Nicholas
Nicholas
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@Edgars_Raven said:
https://forum.deadbydaylight.com/en/discussion/comment/2349596#Comment_2349596
Do i seriously need to go back to my post and point to the part where i said buffing antitunneling/camping (which includes ds obviously) perks could have a serious impact on the game at even average levels? I am focused on the topic. You just missed it to rage 🤷♂️ ds in its current form is fine. I run it almost every game
That's your dramatic opinion but don't act like it is binding or authoritative. Don't conflate your opinion with fact. Clearly, our opinions differ, in fact, there is no consensus thus these topics exist to discuss.
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@StibbityStabbity said:
https://forum.deadbydaylight.com/en/discussion/comment/2349447#Comment_2349447
Well, DS resets if they do something other than get chased or hide. Point being, it's supposed to always be there if you need it, not something you actively seek value out of.
Think of Unbreakable. People don't go out of their way to get slugged just to get value out of UB. They have it IN CASE they need value you from it, not TO GET value from it. DS should be treated the same way. Nobody should go out of their way to use it, it should be there in the event it NEEDS to be used.
DS is often unavailable when you NEED it because you were tunneled but not picked up until after the timer runs out. It's so easy to circumvent; that is probably why people try to use it. I'm not suggesting it last in perpetuity but the timer is limited despite all of the conditions needed to trigger it.
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@Edgars_Raven said:
https://forum.deadbydaylight.com/en/discussion/comment/2348710#Comment_2348710
In regards to "get good" my general point was if its possible for 1 survivor to run a killer that long its possible for all survivirs to. This isnt a 1v1 game its a 4v1 game. Imagine for a moment that the devs gave survivors everything they want, major buffs to antitunneling mechanism, major overhaul so camping wasnt possible, and 2 of the survivors were just half as good as the ones that can run you for 5 gens. The game woukd literally be impossible to win. If i chase one of your teammates and i can tell theyre really good, I HAVE to leave them for later in the match. If i come across you and you show me you suck, I HAVE to get rid of you so i have time to chase that better survivor. If my point was "get good" i woukd have said that, my point was killers HAVE TO get rid of the bad runners first. They just do. And thats in todays game, if you make it worse by adding in other mechanics that hinder a kikkers ability to get rid of the weaker ones first then you ruin their ability to win at all.
Unless of course you want to start adding in mandatory secondary objectives and reduce some of the chase mechanics, then we can talk.
This topic is about DS; stay focused.
Not interested in your reductive slippery slope. Besides the fact that Survivor and/or Killer players aren't a monolith, not everyone wants the same thing. Imo, the existing iteration of DS doesn't go far enough. There is room to fulfill the stated objective with some tweaks to the perk. It doesn't have to be as dramatic and world-ending as you suggest. Idk what the looks like and at what cost so it's nice to see proposed ideas.
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@Edgars_Raven said:
https://forum.deadbydaylight.com/en/discussion/comment/2348684#Comment_2348684
There are survivors that if you tunnel them theyll run you for 5 gens. Try to be at least half as goid as them and most killers will stop tunneling you
This is such a stupid reply and doesn't even address the point. Sure "get good" is always the go-to, even when you lack information pertaining to my skill. Every killer and survivor that has feedback about things should just perform at the highest levels to overcome the need for a perk, noted. Besides who wants to be in a five gen chase? I don't, you get nothing done and often lose a pip and get low points.
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They should offer an exclusive charm for things like this, target players within the window of the problem. This is what we see in other games in addition to the in-game currency being offered.
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@Almo said:
https://forum.deadbydaylight.com/en/discussion/comment/2341724#Comment_2341724
Escape rate remained unchanged when we updated Decisive Strike.
What is the escape rate? As in that specific chase or escape the Trial?
Imo DS doesn't do enough. It's a chase extender, the best time is during EGC AND being fairly close to the Exit Gate. In this case, it is likely you will escape. Unless you miss the Skill Check or the timer has progressed too far. DS is also too easy to circumvent and even a successful strike means little against most killers. And then there's the guaranteed second tunnel but this time without DS lol So much fun.
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It's a disgrace and they should be ashamed of themselves lol but more seriously, it's really disappointing. I was really looking forward to an exciting new event but this is basically the same event last year.
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Nah the perk isn't that good, I've used it for fun but a wasted slot in most cases with Hex: Ruin active. It would be one thing if it ate PGTW lol
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Are they bringing back the fourth anniversary crowns or those actually going to be an exclusive to the fourth anniversary? I hope we're in for a big surprise in this event is amazing.
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No maps in a year so this is extremely disappointing. And I think we're only getting one more map in the next 12 months, I hope that map is spectacular.
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The constant coughing seems more like a design decision to make it easier for him to track. There's no other purpose. However this gives them the perfect excuse to create another perk that is very specific, suppress coughing and vomiting.
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I was in a match against who other than The Nemesis. And my friend was downed by a zombie and his PS5 froze. Maybe people in that match thought it was a rage quit but it wasn't. Also seeing people disconnect when it's the nemesis, I know I'm getting bored of him already. Just too many matches are nemesis nemesis nemesis.
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They need to make it more punishing for killers with terrible ping. That's the biggest problem across the board, hit validation is doing absolutely nothing.
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@WiiFitTrainer said:
Lol it's weird. The t virus is supposed to cause mutations and be extremely deadly.
In dbd it just splashes blue paint and gives you the sniffles.
It would be cool if survivors eventually succumbed to the virus and became zombies for The Nemesis. The coughing is dumb and has nothing to do with the virus. However the blue sparkly paint does look pretty cool on some outfits.
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Lol you think suffering from a severe virus means you should be coughing?
@Boss said:
https://forum.deadbydaylight.com/en/discussion/comment/2293697#Comment_2293697
Side-question: In short, what does the virus canonically do to you as a human?
Cause idk.
Begins to mutate you, you get skin decay, and some other symptoms. There's an official Capcom Resident Evil Wikipedia that outlines the symptoms.
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@CountVampyr said:
I think its a little weird that you can leave while being infected. My characters don’t even cough all that often. I don’t even bother to take the vaccine until maybe when he is already occupied in hooking somebody.
I almost never take it as well, but I am finding that teammates are consuming them all ASAP.
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I'm definitely that survivor that is empathetic and I will die if the match went bad for the killer. And 99% of the time they're very grateful and send a message if we're on the same platform. However I have had some situations where I try to be nice and allow them to hook me and then they face camp lol
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@indieeden7 said:
Have you ever played against the Plague before? You'd hate her.
Millions of times and the coughing is minimal. However with her it's more of a choice, you can choose to cleanse. With Nemesis, the vaccines are very limited so in some cases you're forced to cough in perpetuity depending on the team.
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@Trickstaaaaa said:
And that gentlemen and ladies is why I don't like facing huntresses.
Yeah I agree, when I hear the lullaby I just start having nightmares of all of the hits through walls. I'm noticing it's getting pretty bad with The Deathslinger as well. I've had his spear penetrate walls and curve barriers.
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@Gnarly said:
YOU CAN LIKE THE PERK, JUST THE USE IS MY PROBLEM.
Self Care is a selfish perk that wastes so much time. Why go with Self Care with better options. Bond is a great to get healed by teammates, or just bring a medkit. Inner Strength is efficient with your time as well. You can like the perk, but it is a massive waste of time.
I can't believe I can be doing a gen that is about to pop and the Claud runs past me and I even emote for her attention, yet she still passes me and self cares. Behind some tires.
Notes
•She was aware of me having Botany.
•You can use the perk if you want, jus don't be that stereotype person who goes in the corner. WASTING A LOT OF TIME
We did not finish that gen...We all died
This is all you see, the Claudette that's avoiding interacting with the killer all game and then when she finally does goes down in milliseconds. After she gets rescued, she runs to the farthest darkest corner of the map to self care for 5 minutes.
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@bibibib8 said:
Franklin demise nerf is because survivor hate to lose their precious key (sarcasm). Seriously its because they could not make the vaccine immune to franklin demise so they destroy the perk for that. The consequance is if you see a key in a lobby you cant do anything about that exept slug the key holder for the duration of the match
You never could do anything about the key anyway. Most high-level survivors are going to drop their key in a specific location to avoid FD altogether. This is especially true with groups.
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@GoodBoyKaru said:
A massive slap to the face. I like collecting every DLC and charm that I can, but there's absolutely zero way I'm forking over £50+ for two charms. I actually hate this so, so much.
With enough fuss they will change this. I know in a few other games when they've done this, people have been outraged and they added away to acquire the exclusive cosmetic for free to owners of all the DLCs. They could do that here as well, if someone already owns all of those characters, the store can recognize that and provide the charm for free.
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The PS4 version is available but I don't see the PS5, technically speaking buying the PS4 version should automatically provide the license for PS5 as well. However it could be hit or miss if the store isn't configured correctly and it might be an uphill battle getting Sony to resolve the issue.
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@Mandy said:
I understand that input lag can sometimes be a factor but I really don't think the DS skill check needs to be increased in size, again it's not supposed to be a guaranteed thing, it's a strong perk.
It already has a lot of limitations, and it's not even that effective at dealing with tunneling. The difficult skill check just seems unnecessary and more so to favor the killer in doing something that is already powerful, easy and effective: tunneling right off of the hook.
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Yes I think it's outdated, it needs a completely new redesign down there. I think it should be themed based on the map. Each basement should look completely different.
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@Satelit said:
https://forum.deadbydaylight.com/en/discussion/comment/2257086#Comment_2257086
It doesn't make much sense to only change the default skins.
Looking at the killer model reworks,all the relevant skins have been changed (including Nurse's Legacy) so it's safe to assume it's for all the skins.
It has to do with design philosophies and choices from the developers, in other games where they have remodeled characters, some skins were left with old designs to preserve the legacy and history of the character.
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I played one match as The Spirit and it was pitiful. It was so bad that these survivors would run into a locker during a chase or run into a corner out in the middle of nowhere and crouch. I felt so bad because they were so clueless, and intended to let everyone escape but no one was doing anything. I even went AFK on the other side of the map in a corner and 5 minutes later one generator popped. So I ended up just killing three because I wanted to move on. The last survivor was in a locker with three crows on her head, I carried her to the hatch and she still ran away when she wiggled.
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@justbecause said:
Agree I'm basically a hostage of someone that wants 4k last night I went again twins who wanted 4k so bad I recorded whole game it was 38 minutes long and one of most miserable time I had in this game he's refusing to hook me I can't dc or I will eat penalty I can't bleed out easily and with us succesfully getting up over and over it went to enternity even tho if I refused to get up my team gets me up I know game can end still but it's some way of game hostage it's not hard to kill 3 ppl and risk 50% that last one will get hatch
Yeah that's frustrating. The developers were so worried about poor killers having to deal with someone struggling for 15 seconds so they made it where you can no longer do so and it automatically consumes you. However they're not interested in survivors that can be slugged on the floor for several minutes during an equally hopeless and pointless situation.
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Thanks, I'm confused about these face reworks. Are they just for the default skin or all of the skins for that character will feature the enhanced face?
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Where's the official list of the face rework? I found a few of them but I can't find David anywhere.
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This is why we need an option to bleed out on the floor. A hostage situation doesn't mean indefinitely. The game needs to introduce a mechanic where under certain conditions, the survivor can elect to bleed out at an accelerated rate. The justification for bringing the match to a swift end with the struggle mechanic under certain conditions can easily be applied to being slugged on the floor while the killer looks for the last person or the hatch. Everyone is ready to move on to the next match, no one wants to be held hostage to the match at that point.
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@DawnMad said:
https://forum.deadbydaylight.com/en/discussion/comment/2251291#Comment_2251291
https://us.v-cdn.net/6030815/uploads/DO43G7R63S80/image.png
EGC doesn't really give any pressure to survivors when they don't even have to start it until they are in danger. A killer leaving the survivors to go all the way to a gate and open it is the same as going to a corner and afk, it can't even be suggested as a strategy.
The EGC does provide pressure, and it begins when a Gate is Open. Both sides can initiate the countdown and this is when the pressure begins. The repeatedly stated goal of EGC is to provide a way to bring the match to the end and prevent hostage taking. EGC fulfills that goal and does a good job of it. EGC is not intended to be a killer tool.
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Imo high ping should NOT reward you as it does now. SSHV is too forgiving and generous and should actually give the edge to the more reliable connection. Instead, it favors The Killer, even when they have high ping (natural or induced). So since the game incentivizes having high ping, most don't worry about improving their network conditions.
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I agree that there needs to be a way to shield your name from being viewed by the killer. Just like survivors cannot see the killer's name in the lobby, I don't see why it doesn't apply in reverse.
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@Milkymalk said:
https://forum.deadbydaylight.com/en/discussion/comment/2232958#Comment_2232958
Interesting. You do know that even on PC, killers can't communicate with the survivors until the match is over, right?
Is it not like console? On PSN, The Killer can easily communicate with any other PSN Survivor at any point in the lobby or even during the trial itself. And any dead or DC Survivors can contact The Killer if they are also on PSN. It happens when people want to farm or The Killer wants to target someone.
On topic, I have been left to die on the first hook WITH Kindred AND Open-Handed lol Everyone can clearly see The Oni 32 meters away.
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I dislike how dark it gets, it def needs a revisiting by the devs. It's more of an annoyance than anything.
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It looks alright to me, have they officially announced the new logo?
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@Dabihwow said:
Wait what? I ahd to close the stream to switch classes
In the last seconds, he said Pops are coming. Hopefully, Funko drops the press release revealing the details.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2192751#Comment_2192751
Currently with the way gates work (survivors 99% the gates) there is no reason to wait for the timer to go as low as 50%.
Most survivors that get caught by Bloodwarden are BM the killer at the exit gate. If the killer could trigger it by pressing a button, then survivors would instantly leave and not stay for their butt dance.
Someone could be in a chase and even at 50% with the slower timer, you could rescue and escape. So there are reasons beyond BM. I like the idea of an improved BW because I think it would make EGC more exciting. I just don't want to see a near guarantee win option either. My favorite times are when NOED and BW are active and the rush to cleanse it lol If teams are smart, they will allow someone to get slugged or hooked to extend the timer to search for it.
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@Tsulan said:
Bloodwarden needs a buff. The requirements are way to strict. Survivors already 99% gates and are warry when the killer opens the gate.
So I wouldn´t mind if killers could press a button to activate it.
The activation conditions and limits would need to be compelling otherwise a killer could simply wait until the 50% mark on the EGC timer to guarantee to kill everyone left in the Trial. The devs have already said they don't want EGC to be a killer tool which is the direction a lot of these ideas are headed towards. Sometimes it is strategic to open the door yourself to trigger BW, it depends on the match.
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@QwQw said:
https://forum.deadbydaylight.com/en/discussion/comment/2192591#Comment_2192591
Grabs haven't worked since forever, survivors teleport away when you down them, and certain killers such as Doctor get cucked hard by latency letting survivors vault even while they're shocked.
Latency effects both sides.
I was referring to hits and validation, the point of the discussion. Hits are killer sided whereas those other interactions aren't. And that's just normal latency on the Doctor, for the Survivor they were likely never shocked or already began the vault animation and locked into it. I know with other games the person that tells the server what happened first has their actions prevail and maybe dbd works like this except hits of course.
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Not true, the authority is The Killer. Outside of really high ping and I think they're overly generous with this figure, hit validation doesn't kick in and so whatever The Killer sees is what prevails. Hit Validation could be helpful if they were more conservative with the tolerable values of latency. I've personally been in matches and struck from incredible distances and then watch the streamer's perspective and even they were shocked to get a hit.
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@GeneralV said:
Yeah, I don't like it either. What I would truly like to see is its original version, which protected both survivors but could be only used once.
I could see that being a new one-time-use perk with tons of conditions. Brazen would be a good name for such a perk. Standing within 12 meters of both a hooked survivor and The Killer grants you the Unceasing status effect. Unceasing protects you from being grabbed or downed during the rescue animation. Just for the super-serious people out there, I was just having fun by making up a perk with little thought.
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@FruityPeach said:
https://forum.deadbydaylight.com/en/discussion/comment/2190184#Comment_2190184
how could that be fixed? i mean like, how do other games doesnt have latency issues like that? why its such a big problem in dbd? 🤔
They could increase the tick rate, I believe it's 60hz now. They could also tighten the parameters for Server-Side Hit Validation, which are still too generous in favor of The Killer. Or even implement Server-Side Hit Authority but that seems extremely unlikely because the devs are really concerned with the idea that it would be too frustrating for The Killer to swing and hit a Survivor on their screen only for the hit to not count. They're mostly ok with Survivor frustration getting struck from a distance and getting downed despite what they see on their screen.
See this post for an explanation: https://forum.deadbydaylight.com/en/discussion/185864
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@DoritoHead said:
https://forum.deadbydaylight.com/en/discussion/comment/2190000#Comment_2190000
right, but you're not being tunneled if you are able to do those actions
I've been able to tap a gen (use Repressed Alliance) or even fully heal during a post-rescue chase but that didn't mean I wasn't being tunneled. I'm not arguing that you should be able to do those things and retain DS, I understand that the game needed to try and narrow the scope of the perk's reach. I am just pointing out that you can perform those actions during a tunnel.
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/2190021#Comment_2190021
Your statement was correct save for 'it has nothing to do with tunneling.' Because it does, both directly and indirectly. Paring something down to lines of code doesn't change that the design was based around the actions that constitute or don't constitute tunneling, inasmuch as tunneling has an agreed-upon definition, and pretending they're entirely unrelated because DS isn't written to say 'this perk is active if you're being tunneled and turns off if you're not' is disingenuous. Tunneling doesn't exist in a way that the game could codify this, hence why we got the list of actions that we did. It's an approximation that's trying to be as accurate as possible - and in most cases it is accurate, hence why it's not misleading to say that DS stays active or deactivates based on whether or not you're being tunneled. Yes, you can heal for half a second before the killer shows reaches you and it'll deactivate despite pressure never being taken off you. Yes, it stays active when you're wandering around doing nothing and you can use it 45 seconds later if you run straight into them despite them having a chase with someone else in between. But for the most part... the people who complain about DS not working anymore are the ones who were using it as an aggressive perk, and the ones that still use it just fine are the ones who were using it as an anti-tunnel perk.
The timer can run out while you're still being tunneled, yes. I don't disagree with that. But if you run the killer for a minute on one health state, you're doing very well by the standards of the game. That could be 3 gens mostly done in the background. You also have the ability to make a misplay towards the end of the timer if you feel like your chase is about to end naturally, going down (convincingly) at around 50 seconds so the killer will pick you up, get DSed, and you have another head start to work with.
I wasn't talking about developer intent, design philosophy, and whether the stated goals are advanced by the perk. I was specifically referring to the point that the timer itself doesn't make any distinction other than 60s or performing certain actions. So I don't agree that if the timer runs out it signifies you're not being tunneled. With that said, I agree it would be hard (or impossible) to codify tunneling into the game's code.
I was never surprised when Survivors were aggressive with DS, because even now The Killer will circumvent the perk. So it just makes sense that the Survivor would want to redeem their one-time use perk at some point. The 50s thing rarely works, most will wait or end up doing something incidental like reloading or breaking a pallet. Idk what the ideal DS looks like but imo the current iteration isn't it.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2190036#Comment_2190036
Nobody said it was incorrect, I simply said that you did, in fact, reference the conditions and that it did, in fact, look like you were complaining about them. You should've been more specific, we can't read your mind.
Yes, but your reply was framed in a way that incorrectly addressed the reference. You offered an unnecessary explanation and opinion to something that was never raised. I never mentioned anything other than the cold hard fact that DS works for 60s or when certain actions are performed, whichever comes first.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2190021#Comment_2190021
You explicitly mentioned the actions in your reply. While you do make a fair point about the timer (though there's another reason for it), you did mention the actions.
I mentioned the way the perk currently works, which is 60 seconds or performing certain actions whichever comes first. What exactly was incorrect about that? Now I agree that certain actions should deactivate the perk but I'm not in agreement that the hard fast and furious 60 second timer is the way to go.
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/2190000#Comment_2190000
It has plenty to do with tunneling when the actions that deactivate it are only done when the killer isn't chasing you, and the actions that don't deactivate it are nearly always taken as part of a chase.
And if the killer doesn't bother you for 60 seconds, you aren't being tunneled.
I never said anything about the actions, tell me exactly what did I say that was incorrect? There's nothing incorrect about my statement. I'm not sure why you're wasting your time and mine by responding. Anyway another point is that a tunnel can exceed 60 seconds and yet the perk provides no relief in that circumstance. Again indisputable that the timer has nothing to do with being tunnelled, you can be tunnelled beyond 60 seconds and that was the point. The timer isn't tied to whether or not you're being tunnelled as has been suggested several times.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2190000#Comment_2190000
Let's be even more accurate and clear. Those actions are not actions you should be performing when the killer is chasing you. Therefore, if you perform them, you're not being tunneled.
You're missing the point of my very specific and narrow response. The point is that the timer has nothing to do with actually being tunneled, It continues to count down independent of whether you are in fact being tunneled by the killer right off of the hook. That is incontrovertible.