Nathan13
Nathan13
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- Nathan13
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@ILikeBonez said:
https://forum.deadbydaylight.com/en/discussion/246888/fix-your-daily-rituals
The system is set up to favor giving you daily missions for the role that you play the least - so if you play a lot of SWF, you have a higher chance to only get killer dailies, to "encourage" read: force you to play killer.
mhmm i play both so mine are more equal which makes sense.
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i don't ever use it because I'm good at skill checks.
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@Thr_ust said:
https://forum.deadbydaylight.com/en/discussion/comment/2152765#Comment_2152765
None of those things are the killer equivalent of keys. Old moris were the killer equivalent of keys. Imagine if keys got nerfed first and as a result every other game you were getting killed off your first hook by an ebony mori. And when you tried to voice complaints people said they’re fine because survivors abuse gen rushing, BNP, BT, DS, etc. That’s basically what you’re doing here
gen rushing isn't abusing it's just survivors doing their main objective.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2155477#Comment_2155477
Anti-tunnelling perks work as a deterrent.
Old DS worked because all killers expected all survivors to be running it.
Now that DS is less ubiquitous, killers just tunnel and pick people straight up, gambling against decent odds that they won't had DS.
Once DS is used, that deterrent is gone, and the killers have nothing to stop them from tunnelling.
Old DS definitely had it's problems, it was easily abusable, so the changes were good. But in making it less attractive of a perk, killers have no reason to fear it with every survivor, so they don't hesitate to tunnel. A second charge would bring that fear back.
idk a second charge on a second chance perk just seems too much.
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@TAG said:
Before the most recent DS nerf, very few people complained that DS was weak when it fired off because the Killer tunneled someone right off the hook. That part still works just as effectively as it did before DS was changed. I think once enough time has passed and Survivors start using it again in larger numbers, it will continue to do that part of its job just as well.
As far as buffing DS again, I personally would only be okay with that on the condition that DS stops functioning during the last leg of the game once the Exit Gates are powered. The one thing DS still does that bothers me is severely increase the odds of escaping the trial if someone has not already used it by that point in the game. Something like allowing DS to be used multiple times in a game would definitely increase the possibility of allowing that to happen, so I'd want that to be nipped in the bud before we actually discuss the possibility of buffing DS.
I've said this before and I'll say it again I think DS is perfectly balanced and I think a one time use is enough. Whether it's before EGC or after if a survivor hasn't used DS they should still get that opportunity at a decisive moment. After all tunneling is tunneling.
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I'm pretty sure online gaming in general is full of toxic people there's nothing you can do to change that. I don't let the toxicity get to me because it's only a game, I play to have fun and if it bothers you so much you can turn messages off.
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I consider them as an undeserved win for ignoring the gens, just like the last survivor who gets a free escape when no gens were completed. And even if the killer finds the hatch first, the survivor gets a third chance to open an exit gate.
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I think it's perfect!! No seriously that (BAD WORD) is unacceptable but at least you 4k'd.
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@Ashlich said:
https://forum.deadbydaylight.com/en/discussion/comment/2154698#Comment_2154698
Unfortunately at this stage of the games life, it won't really matter for the new players. They'll still get gutted because of matchmaking. SWF can STILL abuse the 3 reds 1 yellow to get a Killer that is not prepared to handle the 3 Reds. SBMM is still a pipe dream and it's been at least a year I want to say that they've had it running in the background for testing. Most new players I really doubt stick with this game unless they have friends to play with which just continues the cycle of abuse all around.
that 3 red and 1 yellow rank I think is the biggest problem with this game. It's not fair to killers who have to deal with that.
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@ILikeBonez said:
https://forum.deadbydaylight.com/en/discussion/comment/2152764#Comment_2152764
Gen speeds are not fine though - and the only ones that tend to think they are fine are the Devs that don't want to math it out more; and solo-play Survivors primarily. Or, SWF Survivors that like being able to speed the gens down - because no one wants to actually play the matches when they get in them and want them done asap so they can go back to lobby simulator for some reason lol.
Most of the players that think gen speeds are fine, just don't really want the matches to take longer or to "M1 Simulator" for longer really. But really - the entire game needs an overhaul in mechanics because gen speeds need to be addressed to not reward solo-repairing and encourage team-play and teaming up on a gen to be more efficient (currently it is the opposite, more efficient to do multiple gens solo); the state of items need to be adjusted because most of them are either incredibly lackluster or they can be stupidly strong with really no in between.
Hiding from the killer should be much more common instead of trolling the killer and actively engaging with them - but no, that's too boring for the dev playtesters so, forget having an actual "horror scenario" mentality in this game in that regard. Maps need less "tiles tiles tiles" argument, more randomized placements with better algorithms....
There's a lot that this game needs but will never happen either because it's too logical; too much work; or the devs that playtest the game find it boring and thus, it won't happen (my personal belief why a ton of Survivor-side changes get brushed aside until years pass and they pick one to implement, like DS).
part of the issue with "gen speeds'' is some of the map sizes so I don't really think it's the speed. Also you have plenty of slowdown perks you can slap on if you wanna slow down progress.
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@Ashlich said:
https://forum.deadbydaylight.com/en/discussion/comment/2154408#Comment_2154408
There's always going to be outlier people in these types of debates where yes, some are just there to have a good time with friends etc, which is fine and all. Yea randoms can be hit or miss but that's also a part of the challenge and where a lot of the balance decisions are based around. They are specifically balancing around what seems to be Rank 10-20, at least that's the general ballpark people say around here. But yea, BHVR has not once stepped up to the podium and said they are looking to bring Solos up to SWF levels of information and by extension, bringing killers up to par with the amount of tools a SWF has to them.
There's also the problem of nobody wanting to play killer past a certain time because evidently that's when the toxic bully SWF groups start showing up. BHVR COULD solve a lot of the problems the game has but because of their laid back development cycle and only getting balance changes which seems to be 1 or 2 perks out of the hundreds every 3 months, it's just not going to happen sadly.
I do agree they should stop trying to balance things around new players and just let them try to get good. I don't wanna have a repeat cycle of when new killers and perks and stuff get released but then it becomes an issue to newbies and then they get gutted instead of trying to adapt.
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@Ashlich said:
https://forum.deadbydaylight.com/en/discussion/comment/2153416#Comment_2153416
No I meant what I said. This game was never designed or balanced with SWF in mind. They added it to appease the people complaining they wanted to play with their friends and when they did they never bothered to adjust anything in the game to accommodate the change. Being able to coordinate perks pre match, communicate over voice chat about everything a killer is doing etc was not just flat not intended in this game original design and balance decisions.
I'm not against people wanting to play with their friends in a game, it makes them more fun but a LOT of people refuse to admit that the mode has been completely busted since its introduction because of the above. They either just don't care about the killers enjoyment or they get some sick thrill out of being able to bully someone and get away with it in a game.
the big reason why I play SWF is because I hate solo q. I always get matched up with terrible teammates who make stupid plays that cost me and the team the entire game. And I don't ever run a certain build to "bully" a killer because that's not me I don't wanna make someone's match miserable that way. My teams don't usually run the same build like how 90% of SWF squads do. I try to limit myself to one second chance perk because about maybe 70-80% of the time I don't get much use out of them.
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I mean I can understand being upset if it was at endgame but otherwise I'd rather just die and not waste anymore of my time and the killer's time so we can just move on to the next match.
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2 killers vs 8 survivors sound good to me.
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I think the LB duration should be reduced to maybe 40 seconds and that's on tier 3 idk what the duration is on tiers 1 and 2.
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@Mooks said:
Everybody always asks WHEN is midchapter update, but nobody ever asks HOW is midchapter update :(
i really hope it doesn’t feel too buggy ;)
Same. But I do wonder other than the rat liver what other changes we could see that won't go live? the lucky break seems the most controversial one.
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@TheArbiter said:
No, i am 99% sure it is this Tuesday, they operate on a 3 week schedule and 3 weeks from Tuesday is May 25th which is the anniversary reveal and PTB drop.
that makes sense
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/2152728#Comment_2152728
Nope? I've been sequestered a bit this week. What are they doing?
they're removing the terror radius and reduced the endurance to 12 seconds.
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That's happened to me plenty of times so I know your frustration. Sucks to sacrifice a perk slot for something that's gone 30 seconds into the game. Wish you could block them at the beginning like corrupt or you could maybe run TOTH. But even I find that perk to be a waste.
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@Moundshroud said:
The only change Borrowed Time needs is for it to be activated by range rather than Terror Radius. I'm a Spooky Myers player. I say this against my own best interests. I NEVER have to deal with Borrowed Time, and it kills me to see entire teams I 4K all running a Perk down against me because I'm immune to it. Base it on Range.
are you aware of the upcoming BT buff?
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Haddonfield
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@Trwth said:
The base game should have an anti-tunneling measure that causes the unhooked Survivor to avoid all damage and have no collision shortly after being unhooked, meaning the Killer can walk straight through them and attacks will also phase right through them. This way, body blocking is impossible with BT unless it's after the hook immunity.
I have to disagree with this because sometimes the killer will choose to tunnel the survivor off hook even with BT.
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what's the problem with breakdown everyone is complaining about?? I have never used that perk before.
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@Aven_Fallen said:
One Example would be, if the Killer has Tinkerer, it makes more sense to use the Toolbox when Tinkerer triggered - this way you have a higher chance of completing the Gen before the Killer arrives.
Another example would be to use Toolboxes on the last Gen instead of one of the early Gens. The first Gen(s) of the game are the easiest, every Survivor is alive, the Killer has low Map Pressure and all ressources (Pallets) are still on the Map. In the Lategame, the Killer might have a lot of pressure, Survivors are on Death Hook or even dead and there might be a lot of Deadzones. So it makes more sense to save the Toolbox until this point, to make repairing the harder to repair Gens (aka the last Gen) faster.
these are pretty good strategy's.
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@Harold_Shipman said:
According to this hilarious and seemingly serious article written by what I assume is a yellow rank player, Haddonfield is the strongest killer map (competing against the likes of pre-rework Ormond and they dont even seem to be taking the piss)
https://www.gamepur.com/guides/the-best-and-worst-maps-for-killers-in-dead-by-daylight
sounds like something sluzzy would write.
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I think Nurse once you learn how to master her.
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@TheAverageAsh said:
There is still infinites on Haddonfield........super outdated and needs to get changed. I literally let survivors win on this map and don’t even try, there’s literally no point.
we went against a bubba this morning on Haddonfield, and he chainsawed 2 of us and only hit one survivor but didn't get any hooks. I felt bad because it seemed like he was just throwing the game which I can understand because this map is terrible for killers.
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@IWasLeft2Die said:
https://forum.deadbydaylight.com/en/discussion/comment/2151313#Comment_2151313
Add-ons for keys and increase energy for broken key
I was maybe gonna suggest a basekit add on for broken keys.
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@dbd4life said:
https://forum.deadbydaylight.com/en/discussion/comment/2151299#Comment_2151299
im not arguing with you, you have your opinion and i have mine.
the new match making will fix your problem dont worry, just stay patient.
I don't even think the new MMR is gonna make a big difference.
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@IWasLeft2Die said:
https://forum.deadbydaylight.com/en/discussion/comment/2151182#Comment_2151182
Id do
1. Hatch only spawn for last survivor if 3 gens are completed. If not, survivor gets 2 minutes before EGC starts.
2. keys given 10 seconds to open hatch
3. Keys only open for that single survivor
4. Reduce spawn rate of keys in chests
5. Give broken key more use
But how do you make broken keys more useful??
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/2150973#Comment_2150973
Just hide the key somewhere and now you've wasted a perk slot.
Franklins isn't really good against keys
it's a waste of a perk slot, I'll probably use it if I see something like 2 toolboxes and 2 medkits.
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you know not every SWF is strong right??
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I'm pretty sure the reason it's taking this long for keys to get reworked is because I guess they're "harder" to rework than moris. I've heard that the key escape stats are low but I don't think I'd wanna go by stats because they happen way more often than that lol.
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@Northener1907 said:
Sometimes i have same issue. And i can feel, it is so annoying. But most of my matches keys are not problem. I still have 4K. And we cant do anything except waiting. We knows devs working on keys and hatch. So we just can hope they will fix soon.
all they're doing to hatch is making so it shuts after 10 seconds when a key is used.
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I RARELY ever run into to a iri head huntress and I think the change is a little harsh. I think they could've just given them a distance requirement like other people mentioned.
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dang you got tunneled for 5 gens??? Honestly you should still feel like you won the game anyway but I'm sorry that happened.
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@Guest1567432 said:
Yep if there is more than 1 flashy in the lobby I run Lightborn with a side of Franklin's.
I had a match where there was just one flashlight and I got blinded several times lol now I just bring lightborn whenever I see a flashlight.
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Honestly I wouldn't be surprised if we don't even see the key nerf in the next chapter, I mean look how long this is taking?? I feel like the easiest way to nerf them is only have them open the hatch when all 5 gens are done. And then if the killer closes it then the hatch can't be opened again.
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@SeannyD115 said:
If I don't turn off cross play I will get frame drops.
For killer if a survivor uses an exhaustion perk.
For survivor if the killer uses sloppy butcher, franklin's, or plays as freddy, and huntress with any of the status effect addons. If another survivor searches a chest while you are on the hook it will sacrifice you.
that must be why I keep getting killed on hooks and I'm on XB1.
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@Yatol said:
theres a new BT?
yeah no more terror radius. always gonna activate no matter where the killer is near the hook or far away.
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@IWasLeft2Die said:
https://forum.deadbydaylight.com/en/discussion/comment/2142639#Comment_2142639
To me it sounds like Scorpion aged 50 years and smoked 4 packs a day in that time
can you imagine his reaction if that Ashley had soul guard the second he got picked up?? 😂
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@glitchboi said:
https://forum.deadbydaylight.com/en/discussion/comment/2142634#Comment_2142634
https://www.twitch.tv/videos/926510102
Skip to 18:33 (Thanks Phasma for posting it here).
DUDE LOLOL
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i rarely ever run into irl heads which is weird.
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I see nothing wrong with franklins. If I bring a key I'll just drop it somewhere and retrieve it when hatch spawns. If you're worried about franklins you should do the same for your items so you don't feel like you wasted them.
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@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/2140051#Comment_2140051
I also think that the totem counter should've be relegated to perks like Thrill and Small Game. Just make it part of the base HUD for killer and survivor.
I think making it basekit would be too powerful. I don't mind small game giving a totem counter because survivors have to equip the perk to have the counter. It was designed to find totems so it makes sense that it helps. If it was base kit then it's a flat buff to all survivors. At least making the counter tied to small game forces them to take off 1 meta perk to get the benefit.
I like the fact that small game only detects totems now which I prefer. Can't wait to take away all your hex perks!! lol I'm just teasing.
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that's too funny those were all broken keys. 😂 I would've lobby dodged cause I ain't dealing with that.
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the purpose of the DS change was to make it a true anti tunnel perk because it was heavily abused by SWF so now when you get unhooked you have to be careful on your decisions based off of what your next move will be. I still think DS is a great perk especially when you can save it for EGC unless the killer takes the stun earlier, that way you can use it at a very decisive moment and it can help you survive.
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I just think survivors should see spirit when she's phasing, maybe for a few seconds like someone else mentioned in their own thread. I think this would be a decent change and it would be less difficult to face her.
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@Baby_Victor said:
https://forum.deadbydaylight.com/en/discussion/comment/2137551#Comment_2137551
why are you focusing so much on how serious one might take DbD. You want to say “it’s just a game bro” but in a proper and sophisticated manner? Okay, I’ll agree this is a game, I’ll even agree that your free to play the game as “intensely” as you want.
I merely presented my viewpoint that gifting a hit to the killer at the door isn’t ‘nice’ and despite intentions from the survivor, I view it as toxic and I tried to clearly state my opinion as clearly as possible.
Not sure what your doing. At first you brought up your viewpoint about it being a sign of respect, comparing it to sportsmanship and you’ve quickly devolved the conversation to the point where you....what, vaguely point out that I should start defining every word I use so you can more clearly “own” me?
Just focus on sharing your opinion, like everybody else dood, an stop trying to cut me down.
Even if this is a leisure activity, I would still like players to play the game as their respective roles seriously. I don’t think that is “intense”.
giving killers free hits isn't toxic for the last time, and you're not gonna convince me or people otherwise so you can just leave it at that.
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Killers need to just get better at their role.