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Neprašheart

Neprašheart

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Neprašheart
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  • No. Just no.

    Every single suggestion of yours has no valid or stated reason, plus, all those things are fine, even if Adrenaline heals all four Survivors, (...).

    Thanks, we're not interested, keep it to yourself. Maybe, you'll recognize, why we're not interested.. I hope.

  • @My_Farewell said:

    https://forum.deadbydaylight.com/en/discussion/comment/589449#Comment_589449

    Can some of you explain to me why depip squad did 4 man escapes vs nurse on rank 1 without any perks equipped? 

    That nurse sucked and they played well, there's the explanation.

    I thought, that only the best players were able to face the depip squad...

  • @DaS_only said:

    https://forum.deadbydaylight.com/en/discussion/comment/567482#Comment_567482

    U do realize it was released different than it is now right?

    Also, any decent spirit will avoid crows, grass and corn if possible. If not possible: well hoping to be lucky that the survivor has turned his camera at the wrong moment, cuz he can't watch 360 degree at the same time.

    If you don't see why this addon is busted I can't help you out. Even some killer mains like zubatlel and Scott admitted it's busted. And they know what they are talking about.

    Yes, I do realize that, I do remember, when the screaming wasn't directional...

    So? Avoiding all those stuffs takes a lot of time - If not around ten seconds, then more, which means around 1/5 or more of a single Generator is completed.

    Even with those Gen. grabs, they're not sure, as they still haven't fixed the bug, when you grab the Survivor, but, instead, you're stuck in the animation - You can't move, you can't lunge or dart, nothing, for a few seconds, enough for the punished Survivor to escape free without even being injured.

    Just because one Killer can grab you doesn't mean, that it's OP. I am surprised, how those kind of stealth Killers must be OP, because players have decided to completely forget about poem and a strategy, called stealth. Looping is meta, nothing else!

    Imma say, nah! No way, stealth has a place there, and I don't want you to convince Developers to remove another way of the stealth way from the game. Simply, no. Looping is already hella repeatable, as it's kinda boring.. To run around one obstacle for a few seconds, then, if I miss, I am being punished by another few circles or rounds around one stupid box...

    Just because somebody else claims this and this doesn't mean, that their opinions are valid. Being famous is one thing, but it definitely doesn't make your opinions valid, even if they'd be, in reality, invalid. You can't trust everything in this World, you have to form your own opinion...

    @miaasma said:

    https://forum.deadbydaylight.com/en/discussion/comment/567482#Comment_567482

    she doesn't actually move any of those things in her power

    moreover, sometimes those things aren't around you (think generators in buildings) and her footsteps aren't audible enough to where you can react before she gets a free hit on you if not a grab

    flaccid attempts to defend an obviously broken addon like these don't help your position

    Once again, you're forcing me to repeat myself.

    To avoid those things to keep her undetected takes a lot of time, and if not full, then around 3/4 of her Power bar. That itself means a loss of twenty seconds per one usage, because by avoiding those things in her way, she has to waste her time.

    I don't really understand the first sentence. ''She doesn't move any of those things in her power'' - How should I understand it? It sounds to me, as if you were trying to tell me, that she's unable to move Pallets to the open areas, and God-knows, what else... Please, you'll have to elaborate or explain, what does that sentence of yours mean, if you want me to take it seriously, rather than a joke.

    Obviously broken Add-on... Yikes. I don't even know, what else to reply... By being so entitled, that everything, which has no counters, or has really small, sometimes not available counters is OP... Man, I could easily write or type a poem of such stuff about Add-ons, Offerings, and Perks of Survivors... Such response from you seems to be completely invalid, even convincing me more to understand it just as a joke attempt to derail me off of my thoughts or words in my mind, resulting in the loss of possible future arguments...

  • It doesn't need any downside, that's simply how it has been meant to be designed and implemented.

    If you're having any prob. with that, then you should watch the environment more carefully. The grass, the plants, the crows, (...), all of those are indicators of her position.

    Okay, let's rework it, but allow Rin to be able to walk through walls then.

  • I am definitely supporting your suggestion.

    To lose hope, and feel less scared of death just lacks the common sense!

  • I completely disagree with your questioned or asked suggestion, as Rin is fine the way, how she is.

    She is supposed to have tools to play with you a bit, so, you're basically playing The Game v2 - Without Jigsaw's Baptisms and traps.

    I can tell, based on my experiences, that every single Survivor runs straight away. No crouching, no walking... Running away, so, I've kinda given up on those Pallet mind games.

  • @Impact said:

    https://forum.deadbydaylight.com/en/discussion/comment/522727#Comment_522727

    I agree entirely. The only problem is when a totem spawns in an obscure part of the map, which survivors are often unlikely to pass through (unless specifically looking for a totem): like right in the corner of a swamp map.

    I'd say, that such situations require the use of stealth - Crouching, sprinting, but hidden behind those tall grass, bushes, the remains of fallen trees, (...).

    With a bit of use of that, such totems would be cleansed in no time.


    @ba_tetsuo Small game should track total number of totems on the map, and tell you how many remain. That's true, but I disagree with such a buff to the SWF. They're already famous for the usage of voice communications, so, I'd make the Perk active for SWF groups only, if ALL OF THE SWF GROUP MEMBERS equips it. Not every SWF plays with voice communications, but the majority does. I've suggested such a change numerous times already, but without a success. ''That's unfair! You're having terrible ideas!'', etc..

  • @ygnea said:

    NOED is a crutch perk. As a killer main, if you run noed you are bad the game and bad at your job. Period.

    Sounds to me, as if the whole playerbase was only included of bad players then. As if taking any Perk, using any Perk slot, has made you a bad player. Period.

    The principle is the same, just like the logic of yours.

    Why don't you elaborate it a bit, into depth? I am sure, we could figure out more than with one-two-sentence answers, don't you think?

  • @Paladin_Goo said:

    https://forum.deadbydaylight.com/en/discussion/comment/523735#Comment_523735

    If that were going to happen, Thrill of the hunt would need to be radius based for balance purposes if it's going to take more time, and have skill checks.

    No, not this way.

    It'd be enough to nerf Hex: Thrill Of The Hunt by reducing the 6 % of the cleansing speed per a Token to 2 % or 3 % per a Token.

  • That's just wrong.

    If anything, then the totems should be buffed, no matter, if it's a Hex or Dull totem. It should definitely take around 18 seconds, instead of the current 14 seconds, and it should contain frequent skill checks with lower, both, Good and Great success zones. The frequency should be similar to the Jigsaw's boxes, when the Add-on Razer Wires is being used.

    Plus, per every failed skill check, there should be a penalty - The progress of cleansing would decrease, the Killer will be notified with the same sound as when Hex totem is being cleansed, (...).

    The penalty may also make it unavailable to be cleansed for following three seconds after the failed skill check for every single Survivor, and only one Survivor would be able to cleanse a totem - No cooperative actions, like on the Generators, for ex..

  • @xChrisx said:

    Buff weak killers a little bit and nerf nurse and billy

    Sally isn't gonna get nerfed, until SWF gets nerfed - A limit to 2 players seems fine to me.

    What's more, Sally has been nerfed a few times already, whereas the whole SWF hasn't.

    Still. It's kinda strange to read threads, asking about nerfs, then someone suggests to buff the non-viable Killers, and somehow, out of nowhere, it is wrong. A wrong suggestion.

    It doesn't make sense. You do want to play against different Killers, yet, you don't want to do a thing to make them viable - To convince the players to use them. So, you don't really want it, based on your replies... Don't take it personally, this is meant to almost everyone.

    Another fact is, that good players keep telling us, how easy is Sally to juke, once you lose line of sight. Why don't you try it yourself?

    No, nerf Sally! We don't want to learn! We want to give up early, we don't want to try! It sounds to me, as this was the only logic in your case, as there are pretty much way too many responses or replies, which do really sound like that.

    I want something more, some more free candies, but I don't want to give a thing in exchange. Another sliced piece of cake, right?

    The game is meant to be challenging for both sides. As a Survivor, you should feel the need to escape, not to bully the Killer. The Killer is supposed to be the Power role, but, thanks to the third party programs, it's usually not the case.

    Yeah. Sally doesn't sound and seem like a Killer you should be affraid of, right? But this is all what you've caused by yourselves. You do mind it, yet, you don't want to bring it back.

    So, what exactly do you want? By the replies I've read so far, you do want to change this game to something else, just like Fortnite, and so on.

    Well, good luck with that.

  • I'd make Rin's screams during Phasing like after her release - That it won't be directional, and that's all.

  • I think, only Sally, Rin, and Amanda are viable without them, as they don't suffer as much as the rest of the Killers, when they're all without Add-ons.

  • @MaxPricefield said:

    https://forum.deadbydaylight.com/en/discussion/comment/492142#Comment_492142

    I mean, you can't rank up/down in Kill your friends anyway, so there's no point of giving any rewards there, but considering SWF, I agree on excluding them as well. It's true that SWF groups are usually damn-well synchronised for M1 killers to do anything (if the survivors aren't potatoes, that is). Other that that, I think the rewards are fine.

    Sorry for bringing up the KYF - I've never touched it, not yet.

    With the rest, I can tell, we agree on the same thing. If the rewards would be added, and if it would be possible to get them via being in SWF, expect infinite waiting queues in Survivor side, and way more people, who'd try really hella hard, instead of playing for fun.

    Some people play their best all the time, and some just relax, take their stress out of their heads.

    So, make the SWF to be unable to get those rewards, or create some kind of a detection program, which could identify, whether you're using a third party program for voice chat, or not... Although, it seems to be impossible to tell.

    In conclussion - SWF can't get those rewards, Solo players can, or don't even implement it in the game.

  • I don't play with Sally (The Nurse), but it should work well, by my opinion.

    Considering the option to have other Perks, it's one of the worst Perks to pick up for her, just like Brutal Strength, and such ones.

    You do need stronger Perks, if you want to win, but for simply a kind of relaxing gameplay, to throw the stress out of your head, it could work well, if you preffer higher field of view than the default one.

  • How about SWF?

    You know, the Killers are almost without any chance, if they play the M1 Killers. Not to mention, how much the third party programs for voice chat help.

    Personally, I am all up to make the rewards achievable in Solo mode only - No SWF, no KYF.

  • There is absolutely nothing to punish or to ban for this kind of a strategy, if we can call it a strategy at the very first place.

    There are Perks, which allow the Survivor to basically overplay the Killer, who can't find the last downed Survivor. For ex., Flip-Flop.

    Yes, it's not that common, but I don't want to risk it, to lose my Bloodpoints, just because someone has said, that X is better than Y, so, X is gonna get away, is gonna disapear.

  • I agree with the aura blindness suggestion, but that's it.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/467231#Comment_467231

    Again someone that doesn't read.

    The problem isn't lack of counter play. The problem is that the counter play is unfun and lame. Spine Chill or not, you are forced to play super immersed. That means you spend a lot of time doing nothing and/or hiding. That's not fun at high ranks, and it's not practical either. If you hide most of the game gens don't get done and you end up losing anyway, wasting a lot of time in the process.

    Prayer Beads need a drawback. That's all I'm asking. Because too many Spirit players use NOTHING but Prayer Beads. They are boosted AF and the game isn't fun when you basically are forced to do a whole lot of nothing all game.

    Well, the same could be said against the good Survivors.

    It's not fun to have three minute matches, if I have to wait ten minutes for one match, right?

    There is literally no counterplay against looping than to focus on Generators, to surprise your prey via mind games, or to use Sally to get off of those loops ASAP, right? Yet, every Killer is forced to face it. Running in circles is boring, but to mind game someone isn't.

    To mind game someone. If you spread out, watch the environment enough, you'll have zero troubles against Prayer Beads Bracelet Add-on.

    As you know, there is a must to be fast for the Killer.. So, let's assume, you have to use Prayer Beads Bracelet against good Survivors. Against the depip squad, for example. Then, without any Add-on to be faster, because there is no time to farm Tokens for Play With Your Food, you need Dirty Uwabakies or Mother-Daughter Ring Add-on. Otherwise, you can just give up, as they'll wipe the floor with you.

    Sorry for bringing up the depip squad here, but I can't give you any better example of good Survivors.

    Yet, only Sally has been able to wipe the floor with the depip squad. If such Add-on makes Spirit really that overpowered, how is possible, that the depip squad was having almost no problems with beating her?

    Nevermind then.

    First things first; Spine Chill, Premotion. You'd be surprised, how well those Add-ons work against the Spirit.. Poor Rin.

    The second thing is to watch the environment; If to watch the grass, plants, or disturbed Crows is hard, then I am out of words. You know, what do I mean, so I'll skip that.

    The third thing is to listen carefully to everything. Her footsteps may not be the loudest, but they can still be heared, just like the Crows - You don't have to see, if you can hear.

    Prayer Beads Bracelet doesn't need any drawback... Because, for example, Toolboxes don't have any, and so on.

    They may aswell make, that the Toolbox will slow the movement of a Survivor by X %s, as it can't be a light thing to carry. Anyways, there is no need to compare a thing... So, just Adapt. That's all, what I can tell you..

  • Okay.

    I've been thinking about it even more, and I got an idea for the SWF groups (only for 3-man & 4-man ones).

    The number of the remaining totems in the Realm will be displayed the same way, as Save The Best For Last, Play With Your Food, ... displays them.

    In order to take the effect, to display the ammount of remaining totems or the ammount of cleansed totems (better than the ammount of remaining totems, by my opinion) would display only, if the whole 3 or 4-man SWF would have the Perk Small Game equipped.


    Or, even easier suggestion is to count the ammounts of cleansed totems. The player will have to use the Perk, as it'd count only the totems, which were cleansed by this player.

    The totems cleansed by the other Survivors wouldn't be tracked, as the Perk would be the requirement.

  • @Milo said:

    @starpilotsix @Neprašheart that sounds ... dumb. Even if 1 person had it on 4-man SWF what diffrence would the counter make then?

    Just as I've pointed out; The possibility to make a mistake.

    Someone of the SWF may forget, if he / she has cleansed the totem in a previous match, or in that current match.

    So, the chance to activate Hex: No One Escapes Death wouldn't be changed, but even that the chance itself is very low, it's possible.

  • Tomb Raider, Major/Minor - Complete Edition, S.W.I.N.E. version 1.9.

  • @McCree said:

    https://forum.deadbydaylight.com/en/discussion/comment/461343#Comment_461343

    Both Myers in T1 and Freddy are immune to it... Also Spirit in her Phase walk iirc. I don't think the Pig should be able to be unseen if crouched... maybe Wraith but definitely not pig

    If is Michael immune to it, if he meets the requirements, then Amanda should be immune to it too, if she meets the requiremets - Whenver she'd be crouching.

    Both have zero terror radius that way.. And a fact is, that Michael is more visible than Amanda, because he's tall, while Amada isn't, and she keeps a low profile, while she's crouching.

    It seems logical to me, to want Developers to make Amanda immune to it, while she'd be crouching.

  • @Poweas said:

    @se05239 and @Neprašheart no way that'd work. It took so long to finally balance looping and that would throw it off the scale again, but this time in killers favour. No map knowledge or judging would save you.

    That's why I'd add between four to eight Pallets to every map, like before.

    That may work well, don't you think? The time would be in the Survivors' favour anyways..

  • @se05239 said:

    Decreasing the killers' collision boxes would be a positive thing.

    Indeed. It'd definitely make them all more valuable in loopings, but the Survivors would start to complain, I guess.

    Instead of drawing those circles, Survivors would be forced to think, where to go. It'd no longer be about circles, but more about the map knowledges. They're all sayin', that it's only about the map knowledge, but it's about the basics of the game - How movement speeds of M1, .. Killer(s) affects the looping, in-short, how many circles they're able to draw there.

    The time to repair all of the Generators is already very low, and if they'd make the Killers' hitboxes smaller, it'd save a lot of time in each looping area. That way, the chances to bully a Killer would be greatly decreased.

    It'd definitely turn the other Killers into something more, something more, than just clowns. I'd be all up for it, if anything.

  • @Delfador said:

    @Neprašheart He said addons though not items.

    If there weren't a couple of bullshit addons like billy's insta chainsaw or nurse's 3rd blink + omegablink, I would be okay with making P1 - brown addons unlimited P2 - Yellow addons unlimited and P3 - Green addons unlimited.

    These addons generally modify the killers' power without making them OP, at least imo.

    Oh, my bad..

    If only the Add-ons, I'll be all up for it.

    @JawsIsTheNextKiller said:

    @KingB - How would you deal with characters that have not been prestiged at all but are effectively on level 150+. It would be a massive loss to anyone that unlocked all the perks for someone but did not prestige them when they hit level 50.

    You would just deal with the fact, that you've spent X millions of Bloodpoints on them. I don't see anything wrong with that, even though, I'll be the one, who has spent more than eight millions on Rin Yamaoka.

  • @Orti said:

    Fun aura build for swf: open handed, bond and OoO. It's cancer for sure but a lot of fun to play. Also OoO is fine in gerneral it's mostly like alert but wih a downside for the unlimeted time

    I guess so, you're right.

    It may be unfun to play against, but it's still possible.. Except for the cases, when you're forced to Sacrifice the Obession ASAP, even through Save The Best For Last, and to end with zero Tokens - Therefore playing with three Perks.

    However, I don't think, that Object Of Obession should take the effect, while the Survivor with such a Perk is Hooked, Downed, and while being Killed (during the animation). That's just weird, and a thing, what makes Object Of Obession one of the most overpowered Perks in this game.

  • @SlothGirly said:

    My personal suggestion was to give players the ability to choose a common addon at P1+2, which would be made unlimited, then at P3 they can choose an uncommon addon which would be made unlimited.

    That would be nice, to have Cypress Memento Mori, Shroud of the Seperation, and, a Trapper's Bag, for example, with unlimited numbers to use.

    However, that'd guarantee four Toolboxes per every single match, so, probably no.

  • It may be annoying, but if you, for example, play with Rin, the Obession is unable to see you during the Phase walk, right?

    Because, it's a Spiritual World afterall, and normal people can't just get there, just like the Dream World - You can't get there, if you stay awake.

    It's kinda frustrating, but I believe, you can use it for your advantage a bit. During placing the Bear Traps, and Phantasm Traps, fake placing it, and place it somewhere else. They'll think, you have Stitched Bag or Trapper's Bag Add-on, so you should be okay.

  • @LastShoe said:

    Disable it for swf groups? They can easily comm how many totems were cleansed.

    That's true, but each sentence takes some time to tell. Even that three or four seconds are a lot to me..

    @CardClasher said:

    disable it for swf groups why?

    i play with a swf group but we never have we ever spoken a word

    Because the majority of SWF groups is already able to tell, how many totems are cleansed. I don't see any reason, why it should work for SWF, because as you've told us, not every SWF uses voice communications.

    That'd put the Perk to the top by Solo Survivors. The thing is, I am looking forward for people in SWF groups to make a mistake of how many totems they've cleansed. If they'd have a counter, such mistakes wouldn't be allowed to happen, and as we can tell, they're already in a massive advantage, due to the difference in ranks (experiences), when we compare it to the Killer.

    So, in-short, just to get those three seconds, and to allow people to make that mistake, which could be a result of letting Hex: No One Escapes Death to come to the realm in its full strength.

    That's all, no more reasons.. They may seem dumb, or just not worth it, but they are. People always do mistakes.

  • I think, that if it doesn't last longer than fifteen minutes, it can't be considered as holding the game hostage.

    There is definitely set some ammount of time, when it becomes holding the game hostage.

    So, if it won't get longer, it can't be taken as holding the game hostage, by my opinion. If that Killer has been blocking you for that time, it's definitely marked as a bannable offense, or, at least, I think so..

  • I disagree with the aura reading, as it'd make Bear Traps, Hex totems, therefore even Hex Perks a joke.

    Bear Traps can have Add-on to be a bit darker, and if you'd be able to see the aura of it... The Trapper, alias MacMillian, would become just an M1 Killer, nothing more. Basically a Killer without Power.

    Then, to the Hex Perks. We all know, how it goes, when there is, for example, Hex: Ruin in the match active. That'd be totally a waste of a Perk slot, which shouldn't even be a thing, if we take in mind, that they're already weak.

    On the other hand, the totem count could be a good thing to have in Small Game, but again, SWF with voice communications could easily use it for their advantage, and with ease.

    I'd say, yes, add the totem count, but disable it for SWF groups (Add it into the description of the Perk in-game).

    Yes, the Hex Perks are supposed to be a bit of gamble, but to make them all even more weak? I am really against that.

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