NMCKE
NMCKE
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- NMCKE
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Comments
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@ClogWench said:
https://forum.deadbydaylight.com/en/discussion/comment/458365#Comment_458365
Lots of new players feel they're entitled to something other people put a lot of effort into getting.
Well, I'm 50/50 on your statement about people being Entitled for everything. While PC players had their chance to earn Legacy Skins, Console players on the other hand had no chance to attempt the bloodweb challenge. Therefore, I can understand a console player point of view more than a PC player point of view.
However at the same time, I still feel like giving console players a chance to earn legacy would cause a TON of backlash from PC players so no, I want legacy to maintain its meaning.
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@Condorloco_26 said:
Colorblind support.
Performance on consoles.
Fixes for bugs that have been around for a long time.
All those before any kind of season pass.
I agree.
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@Kagrenac said:
https://forum.deadbydaylight.com/en/discussion/comment/457342#Comment_457342
Infinite flashlights and keys? No thanks. That's insanely op.
Infinite? Yes.
Time consuming to regenerate items? Yes.
Flashlights:
About flashlights, they aren't that big of a deal imo. If you don't check your surroundings then that's your fault, you got to be careful nowadays. Sorry, not sorry. :(
Keys:
About keys, I don't understand why infinite keys are a big deal as well. The charges are used for aura reading, and if you don't like infinite aura reading then you must hate Bond, Empathy, Object of Obsession, and etc.
I still stand by my suggestion, as long as you have to pay time to regenerate your used items.
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@Gay Myers (Luzi) said:
I wanna throw in for Hex: Huntress Lullaby, imo the perk is fine. The issue is the notification you get once you get a skillcheck which ruins it, because survivors can prepare for it then.
I find the idea for Left Behind interesting, even though I don't know how useful it would be in the long run if the killer always opens the gates, etc. and triggers endgame.
For NOLB the scratchmarks could fade away quicker, but not be completely gone. It may be a bit too much if the scratchmarks are completely gone.
PWYF may be a dangerous buff for several reasons. I think it's not a bad perk as is, but there are way better perks that help killers to be guided through the game. I still like PWYF and occasionally use it on Myers, but well, I mainly play Huntress.
Well, we could try your Huntress Lullaby idea and see how that goes. It might be the only thing the perk needs but we won't know until we try it out. I'm looking at the developers, JUST DO IT -_-
The 2.7.0 PTB Left Behind is not good, I'm not going to sugar coat it tbh. The problem with the PTB Left Behind is that it gives you a pointless speed buff, allow me to explain. PTB Left Behind just speeds up generators, but speed isn't important if the killer is camping the hatch and is not pressuring you to do generators faster. Therefore, why use a perk to speed generators when it's not necessary to do generators faster? Furthermore, the killer will likely just close the hatch anyways because, in most cases, there is no point leaving it open. The previous Left Behind gave you a reason to do generators faster, namely, to spawn in the hatch before the killer catches you during their patrol routes. I think you're starting to see why Left Behind is so flawed Luzi. :(
About your NOLB suggestion, sure I wouldn't mind if they disappeared faster. My question to you is how much faster? :)
I agree with your PWYF concerns, I'll lower the numbers so it's not too overwhelming for non Obsessions! 😋
Thank you @Gay Myers (Luzi) for your feedback! UwU
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I really like it's concept but it's always come off as weak. Especially so compared to it's counterpart: Overwhelming presence (it's very weak too)
How about this?
Streetwise:
Long nights out taught you to make the most out of what you got. Item consumption is decreased by 5%/10%/15% and whenever your item goes below 40% of their charges, it will repair itself at a rate of 1% every 3 seconds.
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Is it any good? Or are there better options?
You're talking about a killer who can get free grabs if you combine that perk with prayer beads. Therefore, go for it because it's really strong.
Btw, since I love Amanda Young, the perk you're talking about is called Surveillance.
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@SlinkyJinky said:
You just buy them from the store right?
No, you get them from prestiging your characters when the bloodweb was super grindy. However, the bloodweb isn't as grindy as before and thus, it's impossible to obtain a legacy skin.
Honestly, I want some that's only exclusive to console players because we never had the chance to earn a legacy skin.
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@EqMonkVeeshan said:
https://forum.deadbydaylight.com/en/discussion/comment/455942#Comment_455942
they make money off DLC and cosmetics in the store. i would much rather see them do away with buying cosmetics with iridescence shards then add in a pass.
A season pass isn't really that bad in my opinion. It has its pros and cons, but for some reason people really hate the idea of it. I get that it's locks cosmetics and other stuff behind a pay wall but it's not like EA where it's pay to win. You don't need the season pass to have a balanced game because cosmetics don't affect gameplay (unless you're talking about camo-claudette stuff but that's a topic for a different discussion).
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corruption purge is a bullshit
*Clap*
*Clap*
*Clap*
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I wished consoles got something that was only exclusive to them.
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@se05239 said:
Please don't give Behavior more reasons to be greedier than they already are.
Y'all are overreacting, you don't have to buy the season pass if you really don't want to support BHVR. Also, they have to make money somehow so why are y'all bashing them for trying to run a business?
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@thesuicidefox said:
What I would like from a season pass is the ability to purchase cosmetics that normally cost Auric Cells with shards instead. Even if the shard cost is higher than usual. Also bonus BP/shard earnings, maybe early access to new content.
That said, I think their store model is in a good spot right now.
Thank you for the feedback. This would be great! :)
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Any comments above mine are irrelevant as I now improved my season pass to be more worth it. Finally, if you don't like the idea of a season pass then that's okay, just don't buy it when they make one.
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@Asssthetic said:
I hope they dont follow other games and add a season pass. I mean we barely get cosmetics as it is and the season pass would probably make some exclusive. It seems like a money game that they just want to add to benefit themselves
Well it depends on what they put into the season pass. If they went with my idea, you would save more money than just buying everything individually, so really you're benefiting yourself, not just BHVR here.
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@JawKnight said:
Some iridescent cells.
I'm 50/50 on buying iridescent cells because then you can use them to buy BP to get good perks which at that point, the game enters pay to win territory.
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@Theluckyboi said:
https://forum.deadbydaylight.com/en/discussion/comment/455454#Comment_455454
This, it makes no sense to me, why did you record this and where does it say you were banned because of blocking the basement?
He likely assumed he was or he lied to us about his ban. Either way, I'm done with this thread and I'll tag @Gay Myers (Luzi) to close it.
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This is a very unjust ban as it was been stated before this is NOT a bannable offense so why did I get 24 hours for this?
Usually bans aren't supposed to be discussed on the forums but if you're telling the truth, then this should be brought to someone's attention since this haven't been covered by BHVR administrators. However, I will say this, I feel like there should be a ticket system to appeal an escalation level (some BP compensation would be neat) if you get banned unfairly.
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Instead of two lit Hex trap totems that grants a 60sec expose on everyone if one of the totems is broken (Leaving the other one useless as a dull totem.) How about Hex:
Idk about this, I guess this would be okay.
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https://us.v-cdn.net/6030815/uploads/021/F63G1UVXP4YX.png This really is some beautiful detail done on the x-rays in Lerys.
I don't get it but cool 😂
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Since the traps got changed, I feel like this topic is okay to bring back up.
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Since now? Just noticed it, that's gonna be fun now lol
Hopefully, it doesn't get abused because I have heard that people would use bots to spam vote downs on certain accounts. My source is from @Peanits
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Are they any statistics you're dying to know? Maybe what the most used perks are? Or possibly what the survival rates are on different maps?
Are there any DC statistics such as average DCs per trial?
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So I want to propose an additonal effect to solidarity to make it less situational.
How would you word this in the perk description? Btw, neat idea!
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/444945#Comment_444945
Wait, so do you know for sure or not? The second paragraph makes it sound like you're not sure.
Just for clarification but sadly, @Gay Myers (Luzi) haven't PM'd me back yet.
However to actually answer your question, they have a promote button there for a reason: It's to tag certain forum users who are models for the community. I certainly for one can say that you're a model for our community because I known you ever since the beta forums.
Off-Topic: Tag me with an @ if you're going to respond to me. The forum doesn't notify you whenever someone quotes you.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/444824#Comment_444824
This is something that was tested, but it also caused some other issues. For instance, if there's only one Survivor remaining, it becomes even more difficult to open the gates if you have to hide when the Killer is coming your way only to have all of your progress regress. Ultimately it was decided against since the Killer can open the gates on their own, so you can always forcefully open the gates if the Survivors are trying to take advantage of that.
How about starting the EGC whenever a survivor interacts with the exit gates rather than opening them.
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.
Nickenzie (NMCKE) comes with 3 unique perks:
Second Wind:
You never give up, you have to finished what you started! While in the dying state, if you're about to bleed-out, instantly heal to the injured state whilst your scratch marks are hidden for 5/7/10 seconds.
Deal With The Entity: The Entity seems to favor your faith. Whenever you're the sole survivor, exit gates will start with 30%/40%/50% progression, you can the auras of the exits gates, but the collapse timer is 50% faster. Exit gate auras will have a higher density depending on the killer's location to them.
Link (Last Stand):
You have a link to the killer's Hex totems. As long as no Hex totems are destroyed, gain a 10%/15%/20% vault speed increase while your scratch marks disappear 1/2/3 seconds faster than normal.
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Basically title. What's your favourite game changing perk that's rarely used as killer and/or survivor?
I never use Adrenaline because stealthy survivors don't get much use from it. However, I gave it a try and it saved me right before the moonwalking Legion was about to down me with Frenzy. As of today, I still don't use it because the insta-heal and speed boost is kinda situational for my playstyle.
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@Slayer said:
https://forum.deadbydaylight.com/en/discussion/comment/447075#Comment_447075
Old ds could be problem sometimes and its because you could use it from the begining Mom activates only at the middle -end of a game . Get good.
"Get Good"
Well, I'm not great at the game anyways so I instead try to have fun, ya know? However, I can't really have much fun when there strong perks that have no counter play. I'd be completely fine with MoM if it had just more counter play that's not camping, using OP offerings, and/or playing specific killers.
I'll elaborate why MoM is so strong
MoM effectively give survivors 3 health states and more health states on decent survivors equals longer chases which means the other survivors have more generator time. In other words, it's like an instant heal and if you hate instant heals then you must hate MoM because it's a free health state for survivors who aren't being camped, mori'd, or instant downed. I'll also mention that MoM is a perk so you can use it in every game and up to 4 survivors can use it unlike ultra rares so it's kinda ridiculous overall.
And before:
"MoM has downsides."
To play devil's advocate, what's going to stop me from healing to 99% while I bypass the consequences? If longer chases can have such a huge impact on the killer then the consequence of MoM should more severe than just having the killer see your aura in my opinion.
I hope this helped you understand the problem with MoM. 🙂
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@twistedmonkey said:
They leave one thing out and the whole forums go crazy.
They need feedback but it's not just in the form of people screaming on the forums.
They need actual feedback from stats also to see it play out in matches, how often it activates, how many kills happen in those matches, how many escape after using it, how many times a player gets away after a hook etc.
If the devs listened to everyone who comes here and complains the game would be a complete disaster as bith sides act like the sky is falling when anything changes.
Honestly, Mettle of Man is like old DS. It's not a problem on bad survivors but decent survivors can get the most value from it. Most of the times, it rewards failing because you have to take multiple hits to build it up which means you're likely losing chases.
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Well, I'll stop wasting my time :p
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By getting banned... yeet
Did you get banned for exploiting? If so then you deserved your ban to be honest.
However if that's not the case, what's the topic of this thread because it will get taken down if you don't have a clear topic.
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To close the gap between solos and swfs we should make these perks in one form or another the new base for every survivor.
I'll shine some light on the SWF gap.
Bond, I don't agree with but I wouldn't be opposed for survivors to see other survivors whenever they are at the exit gates.
Small Game needs a totem counters like Thrill of the Hunt.
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Feral Frenzy downs Injured survivors who don't have Deep Wounds.
I had a idea for Legion's Feral Frenzy to make them just a little stronger while in a chase.
It's called the infected status effect. Survivors will get a tier of the infected status effect every time they enter Deep Wounds. Once the survivors get their third tier of the infected status effect, the Legion can now down you with Frenzy if you're injured or in Deep Wounds. Survivors can reset the status effect if they heal to the healthy state.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/444914#Comment_444914
'Twas a joke, since they said they loved me.
I'll shine some light on this, moderators have 3 reactions instead of 2 reactions like us. Whenever a mod thinks you're a good, leading example for the community AND you're consistent then they will give you a promote reaction.
If you want Orion, I can contact Luzi via PM and ask.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/444646#Comment_444646
This could be pretty dangerous when you start adding perks into the mix, though. Say I'm playing hag with Remember Me, NOED, and Blood Warden and the gates spawn somewhat close to each other. Since I'm using an end game build, I already have traps set up at each gate. If I play defensively for the first minute or so and prevent them from opening the gates, down one or two along the way and slug them, then hook someone with only a minute remaining on the timer, Blood Warden could basically give me four easy sacrifices.
If all the survivors knew what they were doing, they could potentially leave the survivor hooked to slow the timer and avoid Blood Warden, but if even a single one doesn't fully think it through and unhooks them, everyone's basically dead. I could stop playing and face a corner and still get four kills.
It's a little more safe when it's tied to the gates themselves since there's an opportunity for escape. The end game should encourage you to leave, not necessarily get the killer kills (though it will if they refuse to escape).
For what it's worth, this was actually tested previously.
Have y'all tested exit gate regression to prevent loop holes such as 99%'ing the gates to avoid the timer? It could regress down to the last milestone or something.
It's just something to prevent survivors from avoiding an entire mechanic. After all, if you keep this then your EGC mechanic is all in vain since it can be easily bypassed.
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People say BBQ is useless yet I still find value in it.
The same is also said with UE because it can waste more time than it can save.
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@[Deleted User] said:
The more I looked into them the more I found out they're not that bad honestly. You can get a free hit (almost) at first then m1 smack them with 115% MS. They also mentioned extending the timer so you can take your time to land your hit properly.
With the right perks they can be quite good.
Legion is very underrated ever since the PTB but I'm also not saying he's strong either. However, if the developers should be aiming every killer to get an average of 2.5 sacrifices or higher.
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Killer or Survivor and it doesn’t even have to be bad, just an underused or underrated. My choice would be We’ll Make It.
Urban Evasion
BBQ
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I'm pretty sure a while ago they said in a dev stream that they wanted the game to be less grindy, but they haven't said or done anything since.
Honestly, the reason why the grind is so much is due to the % BP offerings ironically enough.
A 50% BP offering (Common) can give you an additional 4,000 BP if you earned 8,000 BP in that specific category. You spend 3,000 BP to get the common offering so in theory you make a 1,000 BP profit if you can MANAGE to max that category out.
Honestly, the % BP offerings should be free with the exception of envelopes and cakes/puddings.
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Why is there a 3 minute (up to ~6 minutes) tbag timer after the gate is OPEN. Instead of a ~5 minute escape timer when the last generator is completed?
Honestly, just make the EGC start when the last generator is completed (or when the hatch is closed).
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/438938#Comment_438938
ok fine. We will settle for 2 minutes.
No, one second!
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Everything I looked forward to ended up sucking, then they twisted the knife with speedier gate openings, Remember Me nerfs, and Pig (?!?!) nerfs.
Au revoir! :)
My Meme For This Thread:
Killers: Please fix the hatch standoff!
Developers: Alright, here's the EGC (Endgame Collapse)!
Also Killers: Trash, it's not good enough.
Also, unpopular opinion, the game is fine right now. In fact, it's a whole lot better than what it use to be a year ago. These changes had good intentions behind them, they fixed things that caused poor gameplay. Instead of bashing the developers, why not give feedback? Perhaps they will listen to you, ya know?
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@ColgateAdvancedWhite said:
This is our chance to push for 4k under 3 minute being the balance standard. Don't work against your own interest
What you're suggesting is ridiculous, it's not going to happen.
Can you please be serious? I'll be happy to discuss some actual changes with you.
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The 3 minute timer should begin when the match starts, not when the gates are opened or the hatch is closed.
This is not good constructive feedback, this is unnecessary.
However, I'd like to see some things get changed such as the timer starting when the exit gates are powered, not when they are opened.
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@p1ague said:
It's hard at first to parse how this is different from the existing system, but once it became clear, these changes seem like a great fix for some of those stacking exploits.
I kinda think that "slightly/ considerably/ tremendously" stuff is going out and being replaced with real numbers, though.
In that case, that would work as long as they can stack and can't go above a certain value.
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@Poweas said:
The keys should be in his other hand. It's really hard to prepare my Franklins demise, if he has that puppet.
If I had to be honest, keys aren't that useful anymore and in fact, they need more buffs. The hatch can only spawn in two scenarios: All generators being completed or there's only one survivor remaining. The survivor now has to work for their hatch escape unlike before, survivors could open the hatch before all generators were completed.
Give it increased time and buff time add-ons. Perhaps throw in a base aura reading ability to see survivors.
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@Cake1100 said:
https://forum.deadbydaylight.com/en/discussion/comment/438437#Comment_438437
What is the average wait time for the response?
I'm a console user and I had to send a ticket because I kept getting an the same error for 3 days. The response time is really fast, I would say an estimate of around 30 minutes but your case my vary because it's a ban appeal.
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These look amazing!
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...to have the current effects, but to also trigger a tunnel vision.
Blindness should do the following depending on the tiers (I/II/III):
- Hide status notifications. Example: You won't know that you have the Exposed effect.
- Hide progress bar notifications. Example: You won't know that you have decreased efficiency.
- Hide the progress bar (you can still see skill checks). Example: You won't know if you're close to finishing a heal or sabotage.
- Auras are now hidden. Example: You won't be able to see the killer with Dark Sense.
- Survivors cannot see more than 32/24/16 meters around them. Example: Billy could be chain chainsawing his way to you with you not knowing he's coming.
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@Gay Myers (Luzi) said:
https://forum.deadbydaylight.com/en/discussion/comment/412669#Comment_412669
<3 Aw, thank you.
I can't really participate, so you guys enjoy doing it :P I will keep an eye on it.
Also I moved it to off-topic.
@Gay Myers (Luzi) is the best! At first we had some grudges but now, we're great friends! 😂