down on her blinks make landing her blinks feel more rewarding because you have to use them sparingly, you can't use them mindlessly and expect good results.
I can understand how waiting to use your blinks is really lame because you're just sitting there waiting for your blink to recharge. However, it would either be this or longer fatigue, according to the developers β adding a cool-down is definitely preferable for the majority.
Lastly, her add-ons are pretty unique and offer more fun combos to her β they are easier to use unlike before. Sure, some add-ons are terrible and need desperate changes, I'm not going to sugar coat it, but all in all, the positives definitely outweigh the negatives with Nurse. π€π
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@KnobbyGnome79 said:
https://forum.deadbydaylight.com/en/discussion/comment/881297#Comment_881297
I see your point on resurrecting old threads. A lot can change in this game for sure. That said Hex ruin is hex ruin so I guess I still thought it was relevant. At any rate i appreciate the info and will be sure to not resurrect old going forward.
You're fine, I'm happy that you learned from this! π€π
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@LordGlint said:
I feel like id just be incentivized to change my name to ImmaGetUWithMahNOED, just to trick ppl into actually doing bones.
Psychology is OP, please nerf. π
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@ASpazNamedSteve said:
Why do people think Doctor's getting nerfed.
People exaggerate Legion, Nurse, and Spirit changes, then assume BHVR is going to gut any killer they say are going to rework or is over performing.
In reality, BHVR doesn't always gut killers, and when they do, gutting is exaggerating what exactly they did to that killer. Most changes BHVR made towards killers is for making things balanced and fun for everyone. They just buffed Legion and made Freddy a beast a while ago β Ghostface got a significant buff too. The community, not everyone, tends to only see the bad of BHVR more than the good because it's easier to look at someone's mistakes than look at their success.
I said too much, bracing for impact! π
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@PolarBear said:
https://forum.deadbydaylight.com/en/discussion/comment/880777#Comment_880777
Not really that much skill involved in the egc though. It just comes down to where the hatch and gates spawn. It is quite generous that the survivors even get a chance to escape.
And what about the killers skill? The killer has already proven his skills by killing most of the survivors. Should a survivor who survives to be the last one alive deserve to escape more than the killer deserves to kill them after they've killed their teammates?
Not really that much skill involved in the egc though. It just comes down to where the hatch and gates spawn. It is quite generous that the survivors even get a chance to escape.
That's luck, you can't control luck β that's why I don't like luck unless it's used as a punishment. However, there's lots of skill involved as a survivor to increase your odds of survival, assuming Exit Gates spawned at decent spots to allow both sides a fair chance.
I actually made a thread about things you can do in the EGC: This involves technique and execution.
@NMCKE said:
Prologue: The EGC Concerns & Overview
The EGC is an event where the survivor is on a 2 minute clock to escape or die trying. While the timer is ticking, you will have to open one of the two Exit Gates or attempt to find the Hatch if you have a key that can open it.
In most circumstances, you will have to open the Exit Gates and escape, but it's easily said than done.
Most player think the EGC is a free sacrifice to the killer, but that's not always the case if you're somewhat lucky! To escape, follow these tactics in order to have the greatest chance of success! π
Tactics
Scouting: Exit Gate Spawns
As the Trial plays out, look at the Exit Gate spawns. This can help you plan ahead in the event your team fails to complete their objective.
Rush Method:
Exit Gates spawned too close? Try opening the Exit Gate furthest from the killer to give yourself great chance to escape!
Keep in mind this is incredibly risky, but it's your only shot when the Exit Gates spawn too close!
This works because the killer has to walk from the hatch to one of the Exit Gates, and if the killer picks incorrectly, that's more than enough time to escape. π
Stealth Method:
This one is quite complicated, but for starters, don't attempt the Rush Method if the Exit Gates are far apart from each other because the Stealth Method gives you a better chance to escape. π
1.) You want to position yourself just within 8 to 16 meters to the Exit Gate. Make sure you accomplish this before 50% of the EGC expires.
2.) When the killer leaves your Exit Gate, begin to open the Exit Gate but make sure you stop the progress meter when it's underneath the "E" in "Open Escape". Then go back to your hiding position and wait for the killer to repeat their patrol cycle. This prevents the Exit Gate from flashing a red warning light and giving away your position!
3.) Once the killer leaves your Exit Gate, begin to open the Exit Gate and attempt your escape! If the EGC timer is flashing before you started opening the Exit Gate, you wasted to much time, you're good as dead! π
If you done all of these steps correctly, you show have a high escape chance. Remember that your escape chance is dependent on your execution.
Here's a video on proper execution:
https://xboxclips.com/NMCKE/a71fe479-39a5-4622-995b-72b1f1f69d00
EGC Balance
Counterplay doesn't mean it's balanced, the EGC is severely in the killer's favor. Don't get me wrong, the killer should have the advantage, but the survivors odds should never be impossible because at that point, why add the EGC? You minus well at that point just have the Enitity sacrifice you as soon as the killer closes the Hatch. π
Here's my suggestions to make the EGC more fair to the survivor:
- Add more LoS blockers around the Exit Gates, this prevents killers from standing at a vantage point and keeping both Exit Gates under surveillance.
- Have a maximum and minimum Exit Gate spawn distance that's dependent on the killer's mobility. Distance should be enough for the survivor to get the Exit Gate to around 75% if the killer leaves their Exit Gate then comes back.
- Hatch should always spawn away from the Exit Gates to make both the Rush Method and Stealth Method viable.
- Defensive killers that prevent the survivor from opening the Exit Gates without being detected shouldn't be allowed to place their traps near the Exit Gate switch. These killers are: Trapper and Demogorgon. The other defensive killers have enough counterplay to avoid getting detected by their traps.
Epilogue: Final Thoughts
That's basically it for my EGC suggestions β just make it more fair to the survivor while the killer still has the advantage. Hopefully, you will agree with me and understand how to escape when the situation looks dire! ππ€
And what about the killers skill? The killer has already proven his skills by killing most of the survivors. Should a survivor who survives to be the last one alive deserve to escape more than the killer deserves to kill them after they've killed their teammates?
That's why I say both sides need a fair chance. I think the last survivor during the EGC deserves a 25% chance of survival because we don't know how the killer won. Was it because other survivors didn't want to face a Prayer Beads Spirit? Which made everyone give up and you're the only one who didn't give up. Was it because your teammates thrown the game? Inexperienced survivors kept feeding a face camper hooks.
Sometimes it's not always the last survivor's fault when their team fails to complete their objective, which is why the killer should never be granted a 100% chance to get a 4K.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/877937#Comment_877937
Killers slug for the 4k because the 4k is so valuable and literally makes a huge difference between whether they may pip or do not pip at all (or even in some cases, de-pip). There have literally been matches where I've given the last survivor the hatch and still got Entity displeased despite killing 4 of them -- because y'know, apparently trapper and other one-shot down killers earn no chaser points for using their power effectively.
I wish it was more like Identity V, where a 3k or a 4k to the killer means very, very little.
Just change the "No One Escaped" scoring event to "Victory" and make it require only 3 kills instead of 4 kills to get it. Give bonus emblem points for earning said scoring event and boom, nobody will care to slug for the 4k as much because it will no longer be such a requirement for pipping or give a chunk of bonus blood points.
The problem I have is the killer doesn't need to slug most of the times, just let survivors spawn the hatch in by letting them complete generators then find the hatch location.
Once you find the hatch location, sacrifice the survivor and dart to the hatch for an EGC. As we all know, if the map isn't Lèry's, The Game, or Hawkins Laboratory, the Exit Gates will usually spawn pretty close and bring the game to an end faster than having a slug world championship that extends the game by 10 minutes.
I, as a survivor, at least wanna attempt to survive the EGC, even through, with my luck, always get Exit Gates on the same wall. π
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@PolarBear said:
It goes both ways so I don't mind it. There are matches where the exit gates are super far away from each other and others where they spawn really close. Sometimes you win the coinflip and sometimes you lose.
The best you could do is if you know the hatch is far from the gates you could camp the farther gate in hopes of the killer finding and closing the hatch giving you the maximum amount of time to open the gate.
I want the EGC to be fair for both sides, and having both extremes exist doesn't balance it out. You shouldn't have to give up because you lost the coin flip, and have to face a loss.
Luck should never override your skill as a player unless you made a mistake. Yes, it's arguable that you failed to do generators and escape through the hatch, but what if your teammates were just not up to par or didn't want to go against a Spirit? Sometimes it's not always the player who made the mistake, it was their teammates.
I feel like your odds as the last survivor should be around 25%, no more or no less. ππ€
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@tylerlogsdon1 said:
As a survivor, if the gates are killer favored, i will look for a key before attempting at 30% egc left.
As a killer, if you find yourself troubled by egc alot, try running remember me or blood Warden.
Yeah, sure, use perks, but I despise using perks to balance the game out.
Keys aren't always available, and the fact that you always need a key during the EGC to have a fair chance is a huge red flag.
However, I do agree that's the only thing you really can do and it flat out sucks, luck should never reduce your odds to 0%. π
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@LordGlint said:
Currently it does NOT protect against aura reading. The version of it on PTB however DOES protect against aura reading. I guess wait til that version hits live before trying this out, assuming they dont change their minds about it first.
+1 ππ€
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EGC, or AKA, RNGC (Random Number Generator Collapse).
They need to fix both extremes for survivors and killers. π
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@PolarBear said:
Would be a more appropriate term if you ask me. I just don't think everyone knows what a softlock is. But the same kinda goes for bodyblocking.
Basically, there are two types of bodyblocking where one type is acceptable and other is not acceptable (against BHVR rules).
The acceptable type of bodyblocking remains the same, we will keep calling it bodyblocking.
The not acceptable type of bodyblocking is now called soft locking.
Whenever the developers want to easily differentiate between the two types of bodyblocking, they can now use: Bodyblocking or soft locking.
Bodyblocking is not bannable, but soft locking is. ππ€
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/879781#Comment_879781
Dude it has nothing to do with the explanation. π€¦ββοΈ
I'm not trying to tell people what the difference is. I'm telling the DEVELOPERS to use a DIFFERENT TERM to avoid confusion.
You're fine, I don't find it confusing and neither does anyone else. π
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/879711#Comment_879711
*laughs in Nea main* let the flashlight consume you. >:)
It's just so fun to click a flashlight at something. π
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/879619#Comment_879619
Just sounds like weβre admitting that we arenβt perfect.
I don't know if it's me, but whenever I touch a flashlight, I have to click it 5 or 10 times in the air. ππ€
It's like the toxicity on that flashlight controls me! :(
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Basically the same reason why killers can through windows β they have arms and if you get too close, you will eat a hit because they can reach you. π
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@thesuicidefox said:
You mean to say this isn't fair?
https://xboxclips.com/thesuicidefox/f869a997-940b-45bd-ae48-2590917391e0
I already seen that clip when we was playing together, if I remember correctly, yes, the Exit Gates spawned in line of sight and the survivor was forced to die. π
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@NoShinyPony said:
It's not as if leaving through the exit gates after the hatch gets closed is the only way to escape in this game.
You can leave through the hatch before it gets closed. Keys exist as well. And of course, you can do 5 gens with your teammates and leave through the exit gates in a normal way.
If a survivor wasn't able to use several chances, I don't think they still need a 50/50 survival chance (or even higher).
However, I agree that luck plays often too big of a role in this game.
Addressing this part:
It's not as if leaving through the exit gates after the hatch gets closed is the only way to escape in this game.
You can leave through the hatch before it gets closed. Keys exist as well. And of course, you can do 5 gens with your teammates and leave through the exit gates in a normal way.
I never said they didn't get multiple chances β I mentioned in my thread that survivors get multiple attempts of survival.
Now this:
If a survivor wasn't able to use several chances, I don't think they still need a 50/50 survival chance (or even higher).
I say a 25% chance is fair for the survivor, assuming they played everything correctly.
Obviously, the developers want to give the last survivor at least some chance of survival after the hatch is closed. If not, why would the developers waste their time making an EGC when they could have the survivor get sacrificed on the spot after the killer closes the hatch. ππ€
Exit Gates spawning on the same wall contradicts that statement above. :(
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/879539#Comment_879539
In the situation the OP describes, both gates are with LOS of the killer. I donβt see how you escape that.
So, this would be the new Exit Gate spawns β what do you think? π€π
The yellow dotted lines represent the killer's line of sight to both Exit gates, and the X means the killer's line sight is getting blocked at this point! ππ€
The killer can no longer stand at one point and win because of poor Exit Gate positions. However, the survivor will now have to rely on skill instead of the Exit Gates spawning too far.
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@humanbeing1704 said:
my concern is vsing pc nurses
I dislike how players downgrade themselves because they are console players. As a console player, you have the same amount of potential as a PC survivor going against a PC Nurse.
Dead by Daylight isn't a first person shooter where you have to make pixel perfect flicks and 360s to win as a survivor. π
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/879292#Comment_879292
I think we all understand that neither scenarios are ok.
Honestly, Exit Gates should spawn like this, and excuse my poor drawing:
Basically, the Exit Gates are sinked into walls, this is comparable to Lèry's, The Game, and Hawkin's Laboratory.
To compensate, Exit Gates will always spawn on the same wall but always the maximum distance apart on that wall (or they will always be within 56 meters from each other).
Therefore, the survivor can sneak into the Exit Gate tile, and wait for the killer to fade away to attempt for an escape. Hopefully, if the survivor manages their time well, it should come down to a 25 (survivor)/75(killer). π€π
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@ChaosMaster130 said:
Just a question I had about rift levels, does completing the final epilogue node lock out the level and prevent you from doing any more challenges in it?
No, you can always go back and complete the challenges you skipped! π
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@I_Face_Camp said:
But same goes for the opposite. When the gates spawn super far away it is almost impossible for the killer to get the survivor. It runs both ways. Survivors need to understand this. The game doesnt revolve around them. It's a 2 party system
Yes, I know that too: I should've put that in my thread because I knew someone was going to mention that. π€·ββοΈ
NMCKE playing Dead by Daylight: Special Edition. View more XboxOne clips at XboxClips.comNMCKE playing Dead by Daylight: Special Edition. View more XboxOne clips at XboxClips.com -
Closing the hatch blocks all remaining generators, regardless if they are complete are not. Blocking a generator doesn't automatically complete that generator, it just prevents survivors from working on them for the duration they are blocked for. ππ€
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Awesome, glad you two were able to work something out, it makes me so happy! π
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@UlvenDagoth said:
Still waiting on the contact.
Luzi should be with you soon, she might be busy right now β I would give it a little longer. ππ€
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Okay, @Gay Myers (Luzi) answered me and should be with you soon. ππ€
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@UlvenDagoth said:
https://forum.deadbydaylight.com/en/discussion/comment/877291#Comment_877291
That would be lovely. I honestly just want to know what the heck keeps happening.
Alrighty, I'll be right back.
I'll keep you updated! ππ€
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@UlvenDagoth said:
I'm prolly gonna get banned off the forums for this, so I doubt anyone will even see this. But I'm really done with some of the practices here. My Two threads in Feedback talking about Legion reworks both ended up not bumping to the top of the list if someone posted in them. Kinda like no one is posting in there at all. I can't contact any of the mods or anything from here, and I doubt any of them would bother to answer me on Discord. You want to know why? Cause I made a version 3 of my thread, I had it bookmarked and everything. I moved over all the old posts that needed to be kept alive to be talked about... I even @'ed the mods to let them know the other threads where having issues. Guess what? It got deleted. It's not in my bookmarks, and it's not in the list anywhere. I tried posting in my version 2 thread to see if they removed the new one cause they fixed the last one.... nope. I really feel like this is a direct attempt to control what is talked about on the forums, or to remove certain voices from the discussion. No one will look at Ideas, even new ones, if they arent near the top of the list and can't be moved up. This just shows there is censoring going on here.
Hey, I can tell that you're pretty upset about this and would like some answers!
If this will make things better, I can contact a moderator to explain things to you about what's been going on and clear up any confusion you may have! π
If do want me to contact a moderator for you, I want you to remain civilized and try to work things out with whoever moderator decides to DM you. They will work with you if you work with them, I promise! π€
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@aregularplayer said:
Calm down complainer, By Any Means also has an unnecessary cooldown and nobody is bitching around.
Imagine if it didn't have a cool-down, the amount of pallets that would be savaged by survivors.
I have mixed feelings about this because on one hand, killers tend to bloodlust me and ignore pallets, it would feel great to punish them. On the other hand, this perk could be OP if it didn't have a cool-down. π
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@RakimSockem said:
So with the release of the most recent stats (I know, i know. Taken with a grain of salt), can we stop all the crap about there only being 3 viable killers in the game?
Literally EVERY killer in the game has above a 50% kill rate IN RED RANKS including the killers people say are unviable and unusable. And while the stats don't show everything that goes into a match (items, add ons, moris, dumb decision making), it DOES show that all killers CAN perform well at the high levels.
So maybe if you're not doing well as killer, you just need to get better because someone out there is getting hella kills with these so called weak characters
I feel like the stats are perfect, and I'm just going to give an unpopular opinion: 50% is not great for killers because that means all generators were powered to allow 2 survivors to escape. When all generators are powered, you know the game was very close and killers who don't have endgame perks, often lose at that point unless they already have huge snowball momentum.
Therefore, I like how the killers are around 60%-70%, through I think anything that's above 75% needs a nerf in some aspect. ππ€
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@MegHasCuteFeet said:
What is it with cooldowns on killer perks lately?
I understand that Thrilling Tremors got one because that could be abused, but Blood Echo itself is already underwhelming since hermorage sucks and the survivors have to be injured.
The meta will never change if you keep restricting killers from using niche perks by slapping cooldowns on them.
I bet if Infectious Fright would have been an Oni perk it would have a minute cooldown aswell.
How about we mix things up and give borrowed time a 2 minute cooldown aswell to restrict survivors, instead of being able to mindlessly safe-unhook people, who then get a free bodyblock hit and cant be tunneled because of ds. π
The cool-down doesn't really do anything unless you can down multiple survivors within 60 seconds, but I do see where you're coming from tho. ππ€
In the near future, I would like to see the developers shift away from cool-downs unless the perk needs one to prevent abuse. :P
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Nice.
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@Boss said:
Hmmm, i like Left Behind more as it currently is.
As for Sole Survivor, i'm not happy with how it is now, but this suggestion concerns me, in capable hands, it might just be a slower version of a "free Hatch".
Left Behind is good currently, but I feel like it could be more interactive than just having an aura reading effect slapped on to the perk. Furthermore, the perk name makes sense with what it does now, you will finish the job by completing generators. ππ€
About Sole Survivor, that's exactly my goal, a slower version of "Free Hatch" if you play your cards right and the killer is being lazy (I.E. Standing in one area with both Exit Gates in line of sight).





