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NMCKE

NMCKE

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NMCKE
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  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/502788#Comment_502788

    I believe so. So in a roundabout way you're saying it sounds like a good idea to you as well?

    It's an excellent idea, it would fix rank instantly besides the emblems.

  • Blueberry, I hope rank requirements are based off killers/survivors at your rank because it would better reflect the game you had.


    For example, let's assume a rank 1 Nurse usually gets 14 emblem points. Therefore, if you played Nurse at rank 1, you would need 14 emblem points to pip and 3 more emblem points than that to double pip.

    For example, let's assume a rank 12 Trapper usually gets 8 emblem points. Therefore, if you played Trapper at rank 12, you would need 8 emblem points to pip and 3 more emblem points than that to double pip.

    For example, let's assume a rank 12 Pig usually gets 9 emblem points. Therefore, if you played Pig at rank 12, you would need 9 emblem points to pip and 3 more emblem points than that to double pip.

    For example, let's assume a rank 8 survivor usually gets 12 emblem points. Therefore, if you played survivor at rank 8, you would need 12 emblem points to pip and 3 more emblem points than that to double pip.


    Do you see what I'm talking about?

  • @Visionmaker said:

    https://forum.deadbydaylight.com/en/discussion/comment/502335#Comment_502335

    @NMCKE It will nerf stealth. Your comfort doesn't trump balance.

    @Visionmaker

    I know, I never said it didn't, but I'm just saying that it feels better overall to see more stuff.

  • @Kagrenac said:

    I think he'll be good with discordance and tinkerer.

    The warning for the survivors is good. A lot of people don't seem to like it but it shouldn't just be a free hit. With this power Freddy can easily close gaps and put pressure on people who are doing Gens. At the same time the survivors have time to counterplay and get a head start; less time for them to work on gens.

    I can imagine trying to loop an invisible Freddy. I can't wait for this change! :)

  • @Visionmaker said:

    https://forum.deadbydaylight.com/en/discussion/comment/502319#Comment_502319

    @Poweas Increasing baseline Killer PoV to 15* up to 30* with SB makes stealth less viable. It is a nerf to stealth as much as pick up speed increasing was a nerf to flashlights.

    Hiding and moving according to the Killer's FoV is an important aspect of stealth. It will be significantly harder to lose or hide from the killer with 30* degrees extra FoV. It is ridiculous to deny that. The small FoV was not designed simply to irritate killer players.

    Let me ask you, how often do you lose survivors in a chase with your current FoV?

    @Visionmaker

    It's isn't about nerfing stealth; it's more about how good it feels to see more stuff around you.

  • @Poweas said:

    @NMCKE an even bigger FoV increase would be the ideal solution. @Peanits @not_Queen would this work or naw?

    I was thinking it should highlight survivors when they are within a certain range to you. The highlight will be exactly like the highlight from stalking survivors or the highlight from taking invulnerability hits. This would be a good perk to catch survivors who are slightly out of position when they are hiding.

  • It's too small and not good. I think it should be increased to the current Shadowborns level. I believe the devs have mentioned it once.

    @Poweas

    If Shadowborn is getting baseline, then what will happen to the perk? Will it add an even big PoV increase or will it have a completely different effect?

  • It's too small and not good. I think it should be increased to the current Shadowborns level. I believe the devs have mentioned it once.

    I wouldn't mind this since it's not like Shadowborn is OP in anyway. Shadowborn is more of a QoL change because you can actually see more stuff, but you'll still have to focus if you want to actually find hiding survivors.

  • @brokedownpalace said:

    Why? Because it's absurd to have to reinvite your friends after every match or dodge. Killers love to dodge SWF and the queues can take forever.

    @brokedownpalace

    +1

    In high ranks where queues are already long, dodging can drastically increase the queues because you have to re-invite all your friends again. Having dedicated servers do it for you saves a lot of wasted time.

  • Its too strong a combo, though once MoM is nerfed it won't be as strong, but DS is still active for way too long, it should be reduced to 15/30/45 instead of 40/50/60.

    I think DS will be fine after they nerf the stun time to compensate how they nerfed Enduring against it, but if they didn't, I still wouldn't mind because it has a condition and a easy counter. However, I understand your points about time since you could hook someone and still get hit by DS. Perhaps when the killer hooks someone, all DS timers will instantly expire since you're not actually tunneling anymore because you went after someone else.

    in DS and MoM Comment by NMCKE
  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/501862#Comment_501862

    Those win conditions do sound awful, but they changed that up. My only problem now is my ######### up processor that thinks it's always at 90 ºC (it's not) and is throttling itself. I can barely browse the Internet.

    @Orion

    I can't wait to get DG on console, if it releases! :)

  • @Orion

    Before I tell you, I want to tell you this so you don't get confused, "Scavengers" were called "Runners" before the rework of DG. Now, to answer your question:


    Ironically, the problem was that BHVR made the perfect asymmetrical horror game. Like if the Runners, Minor Role, didn't work together for a split second, the Hunter, Power Role, would take over in a heart beat. This caused new players to not enjoy the game because they were simply getting rekt'd as the Runner constantly. Consequently, Death Garden started to lose players and became the most "dead" game ever in steam, literally.


    Now, you may ask, I still die a lot as the Scavenger, so am I technically getting rekt'd consistently? Well, here's the thing, the win conditions were completely different before the rework. Before the rework, if 3 Runners were sacrificed to the Blood Post, it didn't matter if you was still alive because you still lost. This caused an even more unfun factor because not only you could get rekt'd by the Hunter, but you also had no control on whether or not your teammates got rekt'd. 3 teammates got rekt'd? Too bad you lose! The Hunter seen you? You're getting rekt'd, and you just drastically dropped your team's chances of winning. I know I'm saying "Rekt'd" a lot, but that's what would happen consistently because people wouldn't properly communicate to their teammates, if they even communicated.

  • @VexTheHex said:

    Sorry I struggle to see why he deserves three powers when most Killers have 1 (a few have 2) and some aren't even super lethal like Legion's.

    He may not be over powered (time will tell) but he certainly sounds over loaded. Though I'm happy it sounds the whole slows down progress thing is done and gone. Making tedious tasks last longer is never the best route.

    @VexTheHex

    Well, you could also argue Doctor has 3 powers as well, such as fake pallets, fake clones, and a shock that stuns survivors. However, the reason why he can keep them all is because they are all related to Carter's Spark, his power.


    This is the exact same thing with Freddy, all of his abilities originate from his Dream Demon, which is his power.

  • Au revoir! :)

  • @SpaceCoconut said:

    If the tome in its entirety; narrative, rewards, challenges etc (including the Rift) was a paid item that was available in the store indefinitely I'd pay around 15 - 25 for it.

    This is inline with an online subscription to most MMOs that present this kind of content through expansions.

    For a predatory battlepass system a fair price might be the industry standard of $5-$10. To be more fair, it should be available with iridescent shards for an amount that is easily grindable within the 3-month time frame they mentioned.

    Anything higher than that is greed and an indication for the future development of DbD.

    @SpaceCoconut

    I think they said it was buyable with Iridescent Shards. Correct me if I'm wrong.

  • @brokedownpalace said:

    https://forum.deadbydaylight.com/en/discussion/comment/501584#Comment_501584

    That would be nice. I also wish that it didn't force a medkit on your first search but instead you could press X while searching if you wanted the medkit. That way you could keep the benefit of faster and quieter searches without being locked into a medkit.

    That would help the perk become more useful, not a bad thought! :)

  • I'm kind of assuming it's going to be $20 but that might be too expensive for me. I definitely wouldn't pay anything over that price point, that's for sure.

    I think $10 would be fair, but $20 would be the most that I would pay for a premium pass.

  • Allows you to heal in lockers.

    Pharmacy is kinda cool, but what if it was like Ace In The Hole where you're not limited to just an Emergency Med-Kit? Maybe you had a chance to get a purple Med-Kit?

  • @Salty_Pearl said:

    https://forum.deadbydaylight.com/en/discussion/comment/501431#Comment_501431

    I'm All Ears- If a Survivor does a rushed action (vault, jump out of locker, etc.) you see their aura for a few seconds and the perk has a cooldown.

    Thrilling Tremors- When you down or grab a survivor, all generators that aren't being worked on are blocked for 16 seconds.

    Furtive Chase- every time you hook your obsession your terror radius is decreased by 4 meters. (I think you can decrease it by 20 meters max.) When your obsession is rescued, the rescuer becomes the obsession. I also think it only decreases the TR while in a chase.

    @Salty_Pearl

    Appreciated :)

  • He'de absolutely hate it. The way he talks over people and interjects uneededly as things are being explained shows he has a need for attention.

    Mathieu Côte is a rad guy, c'mon he's the person that invented, "I think we did a pretty good job so far!"


    But hey, haters gonna hate. :(

  • Can someone tell me what the 3 perks are? I was only able to see the first 3 panels :(

  • Honestly, an Archive's Pass isn't a big deal because it doesn't give you Bloodpoints or shards to get better stuff (pay to win). If it did, me and BHVR would have a problem because this game isn't supposed to be pay to win, nor do I ever want it to be. Also, there is a free version, and you're getting the same cosmetics to that specific character according to Matheu Côte. It's a win-win for everyone to be honest, so cheers! :)

  • I was only able to play a couple rounds due to some PC problems, but I love the [DG term for survivor equivalent] gameplay.

    @Orion

    The reason why it wasn't popular was because solo runners would get absolutely destroyed without communication. It wasn't really fun to get destroyed 10 seconds into the game, while the new version took a system where you don't need communication to do so well.

  • As I said in response to another post:

    It's still possible to escape after the hatch has been closed.

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


  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/499964#Comment_499964

    True, a system like this would work wonders. I dont understand why its not implemented. Perhaps its because it could detect freezes as DCs so they dont want to risk that?

    The developers should already have code in the game that detects a malfunction. If they already do, whenever the code detects a malfunction, it should also not count your DC because it wasn't your fault that the game wanted to screw up.

    in I'm Done. Comment by NMCKE
  • I personally like EGC a lot and think it's fine the way it is. IMO Killer has and should have the advantage in 1v1 EGC.

    @Vlieger

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

    If the gates were more spaced out, then this common strategy could change into a more precise strategy where the survivor has to memorize the killer's patrol route and take advantage of it.

    Notice: At 0:01-0:06 I perfectly timed the Spirit's patrol route.


    This could lead to some interesting gameplay such as trying to sneak out while the killer was occupied checking the other exit gate or perhaps, the killer randomizes their patrol route and it got you caught. Either way, your idea with a minimum/maximum exit gate spawn distance limit would make the EGC a lot more unique to the last survivor. :)

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/499690#Comment_499690

    I like it, but what about the bans? Do we hit a ban threshold sooner than what its already at or later like at 50%?

    In theory, the DCer won't reach the threshold because the penalties would have discouraged them from DCing even more.

    in I'm Done. Comment by NMCKE
  • i havent really had a chance to test out the hatch closing mechanic fully yet but im extremely curious about this.

    Yes, it would because the killer closed the hatch, but make sure that you're smart about it tho when you do close the hatch.


    For example: 1 generator with 3 survivors

    A survivor escaped, and you closed the hatch with 2 survivors remaining. Since you closed the hatch, the EGC started and powered both exit gates. Now you have to defend both exit gates from 2 survivors.


    Now, if you let the hatch close, 2 survivors will have to complete 1 generator before the exit gates are powered on. This gives you more time to sacrifice them, while in the situation above, they are already about to escape.

  • @legion_main said:

    @Bbbrian2013 @TreemanXD Im guessing he meant why put a instaheal on a purple medkit....

    @legion_main

    A purple insta-heal decreases the amount of charges by 25% while giving you the ability to instantly heal one health state at anytime. While 25% is a lot, you can still have enough charges to heal yourself before you use the Med-kit to insta-heal yourself, especially when you use add-ons to increase the charges. Therefore, you can use all the charges then use the insta-heal to be as efficient as possible.

  • Can you find it?

    Spoiler Spoiler Warning ▲▼

    Nope :d


    Spoiler Spoiler Warning ▲▼

    Nope x(


    Spoiler Spoiler Warning ▲▼

    Close :)


    Spoiler Spoiler Warning ▲▼

    I'M SO EXCITED!

  • @StarMoral said:

    https://forum.deadbydaylight.com/en/discussion/comment/499817#Comment_499817

    I do agree it's not the best, but that's why I wanna pair it with Remember me since it seems to have a good meld with it.

    Although, it'd be a little hard to balance IMO since it COMPLETELY takes out your TR.

    Well, if survivors just pay attention, they won't need a terror radius to tell them if you're coming. It's the surprise factor that usually gets most survivors at first, then they start using their eyes instead of their ears to know if you're coming.

  • Quote from @Peanits (Dev•Community Manager):

    If the map is made in a way that you can get on top of a pallet, you won't be banned for that. To give a similar example, lunging out of the coal tower window to skip part of the loop is not bannable. If you are using an exploit to do so, that would be a different story (e.g. you discover that by running into a pallet in just the right way, you can get on top of them).

  • @Blueberry said:

    DBD with virtual reality...now that would be scary as hell.

    @Blueberry

    I would throw up if I had to play Nurse with a VR headset. 😂

  • While I would prefer Remember Me, Dark Devotion requires level 40 on Plague. I NEED THOSE BLOOD POINTS FOR MY PIGGY!

    Dark Devotion is meh... if it wants to be a good perk, remove the red stain and add more time to it.

  • @GrootDude said:

    I don’t bet.

    @TreemanXD

    You can bet nothing, right? :)

  • Tomorrow they are giving us info about the freddy rework which is based around the end game collapse do you think his rework that took years to make be good or…

    I know it's a stereotype that BHVR messes everything up, but I'm strongly against that stereotype. BHVR has made the EGC (plus a ton of other stuff) and it made a lot of killers/survivors happy, so I think they will do phenomenal with the Freddy rework! :)

    Screenshot_20190530-214437_YouTube.jpg Screenshot_20190530-214423_YouTube.jpg


  • @xllxENIGMAxllx said:

    https://forum.deadbydaylight.com/en/discussion/comment/499737#Comment_499737

    GG bud i used to be a great nurse players but lery's/ Rotten fields is too much for me.

    @xllxENIGMAxllx

    Léry's and Rotten Fields are a nightmare on console, but I still manage to get a 3k or a 4k.

  • @legion_main said:

    Oh no survivors that actually know what they are doing? I guess I should quit the game now

    @legion_main

    Not for me, I will just play viable killers and show them who's boss! :)

    IMG_e68a2d72-dda4-4f26-bd03-51526cfa8986.png


  • You know, with a controller. I'm a pc gaymer all my life, I've never owned a console thus never actually needed a controller.

    Not for me, but I can't speak for everyone that plays DBD on console.

    IMG_e68a2d72-dda4-4f26-bd03-51526cfa8986.png


  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/499720#Comment_499720

    So yeah an educated guess from the clip. Looks most likely.

    @Blueberry

    I'm kinda worried but excited at the same time imho!

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/499700#Comment_499700

    Is this something you actually know or just speculated based on the little clip we saw in the anniversary video?

    @Blueberry

    The survivor isn't sleeping because HUD doesn't say she is. Therefore, it looks like survivors are able to see Freddy when they aren't sleeping. Also, apparently awake survivors are able to see the auras of sleeping survivors because Meg doesn't have Aftercare affecting her and she doesn't have aura reading perks to see that survivor.

    Screenshot_20190530-214437_YouTube.jpg


    Also, if you look at the HUD, the survivor just took damage while they are awake. Therefore, sleeping survivors are woke up when they are attacked or Freddy can attack awake survivors. Oh, what's that? A power bar around the Dream Demon icon? That's right, Freddy had a power bar now. :)

    Screenshot_20190530-214423_YouTube.jpg


  • GET HYPE!!!!!!!!!! *Freddying Intensifies*

    @Raccoon

    I already have some information about the Freddy rework! :)


    Guess what?

    Dream Demon has a power bar like Spirit and Legion.

    Attacking a survivor wakes them up.

    Survivors can now see you when they are awake.

  • DC Punishments:

    Escalation process will reset every 24 hours.

    1st DC: No Punishment (Treat this as a warning)

    2nd DC: 5 Minute Queue Penalty

    3rd DC: 10 Minute Queue Penalty

    4th DC: 15 Minute Queue Penalty

    5th DC or More: 30 Minute Queue Penalty


    Game Crashes/Timeouts will not count as Disconnects because it was the game that caused the DC, not you.

    in I'm Done. Comment by NMCKE
  • I will ignore them then tunnel and camp you till you expire on the hook. Why must you attempt to ruin other Survivors games ?

    One time this Dwight was going around farming people, I thought he was a new player until I remembered that I was in high red ranks. Then I went after him and camped him for farming everyone. Guess what? Karma came back to him because he got farmed off the hook by someone who got farmed by him.

  • @twistedmonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/498297#Comment_498297

    @NMCKE

    This is where we differ in opinion.

    You are communicating with friends but as a killer You are not directly playing with them.

    I will give another example, If solo is needed to join for a four man then what happens if its a 3 man and 2 solos join?

    Say both of those solo players are killer mains and have no interest in playing survivor, one gets picked as killer so the other has to play survivor or leave.

    I would say in that scenario most would leave, it has been tested and happened in the game that was dubbed the dbd killer.

    Personally I think it creates more issues than it fixes, you may have the problem with the normal queue that the devs stated happened, players keep leaving until matched with friends like in the beta and when the game first launched pre the swf lobby.

    You are also less in control of your own pip as its in part dependant on how well a possible random person playing as killer does.

    The emblems do need fixed as the above is an issue right now to be fair.

    It means killers have a choice to play the normal game versus solo's or with and against teams of players on comms so in theory It could cause really long queue times for killers in either game mode.

    So incentives may be needed to entice users to play one.

    To be honest anything you give to draw players away could then make the one game mode less attractive and in the end it's akin to adding in comms to the normal game without all the extra work.

    I dont think the idea of a new game mode is bad, it could be quite a nice change for some players but I also dont know if the userbase size would be able to sustain the split.

    I still dont think forcing it upon half the userbase only is a good idea.

    @twistedmonkey

    Say both of those solo players are killer mains and have no interest in playing survivor, one gets picked as killer so the other has to play survivor or leave.

    Well that's just bad luck on them, if they really wanted to play killer then they should had queue up as a killer in the regular mode.


    You are also less in control of your own pip as its in part dependant on how well a possible random person playing as killer does.

    The emblems do need fixed as the above is an issue right now to be fair.

    This was always the case in Dead by Daylight, my mode wouldn't change that unfortunately. Wait a second... voice comms can help randoms communicate with their team, so maybe it does help that problem just a little.


    Personally I think it creates more issues than it fixes, you may have the problem with the normal queue that the devs stated happened, players keep leaving until matched with friends like in the beta and when the game first launched pre the swf lobby.

    Punish dodging, there will be a fair system that would detect if you're dodging just to dodge.


    I dont think the idea of a new game mode is bad, it could be quite a nice change for some players but I also dont know if the userbase size would be able to sustain the split.

    That's why we have cross platform capability so we can sustain the split. Also, with Dead by Daylight hitting a new peak of around ~70,000 players due to the game becoming free to play. Cross platform capability would likely group everyone into roughly 150,000 players. 10% of 150,000 players is 15,000... not accounting solo players, that should be enough to support the new game mode.


    Overall, we both can't be sure about what will actually happen. My mode might work, or you might be right and it fails miserably. Our argument can't really be solved until it's tested on the PTB.

  • @Blueberry said:

    I haven't seen this many upvotes on a post in a while. Especially on the topic of wanting to give a killer buffs with zero downvotes. This should tell the devs that Plague really does need help when even the survivors feel bad for her.

    @Blueberry

    What if a fully infected survivor had a 10% action penalty? This includes, but is not limited to repairs, healing, cleansing, opening, and sabotaging.


    I know, another healing penalty, but honestly, why would you heal someone in the first place when you're infected?

  • @BoredByDaylight said:

    https://forum.deadbydaylight.com/en/discussion/comment/498657#Comment_498657

    Fair enough, but I had 3 survivors blocking 1 hook. I swung and hit but they just swapped resulting in me dropping the survivor. Yet another case of SWF benefits. How is this fair?

    Use Mad Grit if it's as common as you're saying it is.

  • Biased: (Survivor Perspective)

    I think camping is a stupid, no skill tactic to gain sacrifices.


    Biased: (Killer Perspective)

    Camping is decent, because it guarantees sacrifices in situations where it's impossible to win another chase (gates opened).


    Unbiased: (Both Perspectives)

    While camping is annoying, it's necessary in certain situations. It's best to bring perks to counter it such as Borrowed Time or Kindred. If the killer is camping mid match, try your best to rush generators since a camping killer gives every survivor free roam of the map.

  • For me I thought that borrowed time would transfer the damage from the unhooked to the unhooker.

    I thought Boil Over increased your struggle speed, not struggle effects. :(


    But hey, at least we have flip-flop! :)

  • Luck of the draw being a perk that would pick any out of the existing perk pool (even perks you don't own) while also potentially picking "nerf perks" that you can't get through normal gameplay ( ie it could give you a free botany knowledge/bbq n chilli , or it could give you a no mither with no benefits/No aura reading for a round etc) though maybe adding in "bonus" nerfing perks would be a bit of a stretch.

    Why not have loadouts or AKA presets? You can have 3 loadouts/presets (yes, you can name them) and you have the option to have the game pick 4 perks that you already unlock from your Bloodweb. How does that sound?


    Example:

    Loadout 1: Farmville

    Plunder's Instinct

    Ace In The Hole

    Borrowed Time

    We're Going To Live Forever


    Loadout 2: Tunnel Me

    No Mither

    Object of Obsession

    Decisive Strike

    Dead Hard


    Loadout 3: Random Perk

    Resilience

    Open Handed

    Technician

    Alert

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