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Nos37

Nos37

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Nos37
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  • Yes.

    I'm not saying that every time a survivor blesses a totem it should take longer and longer for that survivor to bless. I'm saying that each time a totem is blessed and snuffed it should take longer and longer to be blessed again (by any survivor).

  • @SoySensual said:

    WHAT’S UP WITH ALL THE GENRUSH, CLICK CLIK AND TEA BAG?

    This mostly plagues high ranks while camping and tunneling plagues all ranks, but is far worse for low rank and solo queue; and it doesn't require a single perk or addon slot from the killer (unlike flashlights and meta perks)

  • @SacrilegeGG said:

    Not even remotely a "bug".

    If they're making each map's main generator (central or thematic, e.g., The Game's bathroom gen) as the guaranteed tangled gen, then it's a simple design decision to make going for that more exciting/risky.

    No killer is going to go, hurr durr I'm just gonna camp this one here gen, because they'll lose the game and nobody (particularly the killer) will have a fun match.

    No, it'll just be the first gen they patrol at the start and after every hook, since there are challenges to complete event gens and it's very likely to find survivors on them.

    ---

    "Hurr durr durr... just don't do the event gens then!"

    That's the problem

  • @Guest1567432 said:

    They have said before that they are working on a concept to lessen the grind. Although this is BHVR devs we are talking about here so it could be a flat out lie.

    Given the stingy payout (to survivors) during this event, I doubt they are working to lessen the grind

  • Seriously.

    The first event gen is guaranteed to spawn in the middle of the map where it can easily be patrolled and defended, and its aura can be differentiated from normal gens at all times by the killer.

    Imagine if only the basement hooks were event hooks and their auras can be seen by survivors at all times. Would that be fair for the killer at all??

  • I'm also noticing this in my solo survivor matches

  • Legendary skin for Elodie

  • His voice/scream reminds me of Vanoss

  • If so, it would be amazingly horrifying to have a flying killer in the game!

    The devs have said that flying killers would be very tough because the maps look weird from high up, but what if the Creeper's POV stays on the ground while the Creeper's model flies through the air?

  • "I was playing with friends"

    ----

    Well, I see why you think this perk is good.

    Camaraderie / Kinship is doo-doo in solo. It, along with many other perks, needs to be shown to fellow survivors for "teamwork" to be releveant and for these perks to get any value. Here's an idea to help improve teamwork capability for solos without giving SWF much more than they already have with comms.

    @Nos37 said:

    Bloodpoint changes: (Compensation for choosing to play the harder version(s) of the game)

    • 10% more Bloodpoints awarded post-trial for each survivor in a party of 3 (-5% for performing an unsafe unhook).
    • 20% more Bloodpoints awarded post-trial for both survivors in a party of 2 (-10% for each unsafe unhook).
    • 50% more Bloodpoints awarded post-trial for solo survivors (-25% for each unsafe unhook).

    ----

    HUD changes:

    • While being chased, the survivor portrait will show their face looking behind them with their mouth open (optional red exclamation mark).
    • While a survivor is hooked, gear icons will be shown next to portraits of survivors whom are repairing generators and medical red cross icons will be shown next to portraits of survivors whom are healing.
    • The number of remaining totems will be shown (removed from Small Game).
    • If you are put into the dying state within 10 seconds of attempting to cleanse a hex totem, a totem icon will appear next to your portrait (only visible to other survivors) until you are hooked.
    • While within 16m of an exit gate, an exit icon will appear next to your portrait (only visible to other survivors).
    • While within 16m of the hatch, a hatch icon will appear next to your portrait (only visible to other survivors).
    • When there is 1 generator remaining, survivors with Adrenaline equipped will have the perk icon appear next to their portrait.
    • A new perk indicator will be added to the HUD for Crucial Perks (see below).

    ----

    Crucial Perks: (New HUD element similar to Shared Perks, but with a new indicator color)

    These are perks that others should be aware of but are hard to convey to others of their existence (without comms):

    • Ace in the Hole & Plunderer's Instinct & Pharmacy (shown to other survivors who are interacting with an unopened chest)
    • Camaraderie / Kinship (shown to all other survivors while hooked)
    • Inner Strength / Inner Healing (shown to all other survivors who are cleansing totems)
    • For the People (shown to injured, dying, or hooked survivors within 8m while healthy)
    • Mettle of Man & We're Gonna Live Forever (shown to injured survivors within 8m)
    • Power Struggle & Soul Guard & Unbreakable (shown to all other survivors while in the dying state)
    • Repressed Alliance (shown to survivors within 4m while repairing a generator)
    • Resilience (shown to survivors within 8m while injured)
    • Wake Up! (shown to survivors within 8m while the exit gates are powered)

    ----

    OR (Instead of the Cruical Perk indicator):

    Show survivors' loadouts during the lobby screen (and hope that survivors have good memory).

    (I would prefer the perk indicator.)

    ----

    "This is too strong! What about the killers??"

    These are (most of) the benefits that SWF teams get. You know why you, as killer, are not properly equipped to deal with SWF better? It's because if you were, solo survivors would be destroyed. Solo survivors' weakness is holding you back. Let all the survivors have the same teamwork capabilities! Then the killer's power won't be stuck balancing in the middle...


  • My issue is camping killers, and forum members saying just bring BT, as if the killer cannot count to 12.

    The protection time from Borrowed Time should not decrease while in a chase (and/or within 4 meters, to prevent moonwalking abuse)

  • Just use the same mechanic from survivors Waking Up other asleep survivors; each time you do the action it takes longer.

  • @Laluzi said:

    It is bannable. Report it.

    That said, while a survivor that just runs up to the killer and tries to team up with them is a sack of crap and deserves everything they get... when I'm playing killer, if there's two survivors left, one is trying to do gens, and one is hiding waiting for the other to die, I have way more respect for the gen survivor and would rather let them live than the player that's hatch camping (or whatever the new term is now that you can't directly camp the hatch.) This is a common attitude and survivors can't be surprised when killers decide to stick it out for them specifically for being a coward and leaving their teammate out to dry.

    It's still reportable to do that, but you won't find a lot of sympathy in the community for that particular case.

    Then stop steamrolling survivors. If the exit gates don't look like a viable option, they're going to resort to a hatch play

  • Killer: Camp & Tunnel

    It doesn't cost them a SINGLE perk slot to do it! 😠

  • Killers should get their massive buff at the same time solo survivors are buffed with info sharing that SWF already enjoy over comms

  • @GannTM said:

    They will get punished if you do gens and not feed the killer pressure.

    NOED

  • @Dwight_Fairfield said:

    Absolutely not. Players should have the choice to opt out of a match they are not enjoying.

    Okay, and what if the other survivors have decided to team up with the killer to farm and grief you?

    If you try to work on a gen, the killer stops you.

    If you try to run away, the survivors bodyblock you and point out your hiding spot.

    If you try to let the killer hook you so you can leave the match, the survivors farm you off the hook.

    If you're on death hook, the killer just slugs you.

    If you just lay there, the survivors pick you up.

    If you try to hold sprint to deny being healed and try to crawl away, the killer repeatedly picks you up and drops you until you're on your feet again.

    ----

    You should NOT have the choice to remove yourself from that situation?? That's fogged up...

  • They aren't playing the game normally! They're farming and griefing me!

    If I try to work on a gen, the killer stops me.

    If I try to run away, the survivors bodyblock me and point out my hiding spot.

    If I try to let the killer hook me so I can leave the match, the survivors farm me off the hook.

    If I'm on death hook, the killer just slugs me.

    If I just lay there, the survivors pick me up.

    If I try to crawl away, the killer juggles me.

    ----

    LET ME HIDE MY USERNAME COMPLETELY SO THAT I CANNOT BE UNFAIRLY TARGETED, OR REMOVE DISCONNECT PENALTIES

  • HEX PERKS:

    • Pros -
      • Their effects are map-wide
      • Multiple totems have to be cleansed if more than 1 Hex Perk is equipped
    • Cons -
      • As the Killer, you cannot hide them yourself; the game picks where they are placed
      • Once it's gone, it's gone (Hex: Undying being the exception)
      • For the majority of Hex Perks, their benefits have to be earned; tokens have to be gained
      • They cannot override Boon Perks (NoED)

    BOON PERKS:

    • Pros -
      • Survivors get to choose where to place them
      • They can be moved around and relit countless times, and by up to 4 players
      • Their benefits do not have to be earned at all
      • They can override Hex Perks
      • Only one Boon Totem has to be blessed for everyone to receive the benefits of all equipped Boons
    • Cons -
      • They have a 24 meter range
      • They take a little time to bless

    ----

    Once again, the power does not go to the power role...

  • @Millor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2594741#Comment_2594741

    While an interesting idea, I don't think the grappling hook idea really fits him much thematically or what his gameplay seemed to be intended to be like. He is a "you can hide, but you can't run" sort of killer with low map control but very hard to shake if he spots you. I'd accept the increased terror radius or some sound cue outside of his terror radius to reinforce the fact that you are supposed to hide from him, if they reverted the shot delay nerfs. On the opposite end of the spectrum, they could perhaps enforce his ambush gameplay and make the terror radius reduction when aiming add-on just an inherent effect he gets. I found that paired with monitor and abuse to be at least an interesting play style. It feels very good to stalk through cornfields and have your spear come flying out and nail some unsuspecting survivor. But then again, it's rather map dependent, and it really seems like it'd be much more difficult to counter than he was. If that path was taken I think a ranged decrease might be needed.

    https://forum.deadbydaylight.com/en/discussion/comment/2594785#Comment_2594785

    That isn't fun gameplay for anyone, it's a very silly and eye rolling encounter for both players.

    The way Deathslinger played before his nerf was unfun and boring and predictable and bad

  • Just aim down sights while walking toward the survivor.

    You're no longer slowed to a stop and can close distance as the survivor tries to zig-zag and dodge a shot that's not coming.

    Then just M1 them

  • It's a survivor perk, so maybe in 2-3 years...

    If it were Hex: Circle of Death, it would be nerfed into the ground next mid-chapter balance patch.

  • Killer gets many Bloodpoints. That's their validation /s

  • "Only one totem can be blessed at a time"

    Read the perk description

  • What would be crazy is if the disconnects were still being tracked and the penalties still being stacked in the background this whole time; so that if the penalties were enabled again, the next time they dc they'd be banned from matchmaking for a week. 👀

  • If I join a lobby and cannot use my build, I would just dodge and find a new one.

    This is not good on a mass scale.

  • @WARW0LF said:

    LMFAO you are expecting BHVR to do something, hilarious stuff, i imagine BHVRs response would be something like, don't get hit, either that or they'd try and sell you a DLC to fix your issue

    BHVR has done something about it, on multiple occassions, but it was scrapped because it was being abused... by survivors

  • Wraith: "The Beast" - Soot (The Wraith's Terror Radius is no longer suppressed when cloaked.)

    Balance.

    If Deathslinger's ability to stealth is being nerfed because of how strong he is in the 1v1 and getting initial surprise damage, then Wraith needs it too (if not moreso)

  • @Marcavecunc Boosters would be at the menu/lobby level and not use up the Offering slot.

    The Boosters would behave just like their Offering form does, except that it stays active from match to match until they have granted bonus points equal to the most points you could possibly get from that Offering in a single match.

    For example, Escape Cake grants 100% bonus Bloodpoints in all Categories. 8,000 is the most you could get from each category, so the Escape Cake Booster will stay active until you have earned 32,000 bonus Bloodpoints. In the first match you score 8,000 points in Altruism and Objective, and score 1,000 in Boldness and Survival. You gain 18,000 bonus points for the match, and have 14,000 of the 32,000 remaining.

    The Booster stays active for the next match, but the Categories reset. This means that you're not stuck playing more and more matches trying to finish off the Boldness and Survival Categories. As soon as you score 14,000 points across all four categories in that second match, the Booster stops, gives you 14,000 bonus Bloodpoints at the end of the match, and expires.

    This only applies to Offerings that affect multiple Categories. Offerings, like the Primrose Blossom, would only match the points you earned from their respective category. The common (brown) Primrose Offering grants 50% bonus Bloodpoints in the Altruism Category, so this Booster will match what you score in Altruism up to 4,000. If you score less than that, it stays active for the next match, and so on, until you score the 4,000 points or disable the Booster manually.

  • @Bwsted said:

    It' actually better game chairs.

    Or meta perks are just that much better than my niche builds

  • Rick Grimes' teachable perk, Main Protagonist: While you are the Killer's Obsession and within 8 meters of another survivor, any attack that would put you into the dying state instead puts you into the Deep Wounds state. Survivors within 8 meters of you suffer from the Exposed status effect for 16 seconds. Increases your chances of being the Obsession.

    Something that irks me about the show is that where ever Rick shows up, death and violence follow. He always scrapes by, but at the cost of those around him. This perk is meant to reflect that. Plus, For the People would finally have a good perk to synergize with it.

  • @Brimp said:

    https://forum.deadbydaylight.com/en/discussion/289588/dbd-is-unplayable-with-no-dc-penalty

    You see this is why we need a version of the game where we can keep dc penalties off because of the hacker problem but people dont pity dc. Yes im looking at you little cry babies that dc when your dh doesnt work out or cant get deliverance

    (Once the crashes are fixed and the dc penalty is re-enabled) the dc penalty should disable 10 seconds after the End Game Countdown has finished, so that hackers cannot take the game hostage indefinietly and force the killer to disconnect and take a penalty.

  • The rate at which survivors cough should be reduced to T-Virus levels (from The Nemesis infection) until they are fully sick. No perks. Just base kit.

  • That might explain the GOD TIER NURSE destroying us before we could get a single gen done (on The Game with the perk Starstruck).

    I have potato MMR. There is absolutely NO REASON I should ever face that BS

  • I get tunneled HARD while playing Jill or Jane

  • @Brokenbones said:

    I like going against Pinhead with hoarder

    Because what usually happens from my experience is:

    • Competent survivor picks up box
    • Pinhead tries to catch them, fails and basically throws the game trying to catch them
    • They either lose all the gens or DC when they realise they've thrown the game

    I laugh every time it happens

    What usually happens from my experience is:

    • Cenobite 4ks at 4 gens remaining
    • Sometimes 5 gens
  • "Born from the Dark?"

    so... Shadowborn?

  • He's still destroying solos, as are many of the new and recently buffed killers lately (especially Delta Variant Plague and Pinhead).

    Hopefully this means they have buffs coming soon to get solos to SWF levels without buffing SWF.

  • @GodDamn_Angela said:

    Doesn't sound like "Griefing", its bad sportmanship but they aren't griefing you. You can still do gens, you can still play, you'll just be missing out on one gen in the match. Is it that big of a deal? Does having to take a little longer to do the event matter that much? Pumpkin seeds also make this basically a nonissue.

    "Pumpkin seeds also make this basically a nonissue."

    ----

    What pumpkin seeds?

    You get one every 3 Bloodwebs. 150,000 Bloodpoints (if you buy only the cheapest nodes) just to get one. I'm lucky to get 15,000 from 1 match. Ooh... I get to spawn one extra event gen every 10-15 matches.

  • @ObscurityDragon said:

    I mean it id EASYER for killer to grief the event gens

    But so can survivors, by running in a corner, bodyblocking the Hook and making it hard for the killer to hook you know?

    Its just two sepparate styles

    Survivors cannot see the auras of hooks they should avoid or block.

    That's my point. It's easier for killers to "bad sportmanship" the survivors because they can see the auras of event gens

  • A dude's trying to set a world record for smashing the most watermelons in the shortest amount of time. If he can't break the watermelon on the the first try, why does he keep hitting it 1 or 2 more times to break it instead of moving on and then coming back to it later?

    Oh, and by the way, the more watermelons that are left intact, the faster the timer counts.

  • Why have a "General Discussions" section if nothing that is posted ever belongs there and gets moved. General Discussions is the only place topics get seen, so removing General Discussions will better disperse forum-goers to other threads.

  • How about a perk that heals survivors 1 health state when the last gen pops and gives them a speed boost (slightly longer than Sprint Burst). It causes exhaustion, but since a survivor doesn't know when the last gen will pop it would be best to have this perk work even if the survivor is already exhausted. Maybe it should also pause itself if the survivor is hooked and activate once they're unhooked.

    Not sure what to call such a perk though... 🤔

  • To make it fair, let survivors see the auras of event hooks at all times so they can run the heck away from them before being downed

  • To secure sacrifices, not prevent the survivors from progressing their event

  • @GodDamn_Angela said:

    Doesn't sound like "Griefing", its bad sportmanship but they aren't griefing you. You can still do gens, you can still play, you'll just be missing out on one gen in the match. Is it that big of a deal? Does having to take a little longer to do the event matter that much? Pumpkin seeds also make this basically a nonissue.

    Then survivors should be able to sabotage event hooks without any perks or items, since killers can kick gens without any perks or addons

  • If not all hooks/gens, then at least do not make event gens distinguishable from regular gens on the killer's screen

  • @Kaitin said:

    If killer wants to grief - he will, hiding gens won't change anything. Griefer will just camp you instead of a gen.

    and I can repair the event gen while they camp someone else, or someone else can repair the event gen while I'm being camped

    Hiding gens will help

  • In a match right now where the Plague is ONLY puking on the orange event gens!

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