Nicholas
Nicholas
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@[Deleted User] said:
Breaking news: Survivor upset about being hit
They should just implement a system in the game where the survivor gets to vote on whether the hit counts or not. If the game registers a successful hit the game pauses and the survivor gets a vote, M1 for yes it was fair, M2 for no it was not fair. The game then either allows or disallows the hit and then carries on.
Alternatively they could try server side hit authority and make the server authoritative. Even with validation, it still favors The Killer. I wonder if the servers were authoritative, how would the game feel for the killer.
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/1967223#Comment_1967223
I believe I have contributed, you just don't happen to like it. That's fine.
You might believe you did but you actually haven't contributed at all! By all means feel free to do so, you're more than welcome to. If you have information about OP or any of the points raised in this topic, please share them.
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Do Survivors still walk like zombies when injured?
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@Macaroni said:
I'm genuinely really annoyed by the change, not only because of the fact that we're now just pre 4.5.0 again but with different animations that, well, are better, but now lack the new locomotion animations that genuinely were good, but just needed some adjustments to make it feel a bit speedier and responsive
But now? It's all just gone completely and we're back to square one, and I can't imagine how the animators feel about how half their animations were just removed from the game. Just, that must feel horrible...
Unless they will restore them after they can adjust to feel snappier? One can hope.
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/1967158#Comment_1967158
All the people who complain every single time they release a year + old cosmetic for sale? "Gee wow I guess I got the rift for absolutely no reason" comments show up constantly.
And this is an open forum. Don't want people chiming in (sorry, obfuscating)? Then message them directly.
Let people complain, who cares. Chime in but stay on topic. Have you answered OP or any of the points? No, you're not contributing here at all. Instead, you're trying to speak on behalf of Mandy (mod) of something you can't even answer so why bother? Contribute to the topic or move along.
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/1967129#Comment_1967129
Lol settle down, I doubt she knows. If the game continues on for a decade will all of them eventually be for sale? Probably. At $10 a piece so much more expensive and after many people have already been using them for years.
What is this obsession with things being exclusive forever?
It's a valid question, don't answer for the devs/staff. You are neither so why even try? You're obfuscating now, who is obsessed with forever exclusives? lol
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@ProfoundEnding said:
https://forum.deadbydaylight.com/en/discussion/comment/1967076#Comment_1967076
Wasn't that Hag head (hair) for that outfit in the second Rift though? And in the banner it looks like the full outfit, head included.
I think you're right so maybe even the one-piece items will return with the full set.
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@ProfoundEnding said:
https://forum.deadbydaylight.com/en/discussion/comment/1967055#Comment_1967055
Oh I didn't see that. Yeah maybe just the charms and the cosmetics that weren't part of full outfits.
Yeah that what it seems like. Hardly exciting for people that chase exclusive content but good to know. I still wish they would just outline the exclusives at the start of each Rift rather than this ambiguity of not knowing.
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@ProfoundEnding said:
The Dwight and Meg recolors still haven't released as for as I know. All that has come out into the store are orginal outfits so maybe the charms and recolors will remain exclusive?
They are coming out soon, saw that posted today. I found the list of rewards for Awakening and besides charms, looks like the Huntress Cat Mask, Nea's ugly wig and shirt, and David's shirt and pants are exclusive (so far).
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@panernaners said:
https://forum.deadbydaylight.com/en/discussion/comment/1966930#Comment_1966930
then why does it say exclusive in every single trailer kind of deceptive if you ask me.
It's deceptive marketing and it works bc look around, people don't even read the statements or disclosures about these things but eat it up. I just wish they were more forthcoming and transparent about the things that are exclusive. They haven't even committed to charms being a definitive exclusive to each Rift so perhaps if they ever start selling charms, those too will return and people will be ok with that. I wasn't trying to debate this topic, was just curious which cosmetics are currently unreleased from Awakening. I wondered if there would be a pattern of the items that remain exclusive.
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@NomiNomad said:
The charms are exclusive, and I think only the charms. They were very clear about the cosmetics that would appear in the store. Unless they start selling charms, which... I wouldn't doubt at this point.
Afaik they haven't even declared charms being exclusive, that's just the presumption. Officially I believe the language used is most and "nearly all" cosmetics will return, but this leaves room for some items to remain exclusive. They have never stated all items will return thus my question but I digress, can't ask a question here without getting bombarded with replies that have little to do with it.
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@Mandy said:
They're "exclusive" in so fact as right now there's no other way you can get these items, until they appear in the Store roughly 6months to a year later. Which we've communicated since the very beginning of the Tomes/Rift.
I was just asking for the items besides charms that are currently unreleased or exclusive to The Rift for Awakening. But imo the use of the term is deceptive especially when you say "Unlock 3 exclusives" by buying the pass. A more accurate statement would be, "Unlock early-access to three cosmetics."
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@Aztreonam78 said:
Developers at the very beginning said that each piece of rift cosmetics, after some period of time, will appear in store.
Where did they say that? Everything I've read indicated most or "nearly all" but I never saw all. That is beside the point of OP because I very narrowly presented a question that has nothing to do with expectations.
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@Mooks said:
Did you expect the cosmetics to be exclusive even though it was announced before the first rift started that eventually the cosmetics besides charms will be featured in the store?
If you're not going to answer the specific question, why post? Don't make this into another topic debating this. Besides if you want to talk about facts, they never said ALL. In fact, they specifically stated some will remain exclusive. Hence my question, trying to ascertain what is exclusive to Awakening.
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@Frontdoor6 said:
https://forum.deadbydaylight.com/en/discussion/comment/1937426#Comment_1937426
Still, 3 gens left and they're trying to deny the killer a hook...kinda poor sport
Probably because he's already tunneled that poor person and now they're on death hook. With three generators left and no one else hooked, so it definitely makes sense to have allies that are trying to help you in that situation. I wouldn't be surprised if the killer circumvented DS by leaving the person slugged or if the person was good enough to have a chase that exceeded 60 seconds.
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DS provides little relief for tunneling, it's more of a chase extender If anything. You can hit the killer with DS and still get tunneled. Then there's the issue of the second inevitable tunnel, which is usually far more ferocious since the killer doesn't have to worry about DS!
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@Karao_Ke said:
https://forum.deadbydaylight.com/en/discussion/comment/1937051#Comment_1937051
A lot of killers have to either camp, slug or tunnel to take back control of the game when they're losing. It is a tactic & doesn't matter what killer you're playing.
With that being said, OP made the claim that The Twins are mostly used for camping & slugging, so I made the suggestion that maybe if they were buffed, it wouldn't be as common anymore. That has nothing to do with stronger killers because it is true, she desperately needs a buff.
I wasn't saying anything about that. My point is very clear and concise. Independent of any buffs or balance changes, people will still camp, tunnel and slug. Maybe it'll be slightly less of a common occurrence but it'll still be rampant enough that it won't materially change anything.
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@Karao_Ke said:
I hate camping & tunneling just as much as you do, but without it they will almost always lose.
The Twins need a proper buff so the people playing them don't have to resort to a playstyle that ruins other people's experience.
Even the strongest killers in the game are played by people that camp and tunnel. I know a lot of people like to say they only do that because they have to but even with strong compelling killers nothing changes.
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@Nikatara69 said:
Yeah, game not playable at all, hitboxes, but why the reworked maps so small as well???
To benefit the killers of course. a lot of these maps have way too many dead zones.
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I don't like the zombie walk when you're in the injured state, the POV while crouched or dying or getting hooked initially. And of course the lack of spinning during the dying state.
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It's horrible, looks exactly as the videos depict. I'm going to stop playing until there's a resolution.
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It's pretty bad. I would post clips but it doesn't matter because there is probably hundreds on YouTube already. I mean you're getting hit and there's so much space between you and the killer that two survivors could be there. I'm also seeing nine out of ten times where the killer teleports to your side of the pallet. That used to be a thing and then it's stopped being a thing and now it's a thing again.
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I just face the huntress on Gideon and it was the same thing. Extremely generous hit from a great distance. There was enough room between us for two survivors almost.
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/1929238#Comment_1929238
Whatever you say champ. ;) Again, since DS is unacceptable to you, don't take it. Problem solved.
What I said is factual so it can't be dismissed as whatever. And when someone's unhappy about something, they provide feedback. If we went with your logic, nothing would ever change. The only reason DS is changing is because of feedback. The more you reply, the less smart you appear.
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/1929109#Comment_1929109
For someone who claims they aren't engaging in an "us versus them" argument, you sure spend a lot of time doing it. :) But suit yourself... I suggest you not take it since it is so bad in your eyes. Or, go find a game you like.
You've lost the argument, you address things I never raised and you fail to address the things I did. Since you're trying to be smart, let me educate you. The us versus them argument is the idea that the the devs favor one role over another when it comes to balance changes or adjustments or people that are very exclusive in their views on roles. I never said that nor implied it. I did however state the very clear fact that these changes are exclusively from the perspective of the killer. With that said, the cornerstone of my feedback is that they aren't making quality or balance changes from the perspective of the survivor regarding DS. My position on DS has nothing to do with this upcoming change. It has to do with the fact that imo DS doesn't do enough to deal with what is perceived as the stated goal of the perk. Before you reply, make sure you understand what you're responding to.
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/1928262#Comment_1928262
No. I'm sorry but the change doesn't do anything of the sort. DS remains exactly as good at being a deterrent for tunneling as before. The only thing it doesn't allow you to do now is jump on an objective in the Killer's face. For the record, I am a Killer main (although I play almost as much Survivor in Solo) and I suggested that DS activate after every hook, not just the first. Please do not try to make this into an "us versus them" argument; it isn't. Most Killer mains also play Survivor, and all anyone is interested in is a fair version of this (and every) Perk.
My own suggestion was as follows:
- DS activates after every hook that doesn't kill you.
- It last for 60 seconds or until deactivated.
- It is deactivated by interacting with your environment in anyway aside from avoiding the Killer.
- DS will not activate during the End Game Collapse, but will run out its time if activated prior and continues during.
In short, I (and most Killer mains actually) were suggesting DS be useful after every hook and not be dependent upon there being an Obsession. The DEV decided to go with the more Draconian approach. I can only assume they have some stats which had more weight on them than us.
It does exactly what I state which is nothing. Nothing has changed about the perk in a fundamental way. And don't lecture me about us versus them, I never engaged such stupidity. My point stands and is very clear, not sure why you decided to write a novel. these changes only provide benefit to the killer, and there's no consideration for the perspective of the survivor. The survivor's the one that gets tunneled, yet this perk provides almost no relief. Unless the tunnel is limited to 60 seconds, you go down and are picked up within that time frame and you successfully succeed the skill check once per match. Then yes it provides some relief but if the tunnel falls outside of that very limited and specific perimeter, you're screwed.
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@Moundshroud said:
Because the people that were abusing the current iteration are upset they won't get to continue doing so. That is the long and the short of it. All the talk about DS just being there as an anti-tunnel Perk was just cover for those that were using it offensively, i.e. aggro in a SWF. The Perk is not changing in any way that will affect the use that most people CLAIM they are using it for, which means all the people complaining are simply angry because they ARE the people abusing it and who caused this change to come down the pipe.
No because the perk was never effective at dealing with tunneling. I'm all for changes that narrow the scope of the perk but all of these changes are strictly from the perspective of improving the experience for the killer. I really thought the screenshot was a joke because it's exactly what a lot of killer means have wanted. There's no improvement for the survivor, the victims of being tunneled whom this perk is supposed to be remedial and provide some relief. For the survivors that abuse the perk, I totally understand why. Most killers that tunnel will then go out of their way to circumvent DS so it makes sense that survivors will go out of their way to gain utility out of it.
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EGC is not intended to be a killer mechanism, even though it already favors the killer. if you see a door 99%, just open it. The whole point of EGC was so that matches cannot be held hostage by either side. I don't know why there's this sudden desire to make EGC yet another killer tool.
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@Axx said:
https://forum.deadbydaylight.com/en/discussion/comment/1921537#Comment_1921537
They are the same. Most killer mains didn't wanted Ruin changed, and they don't want Undying changed. I can say the same. No killer perk should ever be changed to make the survivors experience better, but that doesn't change the fact that multiple killer perks have been changed due to the survivors experience. The Ruin change and Undying, even Enduring no longer helping with DS stun were changes made because of the survivor experience.
That's not what the developer said, that's what you're inferring. I already outlined what the developers stated. If they said something else, I'm unaware of it. I also don't keep track of everything they say so perhaps they did say something about it. I also pointed out twice, that it's okay to make changes to perks to improve the experience for any role but in the case of DS, the changes are strictly in favor of the killer with no consideration to the perspective of the survivor. Ruin is much better imo but not morphing this into a debate about every perk in the game. If you have an issue with a specific perk being changed, you need to raise that issue on that perk. This is about DS and I made my point very clear.
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It's a very limited definition of tunneling despite how broad can actually be in game. You have to make sure that the tunnel session comes to a conclusion within 60 seconds, and the killer is going to pick you up, and that you're going to succeed the skill check. After all that, you're on your own. Especially arguably the worst portion which is your second unhook where the killer knows you have no DS and will usually tunnel you to oblivion. So yeah it can provide some relief in a very narrow and specific set of circumstances, limited to once per match. My feedback is not about the changes, I don't care about the deactivation conditions. I just wish that the balance changes factored in the experience from the survivor's perspective instead of exclusively improving the perk in a way that favors the killer.
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@Axx said:
https://forum.deadbydaylight.com/en/discussion/comment/1919139#Comment_1919139
Just like the Ruin and Undying changes. Both changes were made to improve the survivor's gameplay experience. Old Ruin was changed due to the skill checks being "too hard" for new players. Undying is being changed due to the chance of Ruin jumping to 3 more totems. Which is not a fun experience for survivors. Why is the DS change an issue because it improves the killer experience?
not the same. Of course the game is occasionally going to employ changes that improve the experience for one role or both. In the case of ruin, their design philosophy went beyond improving the experience for new players which is an important metric. They were also concerned with the inconsistency of the perk. They wanted to create a more uniform experience. Likewise with Undying, it was never their intention that powerful hex perks would relocate multiple times. They pointed out that it fundamentally changed the game experience to where the focus had to be exclusively on hunting down the totems repeatedly and that was never part of their design goals. My point isn't that DS should never be changed to improve the experience for killers, it's just that these changes are exclusively for the benefit of the killer. there are no improvements from the survivor side of the experience. DS is a remedial perk, according to developers. It's to provide some degree of relief towards being tunneled but of course had some broader uses outside of it. That was a problem and I agree with changes that bring the perk In line with accomplishing its stated goals. The proposed changes are strictly for the benefit of the killer, nothing wrong with that but I think there needs to be some evaluation and balance on the survivor side of the experience as well.
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Everything is about the killer's perspective and experience with regard to the DS change. I'm not seeing any survivor sided balance changes. They definitely want to keep slugging, camping and tunneling as options for killers. And that's okay but the one thing they're not addressing is that they can take steps to make the behavior discouraged. so while yes you can do it and you won't get punished and there's almost no penalty, there should be some in-game mechanism that says you really shouldn't be doing this behavior but you're free to do it. Some small ways are debits in emblem points, blood points, certain perks not providing utility like barbecue if you hook the same person consecutively it resets your stacks. There are a couple of things they could do that still provide killers with agency but comes at a small in-game real-time cost that they have to decide it's worth or not.
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@csandman1977 said:
https://forum.deadbydaylight.com/en/discussion/comment/1919141#Comment_1919141
https://forum.deadbydaylight.com/en/discussion/comment/1919142#Comment_1919142
Not a killer main, but ive never been able to save my DS. Though to be fair ive never used it in such a way purposely.
Well then my bad. 950 hour rookie here lol
Just don't press anything except wiggle and it will remain active for the next rescue. I sometimes don't always use DS on the first tunnel, sometimes it makes more sense to save it especially if someone's going to flashlight save or your confident you will wiggle. There's a lot of things we learn later in the game. Just a few weeks ago I learned the difference between two status effects, endurance and then there's the other one. One requires you to mend the other one doesn't.
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@ILoveDemo said:
https://forum.deadbydaylight.com/en/discussion/comment/1919134#Comment_1919134
This yes duck yes 100% can I Copy that?
Yeah sure 👍
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@csandman1977 said:
Actually i see a small buff to DS with this. Hear me out.
Before many killers would purposely tunnel to remove the chance of a late game DS. Late game is when the perk is strongest.
Before if you wanted to save your DS you had to purposely stealth if the killer was close by.
Now, tapping a gen in passing or self caring means that you can still play normal and efficiently while still saving DS until late game.
You could always do that by not hitting the skill check. Just don't press any button and DS will be ready for the next rescue.
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I don't care about the deactivation conditions, what I do care about is that the changes are strictly from the perspective of improving the experience for the killer. DS is not the effective anti tunnel perk people make it out to be. You have to be picked up within 60 seconds, so I guess if your tunnel exceeds 60 seconds then it's not tunneling anymore. If you go down within 60 seconds and the killer slugs you, if he picks you up at the 61 second mark then I guess that's not tunneling. so according to the devs, tunneling can only happen one time, and it all has to happen within 60 seconds of being rescued and they have to pick you up because outside of these perimeters it's not tunneling?
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It's a big problem, go into a game without an obsession and it's GG before it even began. The real issue is that DS still is not effective at dealing with tunneling. Tunneling is an optional killer behavior that basically most of them if not all do at some point, but it's an issue that adversely impacts the survivor experience. Yet these changes are strictly from the perspective of improving the experience for the killer. Tunneling is already effective, powerful, easy and now it's even easier. On the stream Queen said if you're not aggressively working on a generator and you're actually getting tunneled then you'll be able to use DS but she forgot to add that assuming the tunnel doesn't exceed 60 seconds, you get picked up within 60 seconds, you hit the skill check and it's the first time you're getting tunneled then yes you'll be able to use DS. If that's outside of those perimeters including the second tunnel, you're on your own. Even a successful stun from DS provides little relief, imo DS feels more like a chase extender and tunnel delayer than anything.
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This is definitely a great improvement from the Killers perspective but does nothing for survivors. Even the existing iteration is not effective at dealing with being tunnelled. You can be tunneled and the killer can completely nullify the perk by circumventing it.
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Whatever the developers did isn't going far enough. They need to crank up the validation perimeters. Yes it's slightly better than before, I'm not getting hit from 50 m away anymore but I'm still getting hit from 15 m away. It's still a problem, it's frustrating, it doesn't feel fair and it doesn't look right. They need to be more strict about hit validation and ping enforcement. I've gone against killers that are getting the most generous hits ever, and then you watch their stream after the match and you see they have the red ping icon in the top left corner at 250 ms yet all of their hits connect.
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Whatever to them teasing new skins? Can we get a pic of the new ST skins? Really curious to see them.
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@WheresTheGate said:
I play on PS4 as a survivor main. From the moment cross play was implemented almost every single match I played was a slugfest.
I understand why killers slug and I believe it to be a legit strategy. However, I personally do not have any fun at all in those kind of matches. I was ready to quit because I just wasn't enjoying the game anymore.
On a whim I decided to disable cross play. The difference was amazing. I rarely experience those kinds of matches anymore. I turn cross play back on for a couple matches occasionally just to see if things have changed. Inevitably every time I find it hasn't changed.
For me the ability to turn off cross play is the only reason I'm still playing DBD.
Yeah, lots of slugging with crossplay on.
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@ssrjazz said:
https://forum.deadbydaylight.com/en/discussion/comment/1912050#Comment_1912050
Then the social media team needs to let everyone know on Twitter, Discord, FB, etc. Lots of people still waiting for official word on this through those places.
They need to just start announcing the update a few days before so there is no need to speculate and hope and then get disappointed when 90 min prior, it's revealed no update. Other games offer weeks' notice about incoming DLC and updates. As soon as the 2/9 update is locked in, announce it. At the latest they will know one business day prior if the patch is certified for launch, according to another dev that revealed some insight on the Sony process.
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I wish obstacles like cars had stricter barriers and limits. This happens with many but mostly The Oni and The Deathslinger, they strike on a corner of some obstacle, and the weapon clips and still strikes you.
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This is why we need a kick option, a way to decline getting rescued by kicking the Survivor in the face. These are the people that watch you throughout a chase, hide a nearby bush as you're hooked, insta-rescue you before The Killer moves away then SB away, and leave you to get tunneled. Knowing the devs, it would be a perk and only work one-time, make you the Obsession, reveal your Aura to The Killer, deactivate DS, UB, and makes you Exhausted for 320s.
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Useless and super situational build, a total waste of time too. I have run this purely for fun and 99.99% no success. The Killer will instantly pick you up, avoid pallets, a teammate will drop the pallet when they are trying to recover you, during a bad chase or a poorly timed pallet save attempt. You also need a pallet and with fewer pallets and teammates that love wasting them good luck. The handful of times I had success was really fun but way too circumstantial; it's one of those the planets must be aligned builds.
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@CaulDrohn said:
For me, its very, very, VERY rare for survivors to show some empathy when my game was really bad and let me hook them, at least for the last BBQ stack. I do not even want the sacrfice then, just the hook, they could safely unhook. Happened maybe a dozen times in all my playing time (>3000h).
On the other hand, I tend to give the last survivor the gate and let them out (I'll play seriously until hatch is found and closed), if they did not play toxic or annoyed me in some other way. Esp for seemingly newer players, I may also drop them on the hatch so they can get the crawled out achievement.
When playing survivor, I get dropped on hatch rarely. Being allowed to open a gate and escape as the last is nearly always denied (you MEANIES!). But I gotta admit, the instances were I let myself die for the killer were also very rare, maybe like five times totally.
So all in all, survivors tend to be less emphatetic when they have won, and I'm not really different there, gotta admit ^^.
I've sacrificed myself many times, especially if the killer underperformed. I've intentionally stayed in the match to die. However a few times the killer was pretty bad and I think only hooked one or two times in total and I felt bad about it and I let the killer hook me but then I was face camped. So it can be hit or miss, sometimes I'm totally fine with getting hooked even twice if the killer wasn't able to accomplish anything but on the other hand sometimes the killer will just face camp you making it impossible to be rescued.
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@MasonOliver123 said:
https://forum.deadbydaylight.com/en/discussion/comment/1859168#Comment_1859168
Simple change - have it lowered to say 30-45 seconds and have it disable the moment you do any action - jump in a locker - heal - repair. That’s fair.
Those changes solely benefit the Killer. Even in the 60s, you could still be tunneled. Besides the fact that most killers go out of their way to bypass DS despite tunneling. The perk can be adjusted to eliminate or minimize offensive uses but it first and foremost needs to actually advance the stated cause: to be anti-tunnel.
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Hex: Undying was much easier to balance and change. Everyone knew that change was forthcoming, on day one people predicted the problem of totems moving and the excess of information with aura reading on every totem. DS needs to be changed in a way that provides some relief to being tunneled.
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@Aquamarine said:
No, just deactivate it during EGC or if survivor touches a gen/heals/etc.
I've had games where the killer camps my first hook, eats DS and tunnels me down again. 3 second stun is not discouraging enough, sometimes even 5 seconds isn't.
Idr when but a few weeks ago or maybe a month, DS only stunned for 3s on certain killers and it was terrible. I saw people getting downed so fast after DS that I wondered what was going on. It wasn't until I used DS and could barely move before I was struck down again that I realized something was up lol
On topic, the proposed changes are too narrowing. There are many scenarios where you could tap a gen or hop into a locker during a tunnel but these actions don't signify that the tunnel has ended. I'm all in favor of narrowing the scope of DS but it needs to accomplish the often-stated goal: effective at anti-tunnel. People always discuss this perk from the perspective of The Killer, asking how can I make it fairer for them? how can it be less oppressive? how can it reduce or eliminate the potential for abuse? The balance changes are always in favor of making an already powerful, effective, and easy to do task even easier.
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@indieeden7 said:
https://forum.deadbydaylight.com/en/discussion/comment/1853414#Comment_1853414
Well the devs have said they no longer want exclusives in the game, the fact that players who would get the rift outfits from the store would have to pay a decent amount of money for one singular outfit, while you got over 4 for around the same price (or theoretically free if you don't buy any tiers) is reason enough for all outfits to be added into the store.
And yet they keep introducing new ones. And some remain exclusive. Not to mention the fact that every charm is exclusive to that Rift. With that said, your argument falls flat because other games actually PAY you to complete their battle passes AND fill it with forever exclusives. Look at Fortnite, it costs 950 V-Bucks to buy the Battle Pass but you can earn 1500 if you reach Tier 100. And all of those items are forever exclusives and don't return. Why can't DbD do the same? Unlike Fortnite which has some very cool high-quality exclusive skins and cosmetic items including emotes, game music that remains exclusive. We get mostly recolors and sometimes a cool outfit but none of it is exclusive. Oh but we're swimming in mostly ugly charms where 80% of them are just color variants of each other. The Rift could be so much cooler, exciting, and interesting.