Nicholas
Nicholas
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- Nicholas
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For some reason I thought this was gonna be a new bug that allowed Survivors to cleanse totems and get healed afterwards. I wonder how fast they would patch that out.
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I don't understand why they don't recycle the old events. I loved the lanterns, wish those would return. Also loved the plants during Halloween. I understand they tie the holiday event items to The Rift but they could just do the holiday overlays for the gens and hooks and double BP weekends.
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Soul Guard: it is so satisfying when The Killer is hovering over you during the Dying State and proceeds to try to re-slug and you absorb the hit and get pushed forward. A friend I often plays with always says "That killer is gonna go cry on the forums about how unfair SG is."
Bloodhound: no one runs Lucky Break so even against Iron Will, you can easily track blood stains and I never lose a chase! You are guaranteed to find whoever is bleeding.
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It also only works once (and tunneling often happens twice!), you have to hit the Skill Check (and sometimes you miss it), and finally successfully stunning The Killer doesn't necessarily mean you will get away.
@pandorayr said:
Survivors use decisive strike to repair when they are rescued from the hook it seems to me an abuse for this reason my proposal to add a small inconvenience if the survivor decides repair a gen.
After being unhooked or unhooking yourself, Decisive Strike will become active and usable for 40/50/60 seconds.
While Decisive Strike is active, when grabbed by the Killer, succeed a Skill Check Skill Check}} to automatically escape the Killer's grasp and stun them for 5 seconds.
Succeeding or failing the Skill Check will disable Decisive Strike.Successfully stunning the Killer will result in you becoming the Obsession.
Repair a generator disables Decisive strike automatically for the next 60 seconds.
Increases the odds of being the Obsession.
The Killer can only be obsessed with one Survivor at a time.
If the goal is to make it anti-tunnel, I agree with deactivation conditions but it would also need a compelling adjustment to deal with tunneling more effectively.
Each time you are unhooked or unhook yourself, Decisive Strike will become active and usable for XX seconds. If you are put into the dying state within the active window, Decisive Strike remains active until you are grabbed by The Killer.
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Some additional advice, if you want to keep your item bc of a protective ward and you're already on death hook and Escape is hopeless? Grab your item and jump into a locker. The killer can grab you and hook you and you won't lose your item.
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So the DC penalty is temporarily suspended again?
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Nothing's going to change, tunneling is so effective and easy. Getting tunneled can be oppressive, depending on the circumstances you may not be able to accomplish anything in the match other than being in a Chase and getting hooked. I know some disagree but I ultimately don't think it's a good experience for survivors in the game.
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The issue is once again trying to turn a game mechanic into a tool for The Killer. EGC is not intended to favor anyone. It's to bring the match to a culmination, it's a mechanism to prevent survivors from holding the match hostage. The Killer is free to initiate the collapse.
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The game crashed on me 4 times last night on PS4 Pro. As in the software failed, it froze and closed out. That's a game problem so in this case I don't think I should get the penalty. Of course I submitted the reports using the console report function. I actually haven't posted my opinion on the penalty. I realize there's probably no way to distinguish between a legitimate crash and people just closing out of the game. However if there are a lot of bugs and problems with the game, then the penalty should be suspended again. I'll see how it plays tonight. I just wanted to offer additional Insight because a lot of people have this blanket opinion that everyone who hates the penalty is simply a rage quitter.
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@Veen said:
https://forum.deadbydaylight.com/en/discussion/comment/1490076#Comment_1490076
Debatable, most of the arguments got refuted by" but you're just homophobic" rather just close this thread if it's a one sided discussion.
Not debatable, you see it all the time. I didn't say all or even most, I said there are trolls. That is not subject to debate. Not saying you're wrong about that accusation which is thrown out easily but I couldn't say "most" because idk.
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@TargaryenChild said:
It's sad to read some of the comments bc most of the arguments are "this isnt the right space for that". I didnt post this as a homosexual character. Drag queens represent a huge part of lgbt culture, and it would be an amazing door to cosmetics oportunities. Also, a little bit of homophobia is behind the"this isnt the right space for that" when you are scared to show off your arguments. Lit bit dissapointed
Whenever certain topics are raised, there are trolls that purposely start making the conversation political or hateful in an effort to get a thread shut down. Probably most of the time it works bc the mods don't want to spend time monitoring the topic and it's easier to just say "closed due to off-topic." I do think they can just reveal an existing Survivor and/or Killer lore with some info that identifies their sexual orientation. I believe we will see an openly LGTBQ+ character in DBD.
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Imo most people cancel the match to avoid them. I do think they are looking into them but idr exactly where it was stated.
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Ace would make more sense or to simply enter a match with a Map and escape with it while using Open.
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Few times today on PS4, had a super choppy Skill Check that vanished and thereafter no further skill checks. I had to tap to heal and do gens those games.
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I think it could be good but knowing Behavior they would make that an entirely different perk and probably add some additional criteria to trigger it. AC is pretty interesting, I used it on a random some friends and I teamed up with that we all suspected was being a useless potato and AC confirmed it lol Hiding, crouching, opening chests and escaping with 8k points. Very useful perk!
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@Toybasher said:
https://forum.deadbydaylight.com/en/discussion/comment/1489706#Comment_1489706
https://www.youtube.com/watch?v=g2UKAqmJSH4
https://youtu.be/AemY6nr_GCU?t=206
https://www.reddit.com/r/deadbydaylight/comments/f4jpjk/tunneling_3_survivors_simultaneously/
These are 3 examples (I can't find 2 more but I remember one where Deathslinger got DS'd from a hook-grab, and AngryPug I think getting Locker-DS'd literally 3 times in a row back-to-back-one-after-another) of where deactivation upon certain conditions would make sense. It's impossible to "be tunneled" if you're unhooking someone and I grab you.
These things don't happen every match (I'm not a red-rank killer) but it's definitely annoying when it does. Especially if the survivor players are trying to take as much advantage as possible out of it.
Would the changes make it easier to tunnel? In a way, yes. (IF the survivor is progressing the gamestate after unhook by doing generators or divebombing a hook. But is that really arguably tunneling?) Do I want the changes because I want to tunnel everyone to death? No. I want the changes because getting DS'd from a hook-grab is infuriating because there's no real counter-play. Everyone says "Go after the unhooker" but we have situations where the unhooker will DS you, do the unhook, his unhooked friend body-blocks him with BT through the exit gate, you down him at the last second, then HE DS's you, (Although that one can be considered tunneling) etc. and there's just no real winning in that situation.
I've already touched on DS in the endgame (for the unhooked survivor) in my original post. Dunno what to do about that. I know killers can try to burn DS by tunneling intentionally but I hate the idea of having to tunnel on purpose on the off-chance they might have DS so it won't proc in endgame.
In your opinion what is the underlying issue and how do we fix it? I think DS just needs some changes so it can't be used offensively (Doing gens, rushing a hook, etc.) but only defensively (I.E. killer returns to the hook and actually tunnels you.). I can't think of any better solution that wouldn't make DS completely useless or too powerful. Tying DS to the Terror Radius like Borrowed Time for example (If there's no TR when unhooked, DS never activates) would make DS useless vs people who return to the hook or use insidious. If the DS countdown only went down when outside the killer's terror radius survivors could follow the killer around and keep DS up literally forever.
Having certain actions preemptively end the DS timer just sounds like the best solution since it would still punish actual tunneling while preventing people from just progressing the gamestate while under the DS shield.
The three examples aren't compelling. The reason I'm not moved is the official position is that DS is not an anti-tunnel perk. It can help with being tunneled once to some extent but is ultimately and very simply a perk that allows you to stun The Killer if you are grabbed within 60 seconds of being unhooked. The description of the perk is clear and concise, the fact that it can help with being tunneled doesn't signify that it can only work against it. There are many tunnel cases where it provides no use. If your tunnel exceeds 60s or The Killer decides to slug you for 60s the perk does nothing. Then there's the infamous second tunnel, which is usually relentless because now The Killer knows you no longer have DS. The issue again with the suggested changes is that it is purely to benefit The Killer. DS is not an anti-tunnel perk but people want to justify major changes by declaring it is and narrowing the opportunities to use it while also still allowing a killer to engage in a very effective, easy to do and powerful tactic. Imo tunneling probably has to be addressed in points and emblems, it should be allowed but highly discouraged behavior with an in-game determent. DS or any future perk slated to address it would be extremely difficult and likely not too effective.
I don't think everyone wants to tunnel freely, but I do think this is part of it. Same with UB and BT nerfs, the cornerstone is really about camping and slugging without consequence. I do think camping, tunneling, slugging should be allowed but should come at a cost. The current cost is too trivial to discourage it.
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I think it would be fabulous!
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@Toybasher said:
For DS I think it should rapidly drain the timer or have it shut off early if you touch a gen, heal someone (being healed and self-healing is fine though.), touch a totem, (EDIT: On second thought, what if someone's doing the totem because they want to activate inner strength and heal? Maybe only lit totems since you're trying to destroy a killer's perk slot?) start unhooking, start saboing a hook, etc. MAYBE using a flashlight but that's pushing it.
There you go, DS is still anti-tunnel (Killer returns to the hook, etc.) but once a survivor decides he feels safe enough that he can continue progression of the match by working on a generator, he's forfeits protection of DS.
You can still run from the killer. Other survivors can still heal you, you can search chests and Jigsaw Boxes, cleanse at a Plague Fountain, snap-out-of-it, grab a Freddy Clock, etc. (things done in self-preservation that don't progress the gamestate) and you'll still have the same protection of DS as always.
Just if you get unhooked, immediately run over to generator and start repairing it, or try to unhook a survivor, you can't argue you're being tunneled at that point if the killer finds you. I hate a pet peeve for when survivors are on gens, you go over, and they just hide in a locker so you can't slug them, or someone "Hook-Yeets" with DS up, you grab-interrupt them mid-unhook, but get DS'd anyway.
DS would still offer good protection from genuine tunneling, just it can't be "abused" (I can't really call it abusing a perk, but it's the best way I can describe it) as 60 second god mode window to do the objectives or make borderline suicidal plays. (Rushing up to the killer as he hooks someone to unhook in his face before the hooked survivor's scream can even finish, since if he DOES grab you, you'll get to DS him.)
I have heard someone mention this system should also deactivate DS if you're healed back to healthy, and I disagree because I think if you get unhooked by someone with We'll Make It, they heal you, and a BIlly chainsaws back to the hook and chooses to go after you rather than the David that unhooked you, even though you're at full health, it's still tunneling. However this WOULD mean you can't use DS after being unhooked with Adrenaline, but I think this is more of an issue with DS in the endgame and not adrenaline.
I do think DS at the exit gates is pretty annoying but the "meta" at endgame is for a killer to camp (I can't blame him since there's no generators to defend at that point and leaving the hook usually results in a rescue) and try to grab unhookers.
That's my 2 cents on DS. I do think it needs some changes. Keep it at 60 seconds, just those 60 seconds are to be healed, make distance from the killer, etc and once you decide you feel safe enough you can start progressing the match by working on gens or unhooking, you're no longer afforded the protection of DS.
"Locker-DS-Tech" would still exist, but that's if you're genuinely tunneling. Survivors can't work on a gen, then hop into a locker as you get close anymore.
All of these deactivation conditions and prerequisites don't address the underlying issue. This is a Survivor experience, but every complaint and balance suggestion is about improving the experience for The Killer. Tunneling is already effective, powerful and easy to accomplish. Yet all of these posts are ultimately about making it even easier to tunnel.
And I've seen myriad videos from a lot of whiny crybaby streamers that show a very skewed perspective. When they tunnel and slug someone and laugh about leaving that person on the floor for 60 seconds bc they know they have DS, those videos aren't posted in their highlights.
As a killer, I have never accidentally run into the same person within 60 seconds of being rescued. And this is probably because I don't tunnel, I don't camp, and I never go back to the area of where someone was recently rescued. I'm not saying that the people that do run into people within 60 seconds are doing that I'm just pointing out that in my experience I never have this problem.
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My favorite moment is when everyone is on death hook minus the one potato Spine Chill Urban Evasion Claudette that's always in a corner and finally gets found but lasts five milliseconds in a Chase, gets put into the dying state and then disconnects.
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Symptomatic treatment doesn't accomplish anything, what we need is a remedy for the ultimate cause. In this case, many survivors don't like going against a Mori. And the devs are aware of this, so eventually they will be rebalanced. Same with keys!
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@SaltedSnow said:
https://forum.deadbydaylight.com/en/discussion/comment/1481254#Comment_1481254
I don't know about the current auras (they went live at like 2am my time) but with the old auras, as long as you were decently behind the generator it would be tough for the killer to find you, and they'd probably go for the other two (more obvious) survivors anyways.
Distortion isn't meant to be used as a 'dodge all auras' perk. You run it, and keep an eye on the charges, knowledge of the situations in which a charge depletes lets you infer what perk the killer has. For example, vault in chase and lose a stack? I'm All Ears. Killer hooks someone? BBQ. You're healing inside TR? A Nurses Calling. Against a Myers who sent you to Leary's? Jumpscare Myers.
Once you've used distortion to determine what perks the killer is running you can be more efficient in using the other methods you have at your disposal to avoid having your aura revealed.
I never said that it was meant to be but wanted to point out that it isn't really a counter. I already stated why. At some point with experience you're able to easily deduce what perks the Killer is running including A Nurse's Calling and especially BBQ. I usually always assume killers are running those perks so I always play in a way to minimize providing opportunities.
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@alaenyia said:
https://forum.deadbydaylight.com/en/discussion/comment/1481265#Comment_1481265
Are you not overly familiar with sarcasm. I was clearly joking, I think it is ridiculous how many changes have been made that screw survivors out of points on the premise that is wastes the killer's time.
LOL I should be asking you that very question. I agree tho.
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@alaenyia said:
I agree, but the Devs are loathe to waste 1 minute of the killer's time. Killer time is precious and your points and chance to escape regardless of percentage of possibility are nothing when compared to the killers 1 minute.
Yeah but it's okay for Killers to waste survivors time in an otherwise hopeless situation by slugging them and leaving them to bleed out.
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@MusicNerd_TC said:
https://forum.deadbydaylight.com/en/discussion/comment/1479969#Comment_1479969
Nah, they don't want to bother using off meta and underrated perks like distortion. You should know them better.
Perhaps but I think it has more to do with the fact that Distortion caps at 3. It's just not a good perk. It would be interesting if there was a way to earn more tokens throughout the match or based on activities. Or if you can choose when to redeem your token, for example getting an alert that your aura is about to be shown and you have three seconds to press the action button to trigger Distortion. It could offer a lot of opportunities to be smart about when you want to shield your aura.
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@CosmicParagon said:
BBQ is INCREDIBLY easy to counter.
- Hide in a locker
- Hide behind the generator you're working on
- Run Distorion
- Stay within 42 meters of the hook
- Move one way, then the other to throw them off
- Just leave the area 4 seconds after a survivor is hooked
#2 doesn't work, you can distinguish the generator from a survivor.
#3 it's limited to 3x so a partial counter.
One balance change could be that you only earn tokens by not hooking anyone more than once before you hook the others. I'm not sure of the exact mechanics but it could be an interesting way to really discourage tunneling and encourage the killer to seek out other survivors.
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In almost every video I see where this happens, I don't blame the survivors. The Killer is slugging to go look for the hatch or to go look for the other Survivor. When I play killer, I'm not so obsessed with getting the fourth person. If they're lucky and find the hatch, good for them. The issue is that some people are so determined to kill all four people at any expense including potentially ruining the experience for the second to last Survivor. And I understand sometimes you need to kill all four people for a challenge, and for that I simply bring an Ebony!
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@SCP_FOR_DBD said:
https://forum.deadbydaylight.com/en/discussion/comment/1475866#Comment_1475866
But your using it in the context of that. If the results weren't skewed towards anyones favor it is said to be unbiased.
You're assuming I am because you think people that favor tunneling and camping are killer mains. That's not what I was saying. I know some Survivor mains that hate both as survivors but actually engage in both while they play as The Killer because of how effective it is. Or as retaliation from them being camped or tunneled so much. You know how bad matches are when no one has DS? The Killer has free reign to insta-tunnel and delete people quickly.
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@SCP_FOR_DBD said:
https://forum.deadbydaylight.com/en/discussion/comment/1475857#Comment_1475857
What you fail to realize is that those weren't just killer mains, it was anyone on the forum.
I never said it was skewed or all killer mains, I was making the point that a survey even with lots of respondents doesn't necessarily mean it represents anything.
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@SCP_FOR_DBD said:
https://forum.deadbydaylight.com/en/discussion/comment/1475834#Comment_1475834
Mate, 30 is a common sample size for how the population feels about something with 3 variables, I gave you a sample size of over 60. Your ignoring statistics.
No demographics. I could survey 200 campers and they would probably unanimously agree that BT is too strong. Survey 1000 tunnelers and they would agree DS needs to be deleted. There is currently no anti-tunnel perk, DS can help with being tunneled ONCE but not much else. Tunneling is a Survivor problem, yet every complaint is about making tunneling even easier (and it's already easy and effective) and exclusively from The Killer's perspective.
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I forgot about the perk updates, thanks. So nothing on tick rate and Server Side Hit Validation? Those were my two most wanted updates!
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Every time I take off DS, I get insta-tunneled. I unfortunately actually get a lot of use out of DS that it is a must-have for me. The sucky part is that The Killer will hard tunnel on your second hook. I have bad luck with Unbreakable, take it off and slugged but put it on and insta-grabbed lol I've had some great moments with UB, Tenacity and Soul Guard but that is 75% of your perks allocated to a very specific scenario. Never been an Adrenaline person, nice perk but not my cup of tea.
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@Dsalter said:
https://forum.deadbydaylight.com/en/discussion/comment/1465309#Comment_1465309
thanks for the specifics, couldn't quite find the exact info on it
I find using K&M so much easier so I understand the concerns raised. Np glad to add to your insight.
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@Dsalter said:
https://forum.deadbydaylight.com/en/discussion/comment/1465270#Comment_1465270
fortnite, overwatch was debating on it last i played it, i believe player unknown has this built in, theres some but not as many as i admit should be.
hell overwatch has separate brackets for console users and K&M in competitive play.
Overwatch 2 plans to segment and Destiny 2 said they are considering segmenting K&M and controller users when they finally launch cross-play.
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I'm not saying the video is this but all too often a lot of these videos I see where someone is whining or crying, they're very skewed to depict the situation they wish to complain about.
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If I'm running Soul Guard, I'm thrilled especially if they're slugging. Sometimes I'm just happy that the match is getting interesting after a very boring experience. The only thing that sucks is when that one Urban evading spine chill potato that has been hiding the entire game bolts for the exit gate opens it and runs out.
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@Peanits said:
Offerings actually aren't a guarantee that you'll be sent to that map, they just significantly increase your chances of being sent there. You could get unlucky and be sent somewhere else by design.
So what happens if the system decides to randomly send you to the map that you requested? Does it still consume the map offering?
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@Mozzie said:
https://forum.deadbydaylight.com/en/discussion/169548/the-franklins-change-is-to-much-imo
Honestly I feel that 90 seconds is too much. With the aura reading It makes it too easy for a swf teammate to run over, pick it up and put it back down. Just another example on how the game cannot be balanced with both solo queue and swf's.
Everyone seems to be suggesting different things. Who exactly sees the aura? I'm asking because some replies have suggested the Survivor can see it. However other people have suggested you need to run PI which would be unnecessary if survivors can already see the aura of the items.
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That would be really cool!
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The perk is not anti-tunnel, if it was it would be way more effective at dealing with being tunneled. The current iteration is not a remedy for being tunneled. It can help in certain circumstances but ultimately rarely discourages the killer from coming after you. What about when you're tunneled and you're so good at chases that it happens to exceed 60 Seconds? Or when you're slugged? And then there's the infamous second time you're getting tunneled!! These are common situations that occur where the perk is useless. Yet some want to argue that the perk is too effective at dealing with tunneling, that it needs a myriad deactivation conditions when the reality is more often than not it doesn't even help with being tunneled one time let alone twice.
Ultimately the perk is working as intended, so trying to narrow the scope of the perk to further your argument is the problem. After someone is rescued, within 60 seconds if you pick that person up you will be struck. That's all! That's the perk.
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@BeardedMenace said:
https://forum.deadbydaylight.com/en/discussion/comment/1419281#Comment_1419281
You should probably watch the Anniversary stream. They showed us updated graphics coming near the end of the year. I imagine they have the new consoles in mind. It's going to be a while but I can't wait for the graphics update and all. BTW thus wasn't meant to sound rude at all. Just saying you'd learn a lot from their Anniversary stream. They showed what the graphics will look like, the lighting gets scarier, updated animations etc. I'm hype, but we have a while. We also have to realize that Behavior has backed out on a lot of things they promised aka new game mode etc.
Yeah it looks amazing! I just think that by now the roadmap is already established. All the other major games have confirmed PS5 support on day one or early 2021 and they're outlining what they intend to accomplish. For example many major games are getting upgraded to 4K and 60 frames per second. What can we expect from dead by daylight on PS5?
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@BeardedMenace said:
Also, from what I read Sony said PS5 will 100% all PS4 games at least. I never heard anything about 3,000 or whatever.
PS5 will be backwards compatible with a range of titles from the PS4 library.
Last I heard they had tested at least 3,000 or 4,000 titles. However they have officially stated that not every title will necessarily work on PS5.
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Oh yeah I don't expect a sequel. It's likely that it's going to be backwards compatible and work on PS5 on day one. I'm just curious if there is an official position on this. And whether they intend to enhance our upgrade the game to take advantage of the new hardware.
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@Peanits said:
When crossplay is added, everyone gets matched together. If you don't want that, that's perfectly fine and we understand, so you'll be able to opt out of crossplay through an option in the settings.
Is there going to be a way to opt-in exclusively to other consoles only? I know some games offer that option but it sounds like your version is going to be all or nothing?
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@animalmak said:
I think the perk itself is perfectly balanced. It grants the unhooked person a second chance at escaping a chase if the killer refuses to leave the hook area. They still have to mend (I've seen people drop for not mending), and I can't count the number of times that the killer still goes after the unhooked person, even after the BT hit. All it does is buy a little time; it's not always a get-out-of-jail free card.
People being dicks and making dumb plays to act like that doesn't mean it's not balanced.
But I definitely think it's worth a perk slot if that's the sort of build you're going for. I don't run it in all my builds because it isn't always necessary for what I'm going for.
The thing is nothing in the game can stop a tunneling killer. Nothing seems to discourage the behavior. Nothing seems to matter. And forbid anyone for using a perk optimally. Of course the person with X perk is going to do certain actions, it makes sense to maximize the usage of the perk. Many perks in the game are so situational or have so many conditions and people are still complaining. I had a killer today with pop and I was working on the last generator at 80%, someone got hooked and he went all the way across the entire map to pop my gen instead of the one that's about 50% right next to the hook. That's smart, right? That makes sense! Luckily I had Repressed Alliance and was able to lock the generator in his face and I get accused of being toxic and how broken and unfair that was! If the perk ever became meta, I could see so many people complaining about how unfair it is that the generator they were about to kick with pop is now locked for 30 seconds. People talk about a Survivor handbook, sounds like we need a killer handbook to follow.
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Yeah that's cool, didn't even notice.
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@not_Queen said:
Yeah this one is going to be nice and finally allow us to give out stuff on consoles! We're super happy about that!
We'll give more details when the feature releases live. ☺️
Your Majesty @not_Queen, I can't wait. I hope we will see some really fun stuff with the promo offers. Maybe streamers can finally give away tshirts and content to console users too.
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I like the linked sets but I want to see more compelling designs. So far even the bunny isn't super exciting and looks like it could be a three piece set.
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@JasonS said:
https://forum.deadbydaylight.com/en/discussion/comment/1408034#Comment_1408034
The killer sees the aura of the item withing 32 meters, so he can tell when it disappears. That's actually a buff.
Survivors always had the ability to see the auras of dropped items.
No, Survivors only see the aura if they have Plunderer's Instinct. Otherwise no way to locate a tiny item on the floor. I'm iffy on the new change, not sure what to think yet but 90s will fly by.
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They really should've learned from past events where people complained about lackluster drop rates of event items in the Blood Web. Glad it's adjusted now, I've been semi-conservative bc I did notice the items were rarely appearing.