NMCKE
NMCKE
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- NMCKE
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@Mandy said:
This is an open forum and people are free to discuss what they feel needs to be discussed at any given time as long as it is not breaking our forum rules.
We totally respect people's rights to complain at times and to feel frustrated at things they are not happy with - and we would never censor someone for their opinion unless they were being rude or insulting in their post. Sometimes people are frustrated and then their posts are mostly rants etc, we totally understand that and do not wish to ban people who feel the need to express themselves in that way.
In an ideal world every single post would be constructive, but sometimes people feel the need to just rant - quite often those threads do turn around and positive discussion comes out of it. Sometimes it doesn't - sometimes the thread is locked by ourselves or often deleted by the OP.
However, timing out and banning people because they are upset at something but posting within our guidelines is not something that we would be happy about doing. The advantage with a forum, is you don't have to read all the threads that you personally don't agree with.
I can confirm Mandy is telling the truth, even @Peanits came out, and said:
In any case, we wouldn't ban you for criticizing the game. Plenty of people do that on a daily basis without being banned. The key is constructive criticism. We can't do anything with "bad game, bad devs". If you let us know what it is you don't like, we can work with that and try to find a way to make it better.
Through, I can agree that whining without constructive feedback is annoying for sure.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/600808#Comment_600808
You said that it would apply the status on hit.
Which means that you hit them and then they become exposed. Which means if they were healthy that they are now injured and exposed (which is redundant)
Now it sounds like you were TRYING to say that the first blink is an instant down (notice the different word choice), now in that case it is certainly a valid add-on, probably an ultra rare, but I don't see it being very balanced. Idk, I guess it might work.
Oh yeah, sorry! We could have it take away a blink to compensate.
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@Awakey said:
That's some adrenaline right there. Sounds like the Clown match we played the other day.
Oh yeah, that was some extreme luck because I was looking for the second Exit Gate! Anyways, I'm on DBD right now if you wanna play!
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/599727#Comment_599727
Exposed would be useless lol. They are either injured or downed if you just hit them.
If they are healthy, and you guessed perfectly with your first blink, that's an Insta-down. No need to blink again, and hope they don't have DH.
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I'd like to see add-ons that reward you landing your first blink, instead of using the second one to be safe.
It could be exhaustion since DH counters Nurse pretty heavily.
It could be Hindered since The Nurse is more accurate with her Blinks when she doesn't have to Blink far.
It could be Exposed, through, the fagutie time should be drastically increased.
It could reveal their auras for 5 seconds, making it easy for a follow up Blink.
Just spitballing some ideas.
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@PigNRun said:
The improper capitalisation triggers me, otherwise I agree with most stuff. Some additions though.
Leatherface's rework is just... underwhelming. I see what you were trying to do, but Im not sold on it.
Clown needs way more than that.
If this Legion changes happens, dont forget of a VFX for DW timer about to run out.
Lightborn sounds wayyyyy too powerful.
Sole Survivor should brighten up the Survivor's scratchmarks then. It needs some kind of downside for granting complete visual immunity.
Aftercare... I dont understand. Whats the point of Bond then?
Adrenaline, after it triggers or during the entire match?
I did the improper capitalization on purpose, to indicate what exactly is changing. Plus, I think patch notes are capitalized, for the most part unless you're explaining something. I might be wrong.
Leatherface's rework is just... underwhelming. I see what you were trying to do, but Im not sold on it.
Imagine the Killer Shack window getting taken out, which makes the Shack loop extremely weak. Sure, they can repair it later, but if they try to loop it while it's destroyed, they are going to burn through that pallet.
Imagine using Wooden Walls to block off pallets, and Tripwires to make hallways a death trap. A survivor who is caught in your trap will be Insta-downed, so he's pretty deadly once he gets set up.
Finally, survivors have to waste time destroying your traps, and repairing windows. If survivors don't repair windows, your Chainsaw will become more powerful.
We will need a PTB to be sure about his strength.
Clown needs way more than that.
What would that be? :)
If this Legion changes happens, dont forget of a VFX for DW timer about to run out.
That's the point, you don't want to stay in Deep Wounds since you could go down at any point, assuming you don't Mend immediately.
Lightborn sounds wayyyyy too powerful.
Maybe, it would need testing to know for sure.
Sole Survivor should brighten up the Survivor's scratchmarks then. It needs some kind of downside for granting complete visual immunity.
Keep in mind that only one survivor can get the maximum benefit because the perk requires death to get stronger. Furthermore, Obsession perks are meant to be powerful since you could get targeted by the killer's Obsession perks, if they use any.
A PTB test would be mandatory through.
Aftercare... I dont understand. Whats the point of Bond then?
Once you get hooked, this perk will lose all of its strength. Sure, you can repair your links by healing or unhooking everyone again, but time is also a factor, and you can't always be altruistic.
Bond is permanent, but limited.
Aftercare is not permanent, but not limited.
Adrenaline, after it triggers or during the entire match?
When it triggers (I.E. Exit Gates Powered), you'll get your effects, then become permanently exhausted.
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Stop overreacting >:D
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@Swiftblade131 said:
You get a Toxicity pass for the next 6 months
What?
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Nope, I'm sorry to tell you that.
Here's my source
Sam:
"Due to the changes we’ve had to make to adapt the game’s experience to mobile devices, it is currently not possible to link your progress on your PC/console account with a mobile account. "
https://forum.deadbydaylight.com/en/discussion/76348/dbd-mobile-frequently-asked-questions#latest
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@Clockso said:
https://forum.deadbydaylight.com/en/discussion/comment/598629#Comment_598629
that is an amazing idea, however feels too good to be in his base kit, maybe if they rework his ultra rare iridescent king add on, cuz rn it i way too annoying to go against
Not really, if he tries to use his Shock Therapy, he'll likely get looped even more. Therefore, survivors will have to see how he plays in order to avoid getting shocked, then hit.
@DocOctober Is The Doctor expert.
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His Shock Therapy should destroy dropped pallets, in my opinion.
If it's too strong, increase the movement speed penalty while charging Shock Therapy to compensate.
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@Maelstrom10 said:
I'd rather the stalk he has on people "regenerate" very slowly, over time. So if he stalks someone to Max at the start of the match he can return to stalk them again later during the match. Could also have an upper limit to how much stalk can regenerate per gen done, to prevent match stalling. This would put him more on par with ghostface whom can infinitely gain instadowns.
Tldr - regenerating stalk, but takes time to regenerate.
Your idea, plus multi-stalk, would make Myers a force to be reckoned with! :)
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/597996#Comment_597996
It's like talking to a brick wall, I never said hiding doesn't work, I'm literally asking, what are your suggestions for "removing looping" as the title suggests, and increasing stealth.
I want the game to be built around chases and jumping jacks, I'm not going to tell you how to include jumping jacks just because.
how many times do I have to ask for an example OTHER THAN "just hide more". jfc
I told you on the first page of the discussion on how to buff stealth, but here, I'll quote myself to show you what I've said. Also, you completely ignored the second part of what I've said, and said this: You didn't even read my suggestions.
"duh, silly me, just disappear while you're bleeding, moaning & leaving scratch marks, not to mention killers are faster than survivors, just hide behind an object. duhhhh."
Here's what I've suggested
@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/596033#Comment_596033
Stealth is about positioning yourself out of the killer's LoS, it's not about using a skin and hoping to the Entity they don't see you in plain sight.
Anyways, having more vegetation, hiding actions, and LoS blockers will give survivors more options when the killer is nearby. Looping is pretty easy to nerf, just increase the survivors' collision box, or decrease the killer's collision box.
I'm just going to end it here between us, because you're getting way too hostile towards me. 🤷♂️
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/597954#Comment_597954
and that's exactly what happens now? What are you trying to change? If a gen has been touched it's likely a survivor has been there, the amount of times my first hit has come from seeing a survivor try and hide behind a tree and I've seen them go there is almost every game, but okay, still unsure what your apparent idea is, lmao.
I'm trying to tell you hiding isn't impossible, from those two clips, if you know what you're doing as a survivor, you can hide. You seem to think I'm telling you hiding is a 100% chance of success, but no, it's not always going to work. However, that's because the game is built around chases - Something OP doesn't want.
We want the game to be built around chases, AND stealth.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/597922#Comment_597922
and still no actual suggestions besides "hide".
good job, another concealed gen that you walked down a stairs to avoid being seen, while two other people are on the hook.
Survivors have 2 options when the killer approaches: Run or Hide. There's isn't a third option.
If you can hide, go for it because it prevents you from entering a chase, which was preferable in that clip since it was a Nurse.
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@Seanzu said:
I think the main concern is, people who suggest more stealth do nothing but regurgitate the "Just hide" line, and never actually give any example of how it'll help, or any ideas towards it besides some odd ideas like "add more bushes", "add more line of sight blockers", "and just hide when you hear the heartbeat"???
guess what... line of sight blockers are loops, btw.
NMCKE playing Dead by Daylight: Special Edition. View more XboxOne clips at XboxClips.comThat's because LoS blockers are really good for stealth, but hey, we can agree to disagree. 🤷♂️
We just want a 1:1 ratio with stealth and chases, that's all. :)
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@Tzeentchling9 said:
Not recently, but quite a few times. Usually it's because my eyes and ears work.
Same here, but it's because my aura reading perks work. 🤗
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@RakimSockem said:
https://forum.deadbydaylight.com/en/discussion/comment/597456#Comment_597456
Every Nurse, Billy, and Spirit would IMMEDIATELY zip back to hook for easy one shot kills
What about this then, since a baseline MYC would be OP on mobile killers:
When further than 32 meters from the hook, your attack cool-downs are decreased by 20%. Every time you hook a survivor, this bonus increases by 2% up to a maximum of 20%.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/597377#Comment_597377
Because the options being provided are bad. Survivors, however, are opposed to the very idea of rewarding killers for not camping (that being the middleground, since neither side likes camping, griefers excluded). All they want is punishments for a tactic that they themselves feed into! It's absolutely mental.
What if Make Your Choice was baseline?
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Nurse isn't getting a nerf, unless you think rework = nerf.
Her add-ons are getting an rework from the stream, but it's really necessary because most of her good add-ons are uncommon and rare. Furthermore, they aren't friendly to new Nurses because it messes with their muscle memory.
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@Pizzaman said:
In the tally screen, once everybody is out, you see the survivors running.
Hovering the mouse cursor over their names in the tally screen, you should see the respective name getting displayed over their head. This will enable you to identify a survivor, unless everybody used the same char, same outfit etc.
See:
That's really cool! :)
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@SlothGirly said:
@NMCKE If you would like I can send your way all the results of my camping experience, since I often do it to salt mine. And with a fairly similar build; though I would say to truely get accurate results you need to to embody camping, i.e Leatherface, Insidious, Ruin and the two transport perks. And again, I'll be more than happy to dm you anything you need like results or post game chats, since some of us aren't as considerate as you ;) As for your suggestions, I agree that maybe extende the duration on hook, however increasing gen repair speed seems like alot to me.
Sure, just block out the names! :)
Also, you shouldn't camp for the salt. :(
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/597285#Comment_597285
If beginners are the problem, then provide incentives for killers not to camp. Besides griefers, they're the only ones who camp even when it provides no tactical advantage.
It's 70 seconds plus travel time, while a generator is 80 seconds. If they've finished even a single generator by the time you catch one of them, then this can all be done simultaneously. 4 gens split between 2 people, plus a third hunting totems. It's not just +70 seconds, like some people may erroneously claim.
Lastly, if NOED allows you to get multiple kills, then the survivors made mistakes. End of story.
It takes 12 seconds to break a totem, that's 60 seconds with 5 totems. Assuming you have to walk around the map, that will probably add a lot more time to the survivors' hands.
Also, yeah, it can be incentives, what are you thinking? Any ideas?
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/597268#Comment_597268
But in your OP, despite two out of the three scenarios being a result of the killer (you) benefiting from the survivors' mistakes, you still think that's evidence that the killers need to be punished for camping.
Oh, I see where you're coming now! Yes, because beginners don't know what exactly to do in that situation, and even if they did, like that experienced group, I have my NOED to get me my other sacrifices.
No One Escapes Death adds 60 seconds plus travel time towards the survivors, if they want to cleanse it. However, you can't gen-blitzkrieg and do bones, you simply don't have enough time for it.
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@thesuicidefox said:
@NMCKE is on Xbox. I know others but can't remember who at the moment.
I'm here to serve the O mighty fox!
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/597243#Comment_597243
Survivors feeding the killer is cause to punish the killer further, according to your own thread, so it'd still work in the survivors' favor.
Not really, the killer would likely benefit more because the survivor is not using their time wisely. Once that hooked survivor is sacrificed, that's already disaster for the survivors because the killer is on their way to their next sacrifices.
Killers shouldn't be getting anymore than a 2K with camping only, period.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/597220#Comment_597220
Stay at 17 meters.
Then you're feeding the killer because only 2 survivors are progressing the game, and what if you don't correctly judge the 16 meters? You might accidentally walk into the 16 meter range, and screw you team up.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/597126#Comment_597126
No matter how much you dress this up, it's still a mechanic that was objectively proven to be a failure.
3 seconds, you say? Fine, just dip in and out of the 16-meter range, which forces the killer to remain in that range to defend.
And the best (worst) part? This idea - any idea that's based on punishment, in fact - will only affect people who camp when survivors make it worthwhile, because the ones who do it to grief will do it regardless.
Alright, remove the 3 seconds, and make it instant 😉
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@Orion said:
Disregarding the fact that three data points do not a trend make, in two out of three scenarios, according to your own assessment, survivors fed (i.e.: played poorly) and predictably lost because of it.
Your proposed solution, therefore, is to punish killers by buffing survivors and introducing a mechanic that was already proven to be a failure. Do I have that right?
Actually, these mechanics would only activate if the killer is receiving the proximity penalty for their chaser emblem.
This means the killer has to be within a 16 meter range to the hooked survivor, while there aren't any survivors within a 16 meter range to the hooked survivor.
Once this happens for 15 seconds, I think, you'll receive the proximity penalty for your chaser emblem, and receive some of the punishments I've listed above. If a survivor ever tries to contest the hook while the penalty is activate, it will slowly dissipate in a 3 second window and everything will reset.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/596148#Comment_596148
Very well done, you managed to hide from the killer by moving away from a totally concealed gen, do that with all the open area gens lmao.
That's the risk you're taking if you put yourself into a position where you cannot hide as easily.
There's a reason why you shouldn't repair an unsafe generator, because they are out in the open.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/596066#Comment_596066
Seeing as you're so good, tell me how that helps in a chase situation, dude.
You do realise survivors are slow when they walk? Killers are fast, you can't just instantly hide, killers have tracking perks like whisperers, which makes it pretty easy to find someone even if they're hiding.
but sure dude, you keep pushing the trash stealth ideas and pretend this game will work solely on stealth and a couple of pallets and windows.
NMCKE playing Dead by Daylight: Special Edition. View more XboxOne clips at XboxClips.comActually, I just played a game 10 minutes ago, and as seen in this clip from that game, stealth works pretty well for the most part.
Also, you shouldn't try to stealth while in a chase, it's a death sentence because the killer can use context clues from your blood and scratch marks to find you. The best you can do is stall for as long as possible, so you can buy your team objective time.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/596049#Comment_596049
"Just magically hide while walking and hope the killer doesn't see you"
"Hide everytime you hear the heartbeat because we've removed half the "loops" in the match so you better not get caught or you're insta down".
Imagine playing against billy with nothing to run around, or a huntress with nothing to block the hatchets.
I'm sure you guys don't actually play this game.
I never said anything of what you put in quotations, and also, why are you getting so hostile? Chillax, and take deep breaths my dude! 🙂
Now, before the killer sees you, try hiding instead of running away because the killer can't hurt you if they cannot find you, that's the power of stealth.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/596040#Comment_596040
duh, silly me, just disappear while you're bleeding, moaning & leaving scratch marks, not to mention killers are faster than survivors, just hide behind an object. duhhhh.
Yeah, smart thinking Senzu, you shouldn't hide while in a chase, but before a chase even initiates. 😉
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/596034#Comment_596034
Can you actually think for a second.
How does a pallet work without anything around it? It needs to operate like it does right now, should we just have freestanding pallets? lmao.
Survivors already die most of the time, people are already pushing for more objectives, the survival rate at rank one is like 43% or some ######### and you want even more, ridiculous.
"The survival rate at rank one is like 43% or some ######### and you want even more, ridiculous."
However, the most frequently used killer, and the most strongest, is the Nurse at rank one, so of course you're going to see a 43% survival rate.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/596027#Comment_596027
How do you "nerf" something that happens because an object is in the map.
Stealth is trash and it'll never be a core part of gameplay given how many tracking perks killers are running, people need to stop pushing the "stealth" aspect when they're all crying about how dark survivors outfits are.
"We want more stealth but every outfit should be bright white".
Stealth is about positioning yourself out of the killer's LoS, it's not about using a skin and hoping to the Entity they don't see you in plain sight.
Anyways, having more vegetation, hiding actions, and LoS blockers will give survivors more options when the killer is nearby. Looping is pretty easy to nerf, just increase the survivors' collision box, or decrease the killer's collision box.
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@Seanzu said:
To get rid of looping you have to remove buildings, pallets, windows & walls.
Have fun in an empty map with survivors running in straight lines and going down instantly, sounds super exciting.
Sorry, but anyone who thinks "removing looping" is good for the game has absolutely no clue.
I think they should nerf looping after they buff stealth in my opinion.
Maybe they add more vegetation, or increase the amount of solid LoS blockers.
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I just send them this, "I love you ❤😘" and then they get completely confused on why I would say something nice.
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I don't mind nerfs or buffs, for the most part.
However, when the developers make a questionable change, then don't explain why they make said questionable change, that's when it upsets me and probably the community as well.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/595806#Comment_595806
It's a shame but competent teams don't even counter camping anymore, killer just runs NOED, and obviously survivor do gens ASAP because they don't want two people camped and then someone dies at the end anyway.
This just happened to me :(
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If there was ever an Esports, the following must happen:
- Survivors aren't allowed perks nor items (exception: Items from chests)
- Survivors can pick a killer to ban.
- Killers can use perks and add-ons.
- Whatever team has the most escapes is the winner.
- If the escapes are draws, the winning team will be the one with the highest amount of BP.
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@Chaotic_Riddle said:
Just don’t get downed.
You can't hide or loop the killer forever, you're only a faction of the killer's power as a survivor. :(
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@legion_main said:
Fire up + Brutal Strength there you go
That's two perks for something that won't really make a difference in the game, especially early game due to how Fire Up works! :)
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It WORKS!
AAAAAAAAAAAAAAAAAAAAAAAAAAA
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Someone quote me
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I'd like to see the ~Woosh~ noise get removed as well since it could confuse survivors on whether or not he's in stealth mode.
Imagine hearing a bell, thinking he came out of his Cloak, then later he surprises you while you're on a generator. When you know he's stealthed, you know to be cautious, but if he's not in stealth, you don't have to pay attention. The TR will warn you of his appearance since he's no longer Cloaked.
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The problem to making perks baseline is they have to be reworked since their existing effects are in the game.
However, other than that, it's not a bad idea, and I liked how you suggested the BP perks being baseline as well - The grind is terrible when there are hundreds of perks out there WITH their 3 tiers. It's ridiculous.
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@Yamaoka said:
https://forum.deadbydaylight.com/en/discussion/comment/595356#Comment_595356
Another thing is the fact that even if no mithers do NOT get hooked straight away they'll sometimes still get picked up just before recovering completely. I posted this one before but still a good example:
I downed the no mither guy at 0:25 and managed to take down 2 others before he was able to recover. I picked him up at about 0:55. He must have been at like 99% but still wasn't able to get up in time even though I wanted him to have a chance of using it.
Long story short: Recovering takes way too long and running no mither WITH unbreakable for the extra recovery speed is a waste since most killers will immediately pick up a survivor turning most games into "ultra difficult mode" as you effectively play with 2 perks if the killer doesn't slug while being 1 shot all the time.
Recovering is a healing action, which means it takes 16 seconds to heal one health state. However, dying survivors do this at 50% the normal healing speed, so it takes 32 seconds to recover from 0% to 100%.
According to your video, the slugged survivor recovered for 30 seconds since he was downed at 0:25, and picked up at 0:55. He was at 93.75%, 2 more seconds and he would've gotten back up from the dying state.
I don't know why I have to explain this to you, wait, I know: It's because I love doing mathematics on the forums! 😎
