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NMCKE

NMCKE

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NMCKE
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  • @NoShinyPony said:

    @PolarBear Aura reading is much more precise than locations and therefore more powerful in the majority of cases. Have you seen Nurses with I'm All Ears, for example?

    @NoShinyPony

    Shh, don't tell the developers about the Nurse wombo combo! Just kidding, it's actually pretty nasty to get hit by a Nurse using I'm All Ears.


    Now, about your response:

    #1 isn't balanced. There is a reason why Infectious Fright shows locations instead of auras.

    Maybe locations would balance #1, say, it reveals all survivors' locations for 5 seconds.


    I kind of agree with #2. Increase it to 20%. 10% is not enough of a bonus speed.

    Wouldn't 20% make Cruch Time a better Brutal Strength? I'm thinking 15% would be the sweet spot since it's not as strong as Brutal Strength, nor Fire Up.


    Last, #3 isn't balanced, either. I explained above why that is.

    I was about to say I couldn't find your comment, but I seen it just as I was about to post this comment. Then survivors should be warned about the Exposed status effect, so they can expect it and play around it.

  • @PatBrutal said:

    Sadly there won't be a summer event this year because our team is focusing on other priorities like the dedicated servers, bug fixing (pips and ranks), archives and more. We want the game health to be at its best before doing another event.

    Awesome! :D

  • @Boss said:

    Oh I'd love crossplay, and for one simple reason...

    PC Nurse VS console Survivors

    @Boss

    What about...

    Console Nurse VS PC Survivors?


    I been practicing with her, and I'm getting really good with her blinks! :)

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


  • @savevatznick said:

    I don't think he was stronger before the rework, but I don't like his new iteration. Is that an option?

    Basically this, I'm quite neutral about the rework. :)

  • @NoShinyPony

    That's basically 100% camping for half the price. The killer can look for survivors the first 30 seconds and then come back to the hook to camp. It would make camping efficient and meta. We don't want that.

    Did you see the part about blocked survivors being sacrificed at 50% the normal sacrifice speed? Each hook state is effectively 1 minute and 15 seconds up to a maximum of 2 minutes and 30 seconds if we included both hook states, assuming the killer hooked the survivor twice.


    If the killer camps, they are more vulnerable to being gen-blitzkrieg since hook states are actually longer.


    Devil's Deal:

    One survivor gets unhooked. This person is a bad player, isn't stealthy and can't loop. Or even wants to troll. The killer can easily attack the unhooked person.

    On the other side: The person who did the save. A skilled player who just wants to play a normal game. He/she is getting downed because the person who got unhooked didn't play well. It isn't something the unhooker could have influenced. The unhooker gets punished for the unhooked person's bad play. The unhooked person doesn't suffer any consequences for playing bad.

    This perk would be super frustrating, especially for solo players. Unfair and unfun.

    If you unhooked someone, try running away from the killer since if you were to go down, a survivor can just pick you up. It's not like Deep Wounds where you'll giveaway your position if you go down, so just go down in a safe position and you'll be fine.


    Hex: Rush Hour and Last Stand change the core mechanics of the game. Perks shouldn't do that.

    Also both perks feel extremely unfair to survivors/the killer.

    For Hex: Rush Hour, just do bones and you're fine. If you don't, the state of the map can giveaway how much time you really have, or you could just 99% the Exit Gates to avoid the perk altogether. Furthermore, it can be destroyed after the Exit Gates are powered since that's when it will pick a random dull totem.


    For Last Stand, Corrupt Intervention introduced generator blocking, something that was never introduced into Dead by Daylight. A respawning system wouldn't be that difficult to implement, just have the Entity vomit you from the ground and as far away as possible from the killer. Now about the condition, I'm thinking you should get 4 safe unhooks, but if you get hooked in the process, you'll have to start over.


    Perseverance would encourage camping, tunneling and slugging. Perks should do the opposite.

    To play devil's advocate, how would the killer KNOW the survivor had Perseverance?


    Survivalist: The basic idea can work. The numbers would probably need some tweaking.

    By how much?

  • @Aikanaro said:

    Thats just terrible, more power to killers and only useless gen related stuff for survivors, who the hell is going to unhook 4 times in a game?

    @Aikanaro

    Survivalist shouldn't be underestimated, it's like a free 50% heal if you last 32 seconds. Furthermore, if a survivor tries to heal you, it will only take 8 seconds to finish the other 50%. Not bad in my opinion.


    Last Stand is an all or nothing perk since it can grant the survivor a second life, literally. You shouldn't be able to get an extra life every game, it should be a curve ball for the killer since it's a rare perk to see active.


    Perseverance could use a few buffs, but I don't know how this perk would play out in the PTB.


    I'm going to tag a wholesome person @NoShinyPony since she knows how strong these perks really are.

  • @NoShinyPony said:

    @NMCKE You think #1 is balanced? Tuning down #2 is indeed easy to be done by just lowering the percentage. What about #3?

    @NoShinyPony

    Bullet #1 is balanced, considering you have to find the Obsession and down them. Furthermore, if you cannot find the Obsession, you're stuck at bullet #1 until you can find them, so it adds counterplay for the Obsession only.

    Bullet #2 should be lowered to 10% instead of 30% since it wouldn't render both Brutal Strength and Fire Up useless. @Bravo0413's idea would be the new Brutal Strength and Fire Up if it kept the 30% to it sadly.

    Bullet #3 is tricky because would this perk warn survivors about the Exposed status effect? NOED doesn't and Rancor does. I don't know where this perk will be at with its Exposed status effect.


    If it warns survivors, the Exposed status effect should be 45 seconds in duration, otherwise it should be 30 seconds.

  • @NoShinyPony said:

    @NMCKE Oh, I didn't mean that you should put it into perk format. I think it was understandable from the original post. :)

    I wanted to ask whether you would like to talk about the perk's effects. :)

    @NoShinyPony

    I put it in Perk Format so I can comprehend the perk better, and it looks at whole lot neater!


    About the effects, I covered that in my previous comment! 😊

    This looks really good, but I feel like you're getting the price of 3 perks for one perk. Therefore, I would suggest tuning down the effects of bullets 2 and 3 in my opinion.

  • @NoShinyPony said:

    @Bravo0413 Blocking gens like Thrilling Tremors? I'm not a fan, that perk isn't good for most killers.

    The basic concept of getting different effects for tokens is fine. Do you have another idea for effect #3?

    Effects #1 and #2 would need some tweaking (it's currently unbalanced without aura reading range and the percentage number is too high).

    @NMCKE Do you want to get back into the discussion? You only wrote that it would be a great perk on all killers.

    @NoShinyPony

    I'll put Bravo's perk idea into a perk format to make it more understandable.


    Crunch Time

    Become Obsessed with a survivor. You'll start the Trial with a single token up to a maximum of 3 token, and each token will allow you to gain a different effect:

    • If you have 1 token, after downing the Obsession, see the auras of all survivors for 5/7/10 seconds while receiving a token.
    • If you have 2 tokens, after hooking a survivor, gain aΒ 30% stackable buff that grants a speed bonus to picking up, dropping,Β pallet breaking, generator damaging, and vaulting while receiving a token. This effect will persist until the token counter resets itself.
    • If you have 3 tokens, after hooking a survivor, all survivors will suffer from the Exposed status effect for 40 seconds. Once the Exposed status effect expires from this perk, the token counter is reset back to 1 token.

    The killer can only be Obsessed with one survivor at a time.


    This looks really good, but I feel like you're getting the price of 3 perks for one perk. Therefore, I would suggest tuning down the effects of bullets 2 and 3 in my opinion.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/593533#Comment_593533

    I give the last person the hatch if someone ragequits/DCs really early. Beyond that, I play my best, regardless of whether I outclass the opposition or the opposition outclasses me. If one side roflstomps the other as a result, so be it. It's a game, not a handholding session.

    @TAG

    That's why I said, "Whenever you want" because you're not forced to hold someone's hand 24/7/365. It's a personal preference overall, but I'm happy to hear that you consider the other side, I respect that! Now, we just need more people to follow your footsteps, ya know? :)

  • @Mat_Sella said:

    Okay, if you guys get to know what totem is which, i want all gen auras revealed with their progress shown by the intensity of their aura? no agreement? no dice.

    @Mat_Sella

    Sure, it's information SWF already has, so I wouldn't be bothered to bring it to solo survivors. :)

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/592524#Comment_592524

    I want to push myself as best as I can and be given a challenge, so that is what I do when I play.

    @TAG

    Like I said, you're free to do whatever you want within the rules. However, considering the other side can go a long way, and it could possibly cause them to consider the other side as well. Kindness can spread just as fast as toxicity can in my opinion, and if we all do small things at a time to improve the other player's experiences, we could make a huge difference in this community.


    I'm going to wrap this up because I think I made my point clear despite failing to explain it multiple times. Whenever you can afford to show mercy or kindness, do it because it can cause the player to carry on your love. :)

  • Honestly, Nurse is better with Infectious than Billy is to be honest. It's pretty nasty when you get a triple down from it, and win the game on the spot.

  • @Rydog said:

    @NMCKE I support the idea and the notion of human beings acting with kindness towards each other, I really do. But we both know it is not realistic to expect or plan around good and unselfish behavior in an anonymized online space. We could get into a whole big discussion about how this has impacted the world for the worse in the last couple of years especially.

    But in this specific instance -- a competitive asymmetrical video game where frustrations run high and both sides demonstrably feel slighted constantly -- it is down to the game mechanics to encourage and enforce the kind of behavior that the developers feel is appropriate for their user base to exhibit.

    @Rydog

    I'm glad that we can agree with that, but I'll always try my best to give other players kindness! Just look at how happy these people are because I went out of my way to show kindness to them! 😁


    20190723_112731.jpg

    2 people DC'd, but I decided to farm with them because it wouldn't be fun for them if I completely destroyed them. :(


    20190723_112713.jpg

    Let this person have the hatch because I felt like he deserved it for being a great survivor. :)


    20190723_112658.jpg

    Gave this person the Exit Gates because I gotten 3 DCs in that game, and I didn't want to destroy the last guy. 😊


    20190723_112645.jpg

    Gave this person the Exit Gates because this happened:

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


    Overall, whenever you can, showing kindness to others can go a long way. I encourage everyone here to do the same, whenever they can afford to. 😁

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/592466#Comment_592466

    I mean, that's you, though. You are subscribing to the mentality that your goal is to make sure everyone has fun. If that is how you want to approach things, nothing wrong with that. But that doesn't mean the Spikes whose goal is to win are a detriment to the game. People should be allowed to tryhard because the goal of a game is to win without breaking the rules. It is not fair to those people to be demonized because they want to try their hardest to do their best.

    @Rydog said:

    @NMCKE It is unknowable to you or me or anyone else why another player is choosing to build the way that they do. You're applying a moral judgment to a game mechanic, and it's easy to draw conclusions about someone's motive or attitude when you're treating your assumptions as fact.

    It is not realistic to expect the game to police players' feelings or perceived sportsmanship. All the developer can do is encourage good behavior and incentivize it via the game mechanics that are presented to the players. If killers were somehow meaningfully encouraged to avoid face camping, for example, that would be a positive step. If disconnects were harshly punished as a deterrence, that would be a positive step.

    I get as annoyed as anyone when, say, I get flashlight stunned multiple times in a match. We can probably agree that this experience does not feel good. But this is a game mechanic that is being deployed strategically, as intended. It is part of the game that is working as intended.

    You also can't expect strangers playing with each other online to exhibit boundless kindness in an adversarial game. It just doesn't work like that. The game mechanics themselves are all that we have to back up and incentivize good behavior.

    @TAG @Rydog

    "You also can't expect strangers playing with each other online to exhibit boundless kindness in an adversarial game."

    That's what I do, and if more people were to take small steps towards becoming more kind to each other, that would cause toxicity to drop. I'm not saying you need to completely stop trying your best, or stop tryharding, you're free to do whatever you want within the rules. However, I'm saying if you try your best to give players what you would want, people would love this game a whole lot more. Sometimes you have to tryhard, but other times, it's really unnecessary, and it can drive people away from the game.


    Overall, whenever you can and if you want to, give other players chances. It can really make the difference for them to carry on your kindness, and reduce toxicity.

  • @LordGlint said:

    @NMCKE Devils advocate, but the killer doesnt HAVE to see the survivor cleansing the haunted grounds DIRECTLY. If I see someone cleansing it with a BBQ aura, I can get a good idea of when its gonna get activated and also KNOW its not my ruin getting broken right now.

    @LordGlint

    If the survivor is further than 40 meters to get revealed by BBQ: It takes an 115% killer 8.69 seconds to travel 40 meters, and if the survivor started cleansing 3.31 seconds beforehand, you was going to lose that totem anyways. It's safe to assume that in both situations, with you knowing or not, you wouldn't be able to stop it from happening. Most survivors will start cleansing a totem once you pick up a survivor, so those 3.31 second buffer isn't going to save you.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/592430#Comment_592430

    I would feel annoyed that the devs don't do anything to rectify the imbalance. Why would I blame the Huntress for using two add-ons they spent bloodpoints on as they were intended?

    @TAG

    That's still not the point, forget about the add-ons altogether because it's not helping me tell you what my point is.


    Players don't care about each other's fun.


    If I was clearly dominating the survivor team, I wouldn't keep dominating because what's the fun in that, and it completely ruins the survivors' fun. I'll likely let one of them go, or pretend that I didn't see a obvious Claudette in a corner. I'm treating everyone how I'd like to be treated because it prevents players from being toxic.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/592407#Comment_592407

    Since they were put into the game???

    Like they have been RNG since the beginning. Giving killers that kind of information is like tell survivors what's in a chest before they search it or how many skill checks they will get when working on a gen.

    RNG is RNG. What you guys are asking for is basically a seeded deck.

    https://forum.deadbydaylight.com/en/discussion/comment/592414#Comment_592414

    Ok, just imagine if you knew which totems were which. Even just HG from the others. Now you know when you see a survivor on that totem you can play dumb and let them finish it. Or continue a chase on someone knowing you are about to get a one shot. There are a lot of ways that can be broken.

    Point is, everyone here is jumping on this saying "yes" because they want killers to have control over something they really shouldn't. Like of course they would. If I said "the govment should give erbody a million dollars" who would say no to that?? The only ones that would say no would be the reasonable people that would see it would actually ruin the economy.

    @thesuicidefox

    If you can see the survivor as the killer, then the survivor more than likely seen you since they have a 3rd PoV camera. That to the survivor should be a dead giveaway that the killer WANTS you to cleanse that totem, ya know?

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/592403#Comment_592403

    I mean, you said it yourself: "so they use items/offerings/perks to pass on more negative experiences"

    Note how in your long example above, you didn't mention postgame harassment, sandbagging, hostage taking, exploits, DCing. You only talked about the mechanics the players are using as they are supposed to be used.

    @TAG

    I feel like if I use an example, it would be easier for you to understand what I'm really trying to say.


    How would you feel if you got completely destroyed by an Iridescent Huntress? Like she didn't even give you a chance to play survivor because she had a terrible day. The problem is that, players don't consider each others fun in the slightest bit which leads down a never ending path.


    I can't really explain this any better, but it's not the items, it's the players not considering the other side as actual people. If I was using Omegablink Nurse for example, I'll still give survivors a chance to have fun, but I wouldn't go all out tryhard because I wouldn't want that if I was them, ya know?


    Are you seeing where I'm coming from?

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/592395#Comment_592395

    That's not a comparable circumstance. One has to do with game play balance, the other is not even something in the developers control (this besides the fact you can completely avoid this issue by using a wired controller).

    And yea, of course you and many others want this. Because it seriously benefits killers. No killer main would say no to that, unless they have the integrity to admit that giving killer that information is broken.

    It doesn't matter what tactics evolve from such a change, at the end of the day it will benefit killers way too much and destroy the entire purpose of totems. If you run HG with another totem(s) you have to accept the fact that you don't know which is which and therefore you will need to protect them all equally. It's a calculated risk on your part, something that may sometimes be a benefit and may sometimes not.

    @thesuicidefox

    I wouldn't say this idea is broken if it's only applied to Haunted Grounds because like I said, there's counterplay plus you can't always defend the important totem. We won't know for sure until it's tested in the PTB, but I'm pretty confident that this isn't as broken as it looks.

  • @Rydog said:

    https://forum.deadbydaylight.com/en/discussion/comment/592024#Comment_592024

    But, that's the players working with what is in front of them. Insta-heals, and strong perks, and Iridescent Hatchets, and NOED, and Object of Obsession are all intended game mechanics that are meant to be used in order to improve one's odds of winning.

    Just because a player uses one of these things out of frustration doesn't mean that the mechanics suddenly aren't working as intended. I can take Object of Obsession into a match in order to try to leverage its aura because I think it's a good perk (what I in fact have done), and I still theoretically stand the same odds as someone who picked it in some sort of blind rage.

    Broadly, competitive players are going to pick the thing that they think gives them the biggest advantage. The cynical view of this is that they are acting selfishly, but the realistic view is that this is just what is.

    And like I said, I do think that some of the mechanics incentivize toxic behavior (such as face camping), and should be changed to deter the worst kinds of players from completely shutting someone else out of the game. But, like, picking this or that perk is not, in and of itself, inconsiderate or wrong.

    @Rydog

    It's not about the items; it's about how players are "treating each other", and so they use items/offerings/perks to pass on more negative experiences since they are fed up with other players.


    This is really hard to explain, but I'm definitely not blaming players for using items, it's their actions that makes this game terrible. This is exactly like how toxicity ruins your experience of the game.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/592377#Comment_592377

    That's not a valid reason to give the killer a HUGE piece of information they shouldn't have. It doesn't change the fact that the killer isn't affect by RNG as they should be.

    @thesuicidefox

    Killers should know what totem is what because it's their belongings. Imagine if you couldn't tell what percentage your XB1 controller battery was at, doesn't it sound ridiculous? I'm, as well as many others, would want this for Haunted Grounds only. Even if the killer tries to force survivors to cleanse their Haunted Grounds, they can't both protect the important Hex and sacrifice survivors.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/592351#Comment_592351

    No because then killer would know to let survivors cleanse those specific totems. It's supposed to be a gamble. You don't know which totem is which, therefore you have to protect them all as if they are the one you want to protect. If you get lucky, survivors proc HG. If you are unlucky, they get Ruin or whatever else it was.

    @thesuicidefox

    You're forgetting about the counterplay: If the survivors always see the killer checking on this one totem, and not the others, they can put two and two together to say that's the totem they need to destroy. Guess what happened? It's not a gamble anymore because the killer decided to make it obvious.

  • @LordGlint said:

    @thesuicidefox Im actually going to disagree with you on this.

    Tier lists are COMPLETELY about personal opinion/experience. Thats why theres so many of them and they vary from person to person. If there was 1proven right answer to a tier list, there would only be 1 list.

    Whether or not you think this tier list is any good is up to you. Its DEFINITELY his opinion, just like every other list, and theres nothing wrong with that. All tier lists do is share your personal opinions with other people, typically backed up by how effect youve seen specific things with that killer/perk/whatever do.

    @LordGlint

    Amen 😊


    Everyone has their own opinions.

  • @thesuicidefox said:

    The reason this isn't a thing is because then you could defend the right totem easily. Totems are meant to be RNG. If you use more than one that's your decision, and you should be charged with protecting ALL of them. Giving killers the luxury of knowing which totem is which is unfair when you have complete control over how many totems you use in the first place. If you do totem roulette, then it's totem roulette. House doesn't get the ability to know where the ball falls beforehand.

    I will say that totems should be a different aura color than gens. Having them as red honestly makes them hard to spot from a distance sometimes. They should be pink so you can see them easier compared to other object auras.

    @thesuicidefox

    At least Haunted Grounds should be a different aura in my opinion. πŸ€·β€β™‚οΈ

  • @thesuicidefox said:

    His measurements are completely arbitrary and based on his personal opinion/experience instead of raw data. That's not how tier lists work.

    Tier lists are made based on actual RAW DATA. That means frame data and match/tournament results. Had he played 100 games with each killer and recorded his kill percentage with some other data it'd still be wrong, but at least more reliable than what he actually did.

    Until someone actually sits and records match results (and not just a few, you would need hundreds, maybe thousands, from multiple players playing multiple killers each) any tier list is purely subjective.

    @thesuicidefox

    There's not one perfect tier list out there, and even if there was, it's still debatable between the top players. Also, I'm not saying this list is perfect, but it's close enough to get a general understanding about the killers - Thus why I included it.


    However, I'd prefer if we focused on the community task: Give Weak Killers some base buffs, or QoL change to help them reach their killer status!


    Didn't see your edit, yes I understand. 😁

  • They should make Shards more obtainable, and support players who support them.


    If someone buys a $100 worth of Auric Cells, BHVR should flag their account to get more discounts than the typical account. Maybe they get a deal? Maybe they can get 2 full sets for the price of 1 if they buy $100?

  • @Clopotel said:

    That tier list is just extremelly bad. How can you agree with someone that thinks the spirit is weaker than the hag or the shape ?

    @Clopotel

    Not every tier list is perfect, and for the most part, they are opinion based. However, I picked this one because he MADE the tier list based off of 3 factors: Stall, Lethality, and Tracking.


    Lethality > Stall > Tracking

  • It would be cool if the Color of the Hex Perk Border corresponded to the Aura Color of its Hex Totem.


    Your Perk Border Color for Ruin is Red? The Aura of your Hex Totem for Ruin is Red.


    Your Perk Border Color for Devour Hope is Green? The Aura of your Hex Totem for Devour Hope is Green.

  • @se05239 said:

    https://forum.deadbydaylight.com/en/discussion/comment/592001#Comment_592001

    @NMCKE You make it sound like that's intentional.. oh, wait. It is!

    On topic. Thanks to everyone buying the extra costly Pig skin and then defending the price when people complained, they've effectively told Behavior that they're free to charge even more for upcoming skins. And like any corporation out there, you bet your arse that they'll release more 15+ euro skins in the future thanks to this garbage..

    ..and this is not even including the upcoming Battle Pass.. that people ALSO defended.

    @se05239

    I haven't played in like a week πŸ€·β€β™‚οΈ

  • @Milo said:

    Seems decent. I just personally don't like this - "When canceling the Mend action, the Deep Wounds Timer will drop by 7.5 seconds, and you'll lose all your Mend Progress."

    @Milo

    Survivors should be forced to waste time by hiding and Mending. Since you have all the time in the world to find a safe position to Mend, it should be punishing if you're caught Mending.

  • @Rydog said:

    The players can only work with what is in front of them. It is not the audience's fault that the game is saddled with these issues, or that toxic behavior is incentivized by some mechanics.

    @Rydog

    It's slightly the playerbase in my opinion because one person made another person upset - They didn't consider the other player's fun just a little bit. This cause an avalanche of unfun games since players don't take each other in consideration.


    Example

    Nea got camped and got upset because the killer didn't give them a fair chance to escape.

    Next game: Insta-heal with Tryhard perks.

    The killer gets upset with her OP items because they didn't have a fair chance to win.

    Next game: Iridescent Hatchets with some NOED.

    The survivors get upset with her Iridescent hatchets because they got completely dominated.

    Next game: They all use Insta-heals with Object of Obsession.

    Etc... You get the point.


    If the playerbase would come together, this game would be a lot better. However, I'm not saying it's solely the playerbase's fault, but we are partly to blame.

  • From Hardcore SWF teams sitting in low ranks for easy matches bullying killers, to OP killers bullying low rank Survivors, to the freaking grind you place upon new players.

    I couldn't agree more, but I think it's more about the playerbase. If players would consider the other side just a little bit, we would have a great game, but since players typically don't... It's complete chaos.

  • @ceridwen309 said:

    I would like to see a system implemented that adds onto totem functionality.

    One of my current ideas involves taking "items"(token only) from survivors and using it on the totems like a curse on the survivors in some way.

    But looking for a way to increase game time while not throwing off the balance of killer and survivor is interesting.

    One way could be to erect a barrier over the exit gate, and require all dull totem to be broken to open. (Will balance the want of bringing hex and will make survivor have extra thing to do before they can leave.) Of course, we would have to deal with the hatch then...but one thing at a time.

    Another idea is that all dull totem that are left on the map at EGC will turn into a "creature" that will walk around and try to grapple survivors, slowing them down. Will then have to stop and shake them off or continue moving slowly. Do bones or face the wrath of the entity. (this idea will not extend game time in general, but we could extend end game collapse a little longer if it becomes an overwhelming issue.)

    Just some personal thoughts on totems.

    @ceridwen309

    Oh yeah, you nailed it, the fun factor of NOT doing bones! Currently when you don't, you'll get insta-down, but with your suggestion, having a creature roaming around would be a great fun edition to the game! :)

  • My only gripe with the skins is not the price, but how you're usually forced to buy them because the shard grind is ridiculous. However, hey, I'm not complaining because I'm happy that we even have an option to buy them with shards. :)

  • @NoShinyPony said:

    @NMCKE Come on, be serious. The matchmaking has a lot of problems. If we pretend everything is working as intended and don't talk about problems, nothing will improve.

    @NoShinyPony

    I know Matchmaking isn't perfect by any means, but there's always a reason to why these things happen. I'm just spitballing some ideas here on what's going on, but besides the point, the developers are working on a new Matchmaking system. Hopefully, it will solve our problems! :)

  • @NoShinyPony said:

    @NMCKE How do you explain that after rank reset (when nearly everybody was at green and yellow ranks) I had to wait quite some time both as survivor and as killer?

    There surely still are a lot of problems with the matchmaking.

    @NoShinyPony

    I don't know really... Maybe there's a background rank? Like if you're a rank 10 survivor, but made it to rank 1 X amount of times, maybe the system will pair you with someone around that skill level. It's just a guess.

  • @[Deleted User] said:

    Nah nevermind, trying to do the math and it seems about impossible to moonwalk. About 9 seconds to 32 meters assuming the survivor stayed still and 4 seconds to fatigue. Think thats enough time?

    I see this is as the best change to Deep Wounds yet, especially the first and fifth change.

    @OKUL_COCUGU

    Assuming the survivor is running in a straight line, they will need to be further than 4 seconds away from you before their Deep Wounds Timer begins to deplete. This is because 16 meters divided by 4 meters (Survivors' base movement speed), is 4 (the time it takes in seconds for a survivor with base movement to travel 16 meters). If you stay further than 16 meters for a cheese strategy, they will just Mend to pause their Deep Wound Timer (up to a maximum of 4 times since their Deep Wounds Timer drops by 7.5 seconds when they stop Mending). However, by the time you cheese them, you'd have wasted around 2 minutes trying to bait the survivor.

  • @Jdsgames said:

    https://forum.deadbydaylight.com/en/discussion/comment/591162#Comment_591162

    @Peanits weigh the killer's offering as like worth 3 survivor offerings? I mean there can be counter balance. Like if I own 20% of a company and you own 80% your word matters more. The killer is a condensed team they should be valued as such. That or say 3 of us pick game map and 2 people pick haddonfield. If we load into haddonfield the people that used the game offering doesn't lose their map offering. I mean you will eventually get the RNG in your favor.

    @Jdsgames

    In other words, survivors should have offerings that Slightly increases their chances to get sent to a certain map, while the killer gets offerings that tremendously increases their chances to get sent to a certain map. I like that idea! The killer's offerings should be a lot stronger than a single survivor using their offering! :)

    in Map bans. Comment by NMCKE
  • When Legion was coming out I always thought his power was gonna switch bodies or there be more than one entity.

    It's not the killer, it's the mechanic that comes with said killer. Deep Wounds is the least threatening status effect in the game; in fact, you can work on a generator while being affected by Deep Wounds.

  • Time to grow a pair even if you don't have a reason to maybe? That would be awesome.

    I can agree with dodging because survivors are bringing certain items is childish, but other times you need to dodge due to bad PING, ya know?


    Killers should have the ability to kick survivors with bad PING after the 30 second milestone.

  • I've read that a few times now, but it hasn't really been confirmed I think. Does anyone have more information about the upcoming patch?

    Unlikely because they tend to release updates around 12PM, but it would be cool to get the update early tho.

  • I'm going to speak for @Peanits here:

    Matchmaking is based off of time and rank. If your rank is 1, then the Matchmaking system will try to find other players with your similar rank. If it's having trouble finding players with your rank, then it will slowly lower their rank requirements to find you a game as fast as possible. Therefore, you're likely guaranteed a weird ranked game after waiting for a while.

  • https://us.v-cdn.net/6030815/uploads/874/IPUX68I6LUGF.jpg Tell me not to.

    Try this nasty build:

    Decisive Strike

    Borrowed Time

    Urban Evasion

    Dead Hard


    If you get unhooked, you can use DS to save other hooked survivors while keeping everyone safe.

    in Help... Comment by NMCKE
  • @Jdsgames said:

    https://forum.deadbydaylight.com/en/discussion/comment/591778#Comment_591778

    @NMCKE she requires muscle memory. Once you get the basic grasps of blinks her power is broken. It isn't like wraith where you either cloak/uncloak or spirit phase/not phase. She has several different distances for blinks. Do you cancel a blink and shoot it to the ground. etc. However, once that is learned which is not hard. It is like riding a bike just takes a bit of practice. The killer at the core is broken.

    @Jdsgames

    However, this person had prestige III Nurse skin, and was rank 2. According to what you're saying, this person should clearly be dominating since they have the practice to do so. Therefore, I'm saying Nurse is hard to learn, and difficult to master.


    Something is telling me that Nurse is based on your skill, and your quick decision making. Sure, there will be games where you're spot on, but that shouldn't be a baseline to how every game will be - Humans are know for their errors.


    Also, this is from @Sluzzy which can also be the reason why this player is struggling: Counterplay

    You're ignoring the fact that Zubat in the video faked his movements, used LOS breakers, used DH a few times, and juked the nurse in the corn. She's P3, it wasn't her first rodeo.

  • Here's your favorite YouTuber showing you that Nurse isn't easy to play, this proves that Nurse isn't an easy pick up killer!

    https://youtu.be/GVFM1u7GZCg


  • No name as always ..... Alright so it's a token based perk you earn tokens by hooking/downing.....

    Seems like a great perk in my opinion, and it's an Obsession based perk! I think this perk would be great on all killers in my opinion! 😊

  • No name as always ..... Alright so it's a token based perk you earn tokens by hooking/downing.....

    This is really hard to comprehend, can you put this in a perk description format?


    Example


    Boil Over

    You are a battler and do everything to escape a foe's grasp. Your struggling effects on the Killer are increased byΒ 25%/50%/75%. You obscure the Killer's ability to see Hook Auras within 10/12/14 meters.

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