NMCKE
NMCKE
About
- Username
- NMCKE
- Joined
- Visits
- 8,638
- Last Active
Comments
-
@HatCreature said:
https://forum.deadbydaylight.com/en/discussion/comment/641215#Comment_641215
These aren't technically leaks. These are pics that are posted publicly on the steam page for the game.
Wait, really? I wonder why they do that when the chapter isn't even released yet! Idk, I don't play on Steam, but I, as well as many others, will like a spoiler alert. :(
I was just saying because some people want to be surprised when it comes out, ya know? :)
-
I don't think you're allowed to post leaks on the forums, but if you are going to, can you at least put a spoiler alert? :(
-
@Mushwin said:
Until stranger things chapter comes out and not assuming, it happens every chapter. C'mon everyone.
I CAN'T WAIT I'M SUPER EXCITED!!!!!!! 😫
GDUDHEZOOCHRS928EU54JWNWBSUD
-
@Janick said:
I can confirm and appease your fear by saying that the Demogorgon power is very far away from Freddy 1.0.
Thank you for confirming! :)
-
@Peanits said:
It's definitely something that's being considered, but there are no solid plans I can share.
It's trickier than it seems. Increasing the times a bit doesn't slow the game down much (even if you add 20 seconds to a generator making it 100 seconds, that only adds an extra 100 seconds over the course of the game, some of which can be done simultaneously).
Meanwhile, reducing that time and adding additional objectives around the map removes points of contention. Suddenly it's way harder to find survivors because they're not clustered around generators, they're spread out all over sneaking around.
And then there's always the conundrum of 'if it's harder, it's more fair for the top 5%, but less fair for everyone else' thing.
We are trying to see what we can do though, but it's definitely a lot more complicated than adding a new objective and calling it a day.
Thank you Peanits for answering! :)
-
@Accorn said:
https://forum.deadbydaylight.com/en/discussion/comment/639845#Comment_639845
That's a very good point. We can't just cater to the M1 killers, but we also can't ignore that they're in an awful spot right now. Without some help, we'll continue seeing the same four or five killers again and again because that's the way you win (unless the survivors aren't very competent).
This, we need to spread the love around and focus on the killers who desperately need buffs! :)
-
@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/639752#Comment_639752
Hey Nick, secondary objective is an optional objective, a second objective is a forced objective. :)
Ah, my apologies to @Accorn. 🙂
-
@Accorn said:
https://forum.deadbydaylight.com/en/discussion/comment/639752#Comment_639752
If they are indeed optional objectives, then there should be no complaints about NOED or Ruin when it's entirely up to survivors if the perk exists or not. But we see a huge number of complaints about these perks being "OP" anyway. So they're either optional and survivors complaining are just lazy, or they're secondary objectives that are ignored because survivors see gens as the end all be all.
It's really not that through, if I get hit by NOED, I understand it's my fault (exception: when I don't have time to do bones and my teammates are lazy) ☹
I, as well as many other players, want something interesting in the game, not a perk the killer can possibly use out of the hundreds of perks out there that practically forces you to cleanse all totems. Perks shouldn't be used to cover up actual problems in the game because then you get to a point where killers are perk dependent, ya know? The community doesn't like killers who are add-on dependent, but you shouldn't have to hard lock a perk into your build to have a decent chance.
For example: M1 killers tend to use the Spirit Fury Combo because some maps are outrageous in pallets. This is so crazy that the developers recognize the problem, and decided to rework some maps.
-
@Accorn said:
https://forum.deadbydaylight.com/en/discussion/comment/639726#Comment_639726
On that note, there's no point in complaining about NOED or Ruin when you flat out refuse to do totems. They're meant to be a secondary objective and ignoring them is on the survivors. (Not pointing you out specifically, just those that complain about Hex perks)
Since you believe totems are a secondary objective, which I respect your opinion, but out of curiosity, why do generators continue to get done way too fast? I thought this problem was addressed a long time ago.
To skip to the point I'm trying to make, totems aren't secondary objectives — they are optional objectives because you're aren't forced to cleanse them. I see many survivors, including myself, ignore totems and escape scratch free.
-
@Locker_Monster said:
..You could always hunt for the Ruin totem?
I mean yeah; Survivors need a more solid second objective..like carrying parts from a nearby crate to the Genny, then you work for 10-20 seconds, get another part..Or something.
Something to break up holding a button and waiting for skillchecks.
I learned the hard way that it's sometimes bad to hunt down the Ruin totem because you could waste a lot of time looking for it when you could have 2 generators done within that time.
To be clear, I'm not complaining about Ruin, I'm complaining about the monotonous task us survivors have to deal with. :(
-
@ImmortalReaver said:
I've had my ruin totem literally on the ouside of the killer shack. horrible. btw how would you guys feel about the killer being able to manually place the totem before the match starts?
I don't know, I feel like Hex Perks should be risky because they offer more strength than the average killer perk. Giving the killer the ability to pre-select a location would ruin the risk factor because you're guaranteeing yourself a great totem spot, ya know?
-
@AshleyWB said:
https://forum.deadbydaylight.com/en/discussion/comment/639076#Comment_639076
Interesting you mention Amanda Ripley from Alien isolation. Would be a neat little crossover especially so because apparently there's a sequel to isolation in the making apparently.
Source? I'm really interested about this! 🥺
-
I'm really upset at this post, like we're getting way more than the average chapter worth of content, and you're upset about it?
Like don't get me wrong, I understand your arguement, but we're still getting a killer in this chapter, and it's one we been requesting for ever.
Overall, I want to remind everyone to please be happy with what you get because the developers could've given us literally nothing from the past year, ya know?
-
Yayyyyyyy
-
@Peanits said:
For anyone wondering: We'll be able to share some more details very soon™.
Very Soon™ 😏
DUDE I'M FREAKING OUT RIGHT NOW, TWO SURVIVORS AND A KILLER??? THIS IS AMAZING! DHIEHEBEIDUWCEOG9TJEBFI9DWKEVID
-
@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/625673#Comment_625673
AND, Peanits said right afterwards that they know Trapper is garbage, that's why we don't base on stats. If they would give a pip rate, that'd be cool. And getting a 50% kill rate means you killed two, which is almost always a de pip.
You solved the problem with the game, congratulations because I thought I was the only one who was seeing this!
Basically, the developers want a 2K for every killer, which is fine, but the ranking system wants a 3K or even a 4K sometimes.
-
@Awakey said:
I do like this idea, however what I would do is be extremely exaggerated about difficulties, as in easy is really easy (do half a gen), and insane is INSANELY DIFFICULT (Above rank 6, get 4 sacrifices before the first 2 gens are done).
With this, you can allow people to pick difficulties and adjust rewards slightly to compensate.
That seems reasonable, I'm fine with challenges as long as they aren't killer or survivor specific. I don't want to force players to play some they don't want, and I know @Peanits (anticipating your comment), Daily Rituals are supposed to get you out of your comfort zone. However, if I have to play a killer I never did before then I'm just going to get destroyed and get hardly any Bloodpoints. I feel like Daily Rituals should be a test of skill, rather than a test of your comfort zone.
@Acesthetiic said:
Something that could be implemented to your idea:
You get one ritual, daily. Within the ritual are 4 levels that start from easy to ending at insane. You are given 24 hours before the daily resets into the new one. You could then adjust the multiplier scores (my favorite part from your idea).
Oh yeah, that would be cool, it's like Identity V where you get challenges, and it gets harder as you progress through them! :)
-
@Awakey said:
Also, let's get @Peanits, @MandyTalk, @Gay Myers (Luzi), and @Rizzo90 to share their killers with us.
Nurse main reporting to duty, with a side of Pig! :)
-
@Acesthetiic said:
How are each of the rituals distributed, difficulty wise? Do you have a choice of what difficulty you decide to do, or is it random each day?
Rituals are luck based depending on their difficulty, and when you complete or pass a Ritual, you have a certain % chance to receive a certain difficulty:
Easy: 40%
Normal: 25%
Hard: 20%
Insane: 15%
I appreciate the questions, keep em' coming! :)
-
@Acesthetiic said:
Any examples of what is considered an easy ritual compared to, let’s say insane? I want to get an idea of what the synergy is between the difficulties and blood points.
Also, do the rituals progress carry from game to game, like they do now? I think insane rituals could benefit from not carrying to increase the difficulty.
Difficulty Examples
Easy: Survivor
- Repair the equivalent of 1 generator
- Heal a survivor the equivalent of 1 health state
- Get chased for a total of 30 seconds
Easy: Killer
- Regress 3 generators
- Attack a survivor when they are close to a pallet
- Attack a survivor while another survivor is hooked
Insane: Survivor
- Take 3 protection hits
- Repair the equivalent of 2 generators without taking damage from the killer
- Enter a chase for 120 seconds without taking damage from the killer
Insane: Killer
- Down a survivor within 60 seconds of the chase
- Hook a survivor while another survivor is hooked
- Get 4 hooks before a generator is completed
Yes, Insane challenges aren't carried over! :)
-
@My_Farewell said:
Because they are bad and blame a perk rather than themselves.
I used OoO randomly and it was a Ghostface, I felt really bad because that perk counters his power. Also, he ended up wasting 5 generators on me, and got really toxic towards me. :(
I actually tried to calm him down, but he kept threatening his Nurse on me. I don't know, I was just using the Sole Survivor and OoO combo for fun and then BOOM. :(
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/634872#Comment_634872
Lol, you just want your mori haha
With 1-shots :)
-
@Gay Myers (Luzi) said:
https://forum.deadbydaylight.com/en/discussion/comment/615084#Comment_615084
You can do it! Just don't stop and keep doing it :)
Update!
He's getting 4Ks now!!! :)
-
Very interesting, but it would suck if you got Léry's. :(
Also, it would be cool if you got an indicator of where you're going to land.
-
@AntiJelly said:
People want a nerf to Spirit because at top level play she becomes a very powerful killer with little to no counterplay.
A good Spirit can almost always guarantee a hit because Spirit still has collision while phasing. This, and the fact that even with Spirit's phase vacuum noise, you have almost no idea where she's coming from. Her footsteps are near silent.
You can actually hear her footsteps, but if you do, you're basically guaranteed to get hit.
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/634794#Comment_634794
But it also wouldn’t show the survivor where the killer is, which is supposed to be the fair trade off for the vulnerability the obsession incurs.
Sounds fair to me because it's only supposed to show auras and locations "when a generator is completed" :)
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/634755#Comment_634755
Because that would just be far too oppressive.
At the onset of last generator repair, if the Obsession is still alive by then, they have an opportunity to use seeing the killers aura best to their advantage and better err on the side of caution.
At the closing of hatch, if that last survivor is the obsession, they have little information to go on to at least try and avoid the one hit down and mori. NOED could still be potentially cleansed at this point, and if they were still downed and/or hooked then The Obsession could still try their luck with Unbreakable, No Mither, Deliverance, Slippery Meat, Boil Over, regardless of how laughably remote the chances of these helping actually are.
Rancor should work during the EGC since it doesn't show you where the last survivor is at. :)
-
@oxygen said:
Because the condition for that part of it is "when all generators are completed", just like Bitter Murmur. Meanwhile Adrenaline and NOED has the condition "when the gates are powered". Really no reason beyond that.
I don't see a reason why Rancor doesn't activate since it's literally just like NOED, and it's not like Bitter Murur where it shows you where the last survivor is at.
-
@NoShinyPony said:
@066 I wonder why 2-3 survivors per match run a perk that is "nerfed to the ground"...
This here! :)
-
@PigNRun said:
Not sure if it was you the one who brought up this Left Behind idea before or not. See, this part right here; "it's practically a free escape if the killer stands at a view point", I am strictly against making perks free escapes. No matter how ######### the perk has always been, no matter how it situational it is, no matter how it only works on one Survivor, "I win" perks are bad design and should never return. Perks that "make it slightly more difficult" are much better.
With this in mind, I say the following:
- Only one of those two effects. Definitely not both. The lights being hidden is a good enough effect.
- If you choose the "ranged invisibility", it needs to come with a heavy downside (either before or after the effect is triggered).
I mean yeah, if you're going to do nothing then you should get punished for being lazy in my opinion. I can list some counters for the killer so it isn't a free escape:
- Walk within 12 meters of the Exit Gates to see if it has progress.
- Camp the hatch for 15 seconds, then close it (just watch out for the survivor jumping into the hatch when you're not paying attention). This causes the perk to time out, and the survivor will be down a perk slot.
I am willing to add some more conditions if we can keep both effects.
Edit: Added a condition that easily counterable! :)
-
@Cornpopers_Evan said:
I agree with all of your changes but the overcharge one. Maybe I'm biased because I love overcharge but as @Raptorrotas said, that would be nice for a general regression change.
Added 2 new perks to my list, what do you think about them? :)
-
@Crazewtboy said:
https://forum.deadbydaylight.com/en/discussion/comment/634108#Comment_634108
I just know there are certain people who play killer who enjoy it. I'm not one of those people. I hate it playing survivor AND killer. Like you said, not only does it ruin the fun for survivors, but it ruins the fun for me as well (since they typically all give up)
I'm use to DCs because I play Nurse a lot. It doesn't matter if I play nice or sweaty, survivors will always DC against me. :(
-
Who does? :)
Like everyone dislikes it when someone ruins it for everyone. I can't see anyone who likes it when someone DCs to be honest, unless of course, they like challenges. :)
-
@darkblood9087 said:
I'm sorry but this wouldn't be possible without breaking the game, the fact is that if they would add a kind of wheel to say the direction of the killer or what he's doing just like fortnite mobile did, it would be used by every one because they don't know if you are deaf or not and every body would end up using it, and it would be a huge buff to all survivors
Really?
This idea is not a survivor buff, but more of a way to get more players playing this game. Currently deaf players can't get the full potential of this game, so this edition would definitely encourage more deaf players to join the community.
And so what if other players use it? It's not like it gives the average player more information than they currently have because we have ears to sense the killer. Having a vibration wouldn't make it any easier to sense the killer when you can just... ya know... use your ears. Both variations are equal in strength. :)
-
There should be a 2 part tutorial: Basic and Advanced.
The basic tells you the absolute minimum to survive or sacrifice survivors.
The advanced tells you more about what to expect and do once you reach higher ranks.
- Hex Perks
- Mindgames
- Safe Pallets Verus Unsafe Pallets
- Counterplay Against Killer's Powers
- Survivor Gameplay Styles
- Adaptation
-
@Peanits Welp!
-
@Orion said:
Yeah, this should have died down by now. The devs should probably do something to fix it.
You're not going to believe me, but the Collapse was at 15% when it automatically dropped to 0% to sacrifice me. I don't know why this happens, but do you think the developers added this into the game as a mercy system for survivors?
-
@Rizzo said:
It can definitely be a bannable offense, depending on how long it goes on, especially if you refuse to hit them or to let them die.
Thanks Rizzo for the response! :)
-
Preach it, but I would rather have both things reworked to make BOTH sides happy. :)
-
@Peanits said:
To be fair, Wake Up was meta for a while.
Being serious though, they're on the list. When we get a chance, we'd love to take a look at them.
Vigil should get a moderate buff, but it's only active when you're crouching. You're sacrificing movement speed for faster recovery, and it should affect all status effects.
Wake Up! should hide the progress lights from the killer, but not from the survivors. If a survivor progresses the Exit Gates without Wake Up! then the progress lights will be restored back to the killer's view.
-
@yukairi said:
why be mean in your answers?
Some people are just honest about their opinions, don't let it bother you. :)
-
@Theluckyboi said:
This scares the NOED player
Shush, I don't want it nerfed! :(
-
Copyright © 2019 Behaviour Interactive. All rights reserved.
If you're reporting someone, use the category: "Additional Player Report Information"
You can also report players by the in-game report system.
-
It's because getting insta-downed isn't the most enjoyable thing in the world, and to a certain extent, I do agree, but he should stay as he is in my opinion.
-
@Awakey said:
https://forum.deadbydaylight.com/en/discussion/comment/629519#Comment_629519
"Not the type to dash into a locker"
@NMCKE ;)
Got to make sure the killer grabs me instead of slugging me! :)
-
@Boss said:
https://forum.deadbydaylight.com/en/discussion/comment/629007#Comment_629007
Perhaps nothing happening for 3 years is them sending us the signal that it's a useless suggestion.
Doing nothing can in some cases still be an act of doing something.
People also tend to forget that developers are humans with actual lives as well, so they have to manage their time very well!
-
All Killers need Ruin, even Nurse.
-
@Peanits said:
The Murky Reagent on its own is as thick as it gets- there's no reason to stack offerings beyond that unless you're concerned with someone else using a Clear Reagent.
Darn, was hoping to get maps that are flooded with dark fog because it would be crazy!
-
@prayer_survivor said:
https://forum.deadbydaylight.com/en/discussion/comment/628851#Comment_628851
"... more time using windows since he cannot go through them with his chainsaw...."
Sure? You can vault a window, walk 2 secs. and then he hits you throught the window
You can fast vault faster than his chainsaw charge up time, so you should be fine. Dead by Daylight is a game where you have to judge whether or not it's safe to do certain actions. :)
-
@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/628759#Comment_628759
rightfully correcting me by pretending billys ability somehow makes him less likely to be looped? lmao
Well, if a survivor makes a minor mistake, Billy can curve his chainsaw and get a insta-down. That means survivors need to spend less time looping, and more time using windows since he cannot go through them with his chainsaw. Of course this applies to the most experienced Billys out there who can press a survivor's looping mistake.