NMCKE
NMCKE
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@Tzeentchling9 said:
https://forum.deadbydaylight.com/en/discussion/comment/406765#Comment_406765
Funny. All M2 does is ring my bell. What am I doing wrong? @Jonathanskilz
Spam M2 and down survivors with your bell. Trust me, survivors will fall to the ground due to the power of the bell, it's OP!
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@Karl_Childers said:
https://forum.deadbydaylight.com/en/discussion/comment/406788#Comment_406788
So now we are buffing campers? No.
Use DS and Deliverance, it's anti camp.
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Mettle of Man needs to be nerfed, BRUTALLY NERFED. GIVE IT THE F*CKING FREDDY TREATMENT.
How does this sound?
Body block idea is from @thesuicidefox.
METTLE OF MAN:
Evil always finds its way to you. Whenever you take 2 hits while the killer is carrying another survivor, Mettle of Man will activate. If Mettle of Man is activate while the killer is carrying another survivor, the next hit that would otherwise cause you to enter the dying state will be ignored. A successful Mettle of Man will reset upon use but you cannot gain any progress towards activation for the next 5/4/3 minutes.
Increases your chances of becoming the killer's obsession.
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My friend kinda mentioned how he has been using MoM for bodyblocks and it got me thinking. What if the only way to get tokens was to take bodyblock hits?
How does this sound?
METTLE OF MAN:
Evil always finds its way to you. Whenever you take 2 hits while the killer is carrying another survivor, Mettle of Man will activate. If Mettle of Man is activate while the killer is carrying another survivor, the next hit that would otherwise cause you to enter the dying state will be ignored. A successful Mettle of Man will reset upon use but you cannot gain any progress towards activation for the next 5/4/3 minutes.
Increases your chances of becoming the killer's obsession.
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@thesuicidefox said:
I think there needs to be some change to the obsession mechanic. There should be some punishment for it on survivor side.
Would it be cool to have the obsession always suffer a decreased hook timer? Or have them be more noticeable to the killer such as that glow effect when you sponge a hit?
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Personally, I'm really interested to see them address this whole fiasco, as it certainly has a lot of people riled up, but I don't see them being able to placate anyone at this point.
I'm not taking credit for this but someone suggested to reduce the amount of hits required down to 2 and make all attacks count towards it including M2s. HOWEVER, the perk will reset whenever the killer hooks someone that's not you. Therefore, when you lose a chase: hit => hatchet => hooked, the killer will have to hit you an extra time if they tunnel you.
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@DocOctober said:
https://forum.deadbydaylight.com/en/discussion/comment/404755#Comment_404755
He got bombarded from all sides on all channels he had joined. It was a ticking time bomb waiting to go off eventually.
Wouldn't you do the same if multiple people were jumping on you?
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The killer was really good, she was humiliating us while making sure we didn't escape. Our chances were slim, she was just too powerful for our team so we started to drop like flies. However, I was on death hook and she found me, I didn't even stand a chance. I ended up hitting the floor, hard, but she didn't pick me up. She wanted it all so she searched for the last survivor. After laying on the ground for awhile, all hope was lost until I seen something... It looked metallic...
Could it be? My salvation! Soon after I found the hatch, the last survivor was sacrificed to the Entity and I lived to see another day! I survived, but I knew that luck won't help me next time...
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@SnakeSound222 said:
Yes! This is a great QoL buff that would only negatively affect salty Survivors who DC. It’s not fair that I lose 25% extra BP because someone on the other side got salty. This should’ve been fixed before Leatherface released.This here, it wouldn't hurt anyone and besides, it's only fair that you get your stacks when someone else didn't want to give them to you by DCing.
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@Kilmeran said:
@Nickenzie and @Detective_Jonathan, Well, I'd agree that it appears to be taking on water. But it can potentially be plugged and repaired, assuming enough resources exist to allocate to it and tough decisions can be made.
If Fog Whispers were held at a higher standard, toxicity would go down and DCs will be discouraged.
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@Detective_Jonathan said:
https://forum.deadbydaylight.com/en/discussion/comment/406529#Comment_406529
Flex all you want dude, i would rather someone like you steering the ship than someone like BHVR, because at this current rate, i think the ship is sinking.
Da ship is SINKING!!!!!!
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@jackmadrox said:
Yeah, I just came back to DBD after a short break. Last night, I played for a few hours, and realized that the DC is happening way more often than I remember. Mostly it was after I had downed a survivor.
I really don't understand why survivors DC at their first down when they have 3 lives on the hook. You would think they DC when they lost all of their lives, but my guess is they don't want to play a game that they are already losing. Still isn't an excuse tho, just trying to speculate on why they DC so early.
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Would this be too op? For each great skill check in a row it adds an extra charge? but missed skill checks are penalized more?
I could get behind your idea if good and great parts of the skill checks were separated. This would make great skill checks risky while also being rewarding for those who can hit them.
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I'm all in for this, Fog Whispers are at a higher standard and should be setting examples for other fog travelers to follow. If they can't do that because it's too demanding, that's okay but they will be demoted and lose their Fog Whisper status.
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@Kilmeran said:
@AshleyWB To be honest, nothing really. Video games are just something I do here and there in the evenings. No special reason or catharsis for me. Just basic entertainment value.
Well . . . maybe not entirely accurate. If I'm in DbD, then I'm not currently playing the often-times rage-inducing Overwatch, because I keep getting potatoes for random teammates that can't aim worth a damn, yet insist on picking one of the snipers like Hanzo or Widowmaker. Or even worse: trying to heal as Ana.
So, I guess there's that.
@Nickenzie, technically speaking, life does have a DC button. But it's a one-time use, and I would strongly recommend against ever using it.
Ohhhhhhhhh
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Maybe you're a really angry person naturally and dbd helps you to manage your anger.
Just DC from life when life hits you because I see a lot of survivors do just that.
Wait, life doesn't have a DC button? Crap!
(Just kidding, I don't DC but the amount of salt in DBD actually made me laugh and no, I don't purposefully try to make people mad)
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/405389#Comment_405389
"If the timer was match the 15 seconds of invulnerability period before BT"
Not sure what you mean by this.
I'd be fine with the timer pausing while in a chase or while in the dying state IF the perk deactivated when a different survivor was downed.
Whenever you're unhooked by someone with BT, you'll have 15 seconds in which you have the endurance status effect, the time where you'll enter deep wound if attacked. DS should match the 15 seconds of BT to prevent survivors from abusing the timer. However, the DS timer will pause while in a chase or while in the dying state.
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@Blueberry said:
If anything it should be nerfed, not buffed.
If the timer was match the 15 seconds of invulnerability period before BT then I'll be okay with the timer pausing while in a chase or while in the dying state. How does that sound @Blueberry?
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I can understand if you DC over that but you still shouldn't do it if you can help it. I think I DC'd once before because I was really mad at how bad this one killer's PING. It was literally unplayable.
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*Both of us gets banned for witch hunting the imposter queen*
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@not_Queen said:
I can confirm that this is not real.
There two @not_Queens! We got to find the imposter!
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@Bongbingbing said:
I don't mean to sound harsh but I've given up on the Devs. I'm disappointed in their decisions and frankly just Tired and fed up with how they handle things.
I'll never bash on them but People should be free to express their concerns especially in a game like this were balance is important.
I'm okay with but I'm talking about the people who just keep going after the developers. They act like they purposefully screw their player base while eating popcorn to see our pain. In reality, they don't and actually do their best to please us (just like they did with Spirit chapter and the nerf to DS).
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@se05239 said:
They're not doing their best. If they're doing their best they'd have focused on finally introducing a reward system for reaching rank 1 and getting exclusive rewards for leveling up your devotion. Fixing bugs and the like.
https://forum.deadbydaylight.com/en/discussion/comment/403892#Comment_403892
@Nickenzie It looks to me more like they're doing damage control. I suspect the Plague DLC didn't sell well enough and the Evil Dead one brought too much negativity to be worth it.
Don't worry though. I am sure you'll swallow the upcoming "We're working on it!" posts.
Yet they are doing dedicated servers, something most forum users sworn up and down that the developers won't do. It just takes time and they probably have their hands full right now.
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@DocOctober said:
https://forum.deadbydaylight.com/en/discussion/comment/403928#Comment_403928
I said it before: Jeff left because a lot of Feedback was non-constructive and or attacking him as a person. He was used as a scapegoat for poor decisions of the design team of which he as a QA dev isn't part of or responsible for.
This here, it doesn't feel good to have a constant crowd breathing down your neck whenever you make a mistake. However, in this case, he was being the object of blame for something he didn't do because the wrath of the community made them pee their pants. Like I said before, stressing the developers doesn't do any good and it actually MADE someone leave.
Back on topic:
I wish the developers made a roadmap that's designed to take care of our community problems such as see through Coldwind loops and killer reworks. They might surprise us!
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/401765#Comment_401765
I'd prefer the wait times. People that plug pull don't care about BP's or Shards. That wouldn't bother them I believe.
We could do longer wait times plus decreasing how much bloodpoints and shards they receive over an X amount of time.
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@NoShinyPony said:
@Nickenzie It should be common sense to not insult other people. There's a difference between insulting and talking about mistakes/criticizing.
Apparently it isn't nowadays. 😭
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@NoShinyPony said:
"As the community, we should be directing the developers in a better direction, not chide them for their mistakes."
I think that is what the majority here is already doing. We love this game and we want it to get better. But we can't talk about what needs to be improved without saying what's wrong.
The important thing is: Everybody should be respectful. Simply talking about mistakes doesn't equal chiding and mistakes don't have to be so bad as long as you learn from them.
You're right but I'm talking about the people who go overkill like this and treat the the developers like a D-word.
Here's an example of a bad comment: Don't do this.
"ThE deVelOpErs aRe trasH, liKe tHey coulDn't eVen Do onE daNg rIghT thiNg bY mAking DS imMuNe to EndUrIng whiLe keEpinG the sTun tiMe aT 3 secOndS!"
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@Runiver said:
@Jack11803 said:
As it stands, many perks compliment or counter each other. Lightweight, predator. Sole survivor and aura reading. Many other examples. But what about WGLF (were gonna live forever)?With the release of BBQ, it seems completely obsolete. It’s stacks are OBJECTIVLY more out of he way, and less free to get. Thus it’s harder to get points.
But not just that, BBQ has a VERY STRONG second ability, so should WGLF get an at least half way decent second ability too? Or be buffed back to 200%?
You’re are also welcome to discuss the balance of BBQ and WGLF as well.
BBQ is a killer perk.
Killers only got 4 perks slot total, and usually cannot afford to use a "PURE BP perk slot".
Not to mention the utility of BBQ is made to make survivors not to get camped or tunneled.They actually tried to make WGLF to give more BP (200%) at the release. And I can tell one thing : it was hell of a ride to find a round as survivor back then.
Even myself, a former killer player, was playing full survivor when WGLF got released.
And even if, back then, BBQ wasn't a thing, buffing back WGLF to 200% would GREATLY destroy the appeal of playing killer, especially in the current meta.So : WGLF is just fine atm, and yes, killers tend to get more BP than survivors overall, but it's a fair price to pay not to have to deal with that balancing mess that the killer side is.
Honestly, WGLF just needs more ways to get more stacks because you're limited to being altruistic to get them. Perhaps doing generators, stunning the killer with a pallet, or destroying a hex totem would be enough.
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@Delfador said:
@Nickenzie Yes that's the problem.
I am pretty sure that it could be fixed by cosmetic team, they can easily redesign them but nope, it is not profitable, better create more cosmetics.
What are in their priority list may I ask you? Hooks? Chests? Without taking a look at Legion's mid chapter chapter notes, what featured do you remember that is worth to mention? All of those stuff were more important than these walls that can be easily fixed?
Well the mid-chapter does fix a lot of bugs and change some perks that were otherwise useless or game breaking. However, eventually they will have to fix the walls, the developers just have bad time management but they will do it soonTM. They are trying.
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@Delfador said:
@Maximus7 Exactly my thoughts. There are certain individuals that actually care about the game but they are being held back by the others who only care about profit.
I am so sorry but coldwind maps' walls have not been fixed in 3 years. I would believe it is very difficult to change it if they didn't create more than 10 maps with entirely different layouts and objects. Swamp's, Yamaoka's, Red Forest's, Ormond's jungle gyms are completely different, they could redesign Farm maps' transparent walls easily. You can't say that they are trying their best after this.
Perhaps that isn't on their priority list? Most of the times they can only spend their left over time on stuff that's important. Coldwind Farm maps are probably not on the top of their list so they do other stuff that is.
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@Free_Hugs said:
https://forum.deadbydaylight.com/en/discussion/comment/403869#Comment_403869
Hate to say it, but "proof or it didn't happen"
Odds are that was just damage control.
They are trying and as you can see, @not_Queen is communicating with the community.
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@Mc_Harty said:
I would stop giving the devs ######### if they at least acknowledging everything people are complaining about.
Reminder that we still don't know ######### anything about the Freddy rework half a year later.
However @not_Queen did take @DwightLivesMatter's thread to the developer team so they are trying.
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@Free_Hugs said:
How much time do we give them?
It took them two years to do anything to DS.
That is a single perk.
Legion and Freddy are whole killers. Should we just sit and smile until 2029 adn we're not allowed to criticize anything until then?
Well, staying negative about things won't make things any better either. Furthermore, if the developers really didn't care about the community, they wouldn't had removed pallet vacuums, buffed useless perks, introduced dedicated servers, tried to optimize the game, improved the graphics, fixed double pallets, and buffed killers.
Also, you can criticize the developers (never said that you can't) but tell me the difference between these two below.
"ThE dEveLopErs ArE tRaSh and Don'T cArE abOuT kiLLeRs!!!! WhY cAn'T tHeY dO aNyThINg riGhT bY MaKinG tHe PeRk jUSt ImmUnE to EnDuRiNG!!!"
"Buffing DS with a increased stun wasn't a good direction, perhaps they could've made the perk fill the wiggle meter to 100%. That would make the DS stun immune to Enduring while keeping the stun at 3 seconds."
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@Huntar said:
So, I just had an even easier potential fix for MoM. Lower the number of hits required to two, but make the perk reset if someone else gets hooked before it goes off. This turns it into a pure anti-tunneling perk, and doesn't take too much adjustment, and should feel far less unfair. It's essentially the self-triggered Borrowed Time that survivors have been begging for basically forever.
Hmm, definitely not a bad idea. Thank you for your feedback! 🤠
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@sailormars said:
Horrible. That would make the perk useless and more of a detriment. I can get downed immediately for maybe the perk becoming useful later? Not worth it, MoM is fine as it is.
Nope, you can hide in a locker or behind a generator for 10/7/5 seconds and the exposed status effect lasts for only 30 seconds. You can easily loop or stealth the killer for that long and if you get caught within that 30 second period, that means you failed at stealth and chase to get downed. Fair trade off to become invincible on your final hook and let's not forget that my version doesn't have the aura reading on it as well.
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Well, those who are on the ultimate quest to be fabulous; Do not fret!
Ooo Hexadecimal!
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@SpaceCoconut said:
https://forum.deadbydaylight.com/en/discussion/comment/401916#Comment_401916
"Frustrating? Yes, you have a point there"
This is the entire point of the thread.
Yeah, but you're not understanding the point though. Every game, including those from both survivors and killers, won't always be a cakewalk and that's a GOOD thing. Just imagine how boring Dead by Daylight would be if you never had a challenge or, in other words, it wouldn't be any fun to get 4ks every game or escape every game, ya know? Therefore, you shouldn't be frustrated, I mean for the love of the Entity just look at good how you did against that SWF group! That's nothing to be frustrated about, in fact that's just as good as a 4k right there!
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@DocOctober said:
https://forum.deadbydaylight.com/en/discussion/comment/401869#Comment_401869
Yeah, you clearly don't know me. Thankfully, most others do so I couldn't care less.
https://forum.deadbydaylight.com/en/discussion/comment/401975#Comment_401975
Not once in the history of telling someone to calm down or relax has this worked.
Old DS stunned for 5 seconds (because it was bugged on all Tiers). Take that into account and we all should know, that such a long stun is a problem with all the loop spots.
A wiggle free stuns for 3 seconds.
https://forum.deadbydaylight.com/en/discussion/comment/402031#Comment_402031
If that were the case in all scenarios, I would be fine with DS.
But it is not being used to punish tunnellers exclusively, it also punishes non-tunnellers and quite a lot of times at that.
Some a-holes of Survivors actively seek out the Killer with it and because of the timer being so long, it's very much possible to go for the other Survivor, down them, hook them (so clearly NOT tunnelling the original Survivor), then find the original Survivor again and still get DSed because you're within those 60 seconds.
And end-game becomes non-existent and a free escape for the DS user SOLELY because they chose to equip that Perk. You only have two options: pick them up and get stunned or leave them crawling on the ground. Doesn't matter, they'll escape through the gates either way.
There we go, we have a solution as you just mentioned and it's not confusing. We remove anything about the perk causing a stun and instead say it fills the wiggle meter to 100%. Wiggle free stuns the killer, as you previously mentioned, 3 seconds and wiggle frees aren't affected by Enduring. Therefore, we get a perk that stuns the killer for 3 seconds and it's not affected by Enduring. Voilá!
Also, DS is so dirty when combined with other perks! One time I deliverance off the hook, got downed, I DS'd the killer, and finally went for my free escape. The 60 seconds needs to match the 15 seconds from BT and make the timer pause while in a chase or when in the dying state.
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@Blueberry said:
I'd actually be fine with this change and I think it would be balanced. It seems like an actual fair trade off. I gave it a vote up.
On a side note: I still think the whole switching obsessions is meaningless. There's no real downsides to being the obsession in "almost" all situations. There are only small fringe situations where being the obsession is actually bad and even a few where it's good.
Just imagine having Dying Light and someone who's about to be sacrificed becomes your obsession. The same applies to Remember me and you can get one more stack before they are downed. Becoming the obsession when you're about to be sacrificed can play into the killer's hands.
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@NuclearBurrito said:
So it would go from a variant on old DS to a variant on new DS basically
Basically. ❤
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@DocOctober said:
https://forum.deadbydaylight.com/en/discussion/comment/398846#Comment_398846
A bug? You must be hilarious at parties.
It was specifically designed to work with A Nurse's Calling and the devs even stated that they specifically excluded Snap Out of It from being affected by Coulrophobia, because they deemed an interaction of the two too powerful.
When they came up with Mending, that originally was a healing action. They realised that they would once again have to program in all those exceptions again, so they went the easier way and told the game to not consider it a Healing action and then did the same with Snap Out of It.
Seriously, get your facts straight before you try to argue with me.
Why are you being so hostile? Chillax 🤠
A 5 second stun is not the end of the world but I'll admit not the best decision the developers made. They should have changed the description to say that the perk fills the wiggle meter to 100% upon succeeding the skill check. Therefore, making Enduring not affect DS because wiggle free stuns aren't affected by Enduring. I think the stun duration would've stayed the same but I'm not sure how long a wiggle free stuns the killer.
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@SpaceCoconut said:
https://forum.deadbydaylight.com/en/discussion/comment/400209#Comment_400209
@Nickenzie take note that the issue isn't winning or losing but the frustrating nature of the matches and how it is not fun for some people to deal with this many second chances.
2 sacrifices after fighting through 14 second chance perks and two insta-heals is not fun nor is it balanced.
It's been mentioned by many people how the devs cannot balance around a 2k 2e ratio. But I'm sure you'll just disagree so I'll leave it at that.
The matches are becoming more frustrating and less fun. This isn't about burning out and needing to take a break because I pace myself and don't play enough to burn out.
I'm just glad I'm not the only one who feels this way and hopes that the situation changes.
Frustrating? Yes, you have a point there but unplayable? No, you did very well against a group of survivors who should have destroyed you.
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I've not used or faced the perk yet. The general consensus amongst most on this forum suggests it's a terribly unbalanced perk. I want to know why.
How do you PREVENT it from activating? I mean it's not terribly balanced, just a little but it needs something to PREVENT it from activating that's not a mori, 1 shot, or camping.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/401754#Comment_401754
This is actually the exact solution I was recommending as well. An escalating wait penalty before you could re que. This is in addition to the actual larger system of banning people for excessive use over long duration's as well.
Just thought about a genius idea, what if DCing also caused you to receive 50% less shards and BP?
Perhaps after DCing 3 times within a 24 hour period could cause you to suffer the penalty for the remainder of the day. Would that be enough assuming we add queue penalties as well?
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/397645#Comment_397645
It needs something that's for sure. I'd rather them just fix the DC problem itself instead of a compensation. Then it would be rare enough that it happens to not really care much.
Perhaps we could have punishment queues that increase with every DC such as:
1 min/5 min/15 min/30 min/1 hour
The escalations will reset itself every day or week.
About the compensation, I don't mind the developers add that in with DC queue punishments since if someone was to DC, it gives both sides a chance to keep going. However, yeah I agree, we should prevent DCing from happening in the first place.
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@Blueberry said:
Killers need their lunge and most of their hits are lunges. This wouldn't help them almost at all.
Honestly the perk is just poor design to begin with which makes it difficult to adjust. It needs an entire rework as to what it does fundamentally. Second chance perks aren't healthy for the game nor is ones that have no counter "generally".
If we're forcing a tweak on it though, remove the speed boost component of it that normal killer hits would give. This allows you to body block with it and take an extra hit, but you aren't gaining ground in a chase. A body block perk is more reasonable than ANOTHER chase extender. You'd still get a little ground from the swipe animation but nothing too extreme like how it is now. It also adds a counter now in the form of STBFL.
Honestly, the perk isn't too bad, it just needs a way for killers to PREVENT it from activating it. I'm not counting camping, 1 shots, and moris because these are too situational for the killer. I actually made a thread on how to give the killer a way to PREVENT it from activating it. I'll PM you.
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@PunL said:
The perk is out there since what, 2 days now?
Maybe i get the wrong suvivors or anything, but i have seen it like three times or so? It was annoying but nothing to crazy.
I mean i support your effort and all, but shoudnt we wait at least 2 weeks or so?
I mean, I agree with you but people drived it into my head that there's no way to PREVENT the perk from activating (besides 1-shots, camping, and moris but that's no fun).
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@KingB said:
High risk high reward. I support it.
Is there anything that you would change with my version of MoM? It's cool that you like it but... I don't think it's balanced, like something tells me it's still strong or something!
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@NoShinyPony said:
@Nickenzie We haven't seen the match. As long as the survivors make enough mistakes, they can bring even 4 insta-heals with all the perks they want and the killer still gets a 4k.
The problem is: It's all about the survivors making mistakes.
Another example: When I 2k with Freddy, that doesn't mean that Freddy is in a good spot and perfectly balanced. It just means that the survivors didn't play well.
It's an unpopular opinion that I have but it's not always about survivors making the mistakes, it also about your skill as the killer as well. Whenever you sacrifice a survivor, you don't feel like it was soon fed to you because you had to perform mind games and give survivors that opportunity to screw up. Survivors failing for your mind games isn't always in their control, sometimes you played that mind game so well that they are forced to screw up or regardless of what they do, they risk taking a hit. You see this a lot with unsafe pallets such as the "-- |" loops, you force the survivor there and you fake one side. They either vault and take a hit or risk the possibility of you not faking and take a hit. It's a guessing game that the killer controls and yes, I'll admit, time is always a factor against killers. However, if we were to rework the survivors' objectives, killers would be fine. At the end of the day, not every game will be easy and you'll have to do more than usual to earn your kills. The same applies for survivors when their teammates are performing poorly.
Note of appreciation: Even through we don't agree on most topics, I appreciate our civilized conversations (even when I'm wrong). ❤



