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Nos37

Nos37

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Nos37
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  • @sizzlingmario4 said:

    This would be potentially exploitable when the survivors are not necessarily safe.

    Then make it the basement. Lock survivors out and lock the killer in.

    Or, make it so that sacrificed survivors have to stick around for 2 minutes after their death before they can move on to the next match.

    Why do survivors have to have all the power all the time?

  • @Bullettimegod said:

    Bro. Calm down.

    I was chill while I typed this out.

    Go read my other posts if you think this is bad

  • Does Nemesis have an addon that reveals the aura of all survivors when any one survivor cures their infection with a syringe?

    ----

    I was crouching behind some objects and avoiding a Nemesis pretty well for a good while (3 pebbles-worth of Diversion in-a-row).

    He finally left and was about 3 tiles away (I could still see him with the 3rd person camera). Yet, as soon as Bill cured his infection with a syringe (not near me in my corner of the map), the Nemesis suddenly turns around and looks directly at my hiding spot and bee-lines to me, never looking away, even though he cannot possibly see my model through the cover. I had no idle crows either.

  • Solution: Similar to Green/Iridescent Mori offerings, show a prompt when the survivor is on death-hook and in the dying state and/or while carrying them.

    This cannot promote or make tunneling easier. What is the killer gonna do? Hook the already dead-on-hook person faster??

  • @eaebree said:

    Just let him kill you why hide and waste your and killers time?

    I didn't. I was on the last gen when the killer found the other survivor. They slugged them and came to my gen. If I had no scratch marks, I could've gone and picked them up.

    @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2913094#Comment_2913094

    It takes 2 minutes for a survivor to die on hook. A first chase can easily last over a minute.

    If 3 survivors are incapable of getting 5 gens done In the first 3-4 minutes of the game while not even being pressured by the killer then you deserve the loss.

    I'm playing solo with other solos at mid MMR, but I guess only SWFs deserve wins then...

  • @ThatOneDemoPlayer said:

    Survivors don't really need Perks to get a pity escape after losing

    Oh, so killers deserve a pity 4k after camping and tunneling out one survivor at a time, applying 0 pressure to gens, until two survivors have been sacrificed, and then slugging the 3rd until they find the 4th..?

  • @burt0r said:

    https://forum.deadbydaylight.com/en/discussion/319870/make-boil-over-strong-again-but-also-cause-exhaustion

    And how would you consider boil over to be "strong"?

    Reliably making killer unable to hook survivor? Aka making the survivor even more able to 1v1 a killer in a 1v4?

    They wouldn't be more able to 1v1. Dead Hard's better for that than Boil Over, and unless the killer slugs them for 40 seconds before picking them up, both perks cannot be used together.

  • @Pulsar said:

    So screw over people using controllers again?

    Sure, but then the survivor's exhausted meaning they cannot wiggle free again and again and again.

    Either they have to spend 40s recovering or they have to be hooked, before they can use it again.

    ----

    I play with controller and as the killer I actually use Boil Over against the survivor by having it help me get to hooks.

    I look toward the ground and when I feel myself pull to the right, I look right and walk left; vice versa for being pulled to the left. This means that Boil Over is now quickly moving me in the direction I want to go.

  • @TeabaggingGhostface said:

    Boil over is from kate not jane

    You right. I have a different build for each of my survivors and try to use every single perk there is. My Jane uses Boil Over, so I mixed it up.

  • Or not repairing the last gen and taking the game hostage at 1 gen, when the killer cannot open the exit gate

  • Dead By Daylight if camping & tunneling were removed:

    https://youtu.be/arEkqdiMKNI?t=34


  • @AngyKiller said:

    They goal is to kill. That is how they win. They don't win by chasing.

    Survivors are the power role and the number role. The only thing they can't do is put themselves on the hook (without cheats)

  • The Onryo. Fire Up, Iron Grasp, Lightborn, and BBQ & Chili. Dead Dawg Saloon.

  • While Demanifested, The Onryo can vault without having to wait for the survivor to finish vaulting first.

  • @Aneurysm said:

    Blindness is the next (only?) status effect which needs looked at, broken is fine.

    Blindness hides the killer's Red Stain?

    Hides progress bars for actions?

  • It was a Feng Min and a Dwight Fairfield.

  • @GoshJosh said:

    Besides Plague’s infection, there is no other instance of survivors just randomly having health states removed without a connecting hit. Trapper’s iridescent requires disarming a trap. What you’re proposing isn’t fair, and totally subverts Adrenaline.

    80 seconds is a heck of a long broken status.

    Okay, then survivors who were affected by Forced Penance any time throughout the trial become exposed for 60 seconds.

  • Balancing DbD would either require first balancing solo and SWF completely, or removing one of them from the equation: either queueing solo or queueing together would have to be removed.

    DbDBalance.jpg


  • @brokedownpalace said:

    It doesn't really make any sense to me, design wise. I'd rather the perk be completely reworked

    It either needs a stronger punishment or it needs an alternative effect once the exits are powered.

  • Forced Penance needs something other than Broken at endgame.

    Forced Penance is the one perk that "counters," or rather, punishes survivors who bodyblock with protection hits. (Mad Grit being a close second, but situational)

    However, survivors are most likely to take protection hits at the end of the trial which is when the Broken status effect is the least useful.

    Survivors hit by Forced Penance at the end of the trial: "Oh no! I cannot be healed! Both my friend that I took a protection hit for and myself can still safely run to the exit gate, but now they can no longer heal me in the killer's face on the threshhold to taunt them into forcing us out of the match... I can still heal my friend, but they cannot heal me. What ever shall we do!?"

  • @AngyKiller said:

    1. After 20 minutes; people can leave penalty-free.
    2. Add an event timer when the End Game Collapse happens; make it the length of the timer's maximum duration (IE: If people were slugged for the whole timer) plus 2 minutes; any Survivors still registering as alive after this timer expires automatically have their accounts flagged for review.
    3. Make the timer server side, so cheats can't mess with it.

    This.

  • @dugman said:

    They should keep the DC penalties, it’s too easily abused otherwise.

    As far as hackers holding the game hostage, I think the game should have an automatic sudden death if nobody scores any points for about five minutes. It’s hard to imagine a scenario where starting a timer to end the game when nothing substantial has happened in five minutes would be a bad thing. At that point either the survivors have either not been doing gens or opening the gates and the killer has been getting and hits or downs or hooks for five minutes straight, it would be a stalemate that I’m pretty sure both sides would just want the game to end in a draw essentially.

    Cheater: codes a way to give themselves points so the game "thinks" it's still legitimate.

  • @egg_ said:

    LOL that would be, ironically, so broken

    Every perk giving the broken status effect would have to be looked into when they're arguably all fine as they are, and Plague would be reworked from scratch

    You want irony?

    Forced Penance applies the Broken status effects to survivors who take Protection Hits.

    When are survivors most likely to take Protection Hits? At the end of the trial.

    When is the Broken status effect the least useful? At the end of the trial.

    ----

    I suggested Forced Penance putting survivors who take Protection Hits into the dying state once the Exits have been powered, but no one (no survivors) wanted that.

  • Survivors repair generators at 1 charge per second. Basekit regression removes 0.25 charges per second.

    This should be changed to basekit regression removing 0.25 charges per second per remaining survivor.

  • @Dwight_Fairfield said:

    Why has hit and run suddenly become viable? Survivors with their dead hard and iron will don't really care about being injured.

    They can keep their Iron Will, their Dead Hard, even their Resilience... but gone are the days of 99%'ing a heal to safely abuse Resilience

  • Unless those corner hooks were permanent, like the basement hooks, then the corner becomes dead after completing a sacrifice on them, and we're back to where we started.

    I was simply looking at the physiology aspect. How long can the survivor wiggle before they get tired?

  • The TV cooldowns are too long to patrol with. They need to be shorter; especially if no one's even there.

    The TV should only have such a long cooldown if the Onryo actually gets value from Projecting; otherwise it's a big waste of time since you have to leave and manually walk back there next time (or wait a very long time).

  • Exit gates should not regress if there is 1 remaining survivor

  • @Akumakaji said:

    https://forum.deadbydaylight.com/en/discussion/comment/2754296#Comment_2754296

    I reported teo people for such instances. One of them argued with me about the viability of tunneling, camping and that proxy camping from hook to hook wasn't patrolling. When I didn't concede to his POV he started throwing slurs about my perceived sexual orientation at me.

    Another onehad actually a very good, yet sweaty, game against me, which I won, in the end. I said something "phew, that was an intense game", to which he said in some east European language, that I won't disclose here, that he wishes that my mother dies soon and that her funeral day should be made a national holiday. He also called me a shovel head.

    I mean, if you have to throw around such insults, at least do it in English if you don't strongly suspect that the other speaks your language, what's the point otherwise?

    But also, just don't. Wishing such horrible things on the other player or their loved ones is as low as it gets.

    BTW, in case you don't know how to report: first in the endgame chat you can click next to the name on a button with a thumb up/down pictogram and report that player for grieving, language abuse, bad sportsmanship and exploiting. This alone is not much, but its very, very important (read mandatory), as this creates a ticket in BHVR system with the names and date of everyone involved.

    Next make a Screenshot of the endgame chat. If you are using Steam this is F12. In epic or on console, I don't know.

    After this go to this link

    https://support.deadbydaylight.com/hc/en-us/requests/new

    And chose "additional player report information".

    There you can write what happened, have to provide your very own player ID number, which is extremely long and can be found at the very bottom of the in-game configuration page, and also upload any screenshots you got of the incident. You will also ask if you already filed an in-game report.

    This all takes quite some while and might feel a bit excessive / petty, BUT it's the only way how we can give the bad apples a stern reminder that their behavior is not cool. I don't expect that they will be banned, but I guess that even an email with some questions, and the knowledge that you are now reported, might influence a lot of this peeps to curb their lose mouths and behave a bit better.

    You're suggesting that, after 90 - 95% of my matches as killer, I should spend 10 minutes reporting? When nothing happens?

  • Another idea was having the Boon not work while in the killer's terror radius, but the weaker boons like Shadowstep, Dark Theory, and Exponential would be hit the hardest.

  • @RakimSockem said:

    https://forum.deadbydaylight.com/en/discussion/comment/2897913#Comment_2897913

    I'm very confused on your point about Head On.

    On what map and in what area could 4 survivors stun lock a killer? Vigil doesn't even lower the timer by that much to begin with but even if 4 survivors decided to run Head On AND Vigil.... then they're throwing the match for a meme and so what if they do. they're not going to win by doing that XD

    4 Survivors could throw on Calm Spirit, Distortion, and several other stealth perks to not get found by the killer and avoid touching any gens.

    Will they win? No.

    Will they grief the killer? Yes.

  • @RakimSockem said:

    However close a survivor has to be to bless it is how close the killer should have to be to snuff it. Period

    Survivors can fit into tighter places.

    I don't know; maybe it's a controller issue, but I feel like I can hear the survivor healing just on the other side of the wall from me for the additional 1 or 2 seconds I spend trying to line myself up perfectly to snuff the boon.

  • What boggles me is the survivor running and running and running, and then using Dead Hard, and then becoming exhausted.

    Sure, there's the whole "is that really air you're breathing" Matrix-esque lack of physiology of the Entity's realm, but balance wise, a survivor, who already looped the killer for 2 minutes, using an exhaustion perk to extend the chase for another 1 or 2 minutes is troubling.

    I suggested a fatigue mechanic that gives the survivor a window to use their exhaustion perk before they become fatigued and the exhaustion perk becomes disabled. Something like a 60-second window, which is 75% of a generator.

    Survivor mains cried because they must've misread it as 6 seconds and said it would kill exhaustion perks. When all it would do is stop the survivor from looping the killer for a marathon, using an exhaustion perk, and looping the killer for an additional marathon.

  • MMR gets to the point, as killer, where I expect at least 1k... yet I'm often even dissapointed with that expectation

  • The game seemed to prioritize a Lunge Attack even though I waited for the prompt to appear first.

  • This had been addressed in a past Q&A (at 20:33)

    https://youtu.be/12UQhlPTdzQ?t=1233

    It has been 4 years since this Q&A, but no mention of a breakdown / crafting system has been mentioned since. Only a "we're looking for way to reduce the grind that is not just for the short term, but for the long term" has been said.

  • 2 Sacrifices. The number of sacrifices the devs balance around.

  • When you suggest they just work on the gen in your face, effectively giving up and losing so every one can move on...

    Why not do the same, as killer? Why not go AFK in the corner for 2 minutes and let them escape so you could all move on?

    Do you see the double standard you suggest?

  • "Oh, I ran into a problem repairing. If I'm not careful, I could mess this up and make things worse!" *While they're head is on a swivel doing a 360 looking for the killer*

    It just doesn't make sense.

  • As far as I know, the new wiggle method is a beta, meaning it could potentially replace the old wiggle method completely. This post is under the assumption that the beta wiggle will become the only wiggle. If it doesn't, then you're right, it wouldn't make sense to have Boil Over work like that.

  • I've found that I dislike running For the People because I get injured and cannot use it.

    I've also found that I dislike running Resilience because others try to heal me when I want to stay injured.

    However, equipping both perks removes that distaste and I feel like I'm getting good value either way.

  • As the Killer, I'm afraid of what Dead Hard can do. Can I ban that perk so it can no longer scare me?

  • ⬜️ Specific Animations

    I miss the window-vaulting interrupt animation where the killer grabs the survivor's leg and pulls at them while they cling to the window ledge for dear life.

  • I've been running No Mither today, and so many times survivors try to recover me to my feet at 100% Recovery Speed when I can do it myself at 125% (160% when also running Unbreakable)

  • Up the Ante, Slippery Meat, No Mither, Unbreakable.

    Show up, sit on a gen.

    If the killer hooks you, unhook yourself and sit on a gen.

    If the killer slugs you, pick yourself up and sit on a gen.

    If the killer sacrifices you, move on to the next match and find a gen to sit on.

    ----

    Forewarning: Equipping No Mither automatically equips Thanatophobia for the killer, so feel free to swap Unbreakable for Resilience if you'd rather trade recovery speed for repair speed.

  • @Crowman said:

    Hooked survivors shouldn't teleport, because part of the reason a killer picks the hook is to create a zone to pressure.

    The killer only picks the nearest hook, unless they have basement / scourge hook build.

    The only "strategy" killers are employing is tunnel out survivors fast by not letting them heal after being unhooked and making the rescuer take a trade.

  • Autodidact is garbage, so long as Circle of Healing exists.

    I run Autodidact, Empathy, Empathic Connection, and Iron Will, yet survivors would rather run to Circle of Healing than let me heal them.

  • @TheArbiter said:

    Comparing someone DCing to tunneling. Just.... LOL

    Ruining the experience for 4 other players VERSUS ruining the experience for 4 other players...

  • ⬜️ Other

    Nerf Dead Hard now. (As a frequent user of Beast of Prey, I can say that the lack of Red Stain often has little effect.)

    Once Survivor Actions are added to the HUD for solo's, remove the Killer's Red Stain as the first step in compensation. (With the removal of Red Stain, rework Beast of Prey, and buff the Undetectable status effect to remove killer footsteps.)

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