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Nos37

Nos37

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Nos37
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  • Same issues on Xbox One...

    If I use an exhaustion perk, it gets wasted as I'm held in place (and worse, it often gives the killer a free hit/down)

    Nos37 playing Dead by Daylight. View more Xbox clips at Clips.Games

    Even worse is the fact that if I'm the killer and a Survivor uses an exhaustion perk, I'm held in place with dropped frames and the survivor gets free distance

    Nos37 playing Dead by Daylight. View more Xbox clips at GameClips.io


  • @KingFrost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2429789#Comment_2429789

    It's 12 seconds of Borrowed Time. They get 12 seconds before you can hit them and down them. That's the time being borrowed. Have you never heard the phrase "You're on borrowed time?" Borrowed time simply means that the inevitable is postponed, giving the survivor time to get to another obstacle (or the exit gate).

    Okay, and Crippling Debt would mean that the survivor is not allowed to leave while still borrowing time

  • Changes to help Solo Survivors and their teamwork efforts (Solo / SWF Gap Bridge):

    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 (flashing if being healed).
    • 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 survivors within 8m while within 8m of an unopened chest)
    • Camaraderie (shown to all survivors while hooked and in the struggle phase)
    • Inner Strength (shown to other survivors whom 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 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 within 8m of an exit gate switch)


  • @Ghouled_Mojo said:

    There’s old school stuff like:

    pumpkin head

    sleepwalkers

    the people under the stairs

    Dr. giggles

    Darkness Falls

    Dr. Satan or one of the family members from House of a Thousand Corpses.

    all extremely unlikely but it would be interesting.

    +1 for Darkness Falls

    "The Toothfairy?" 🤣

  • @Kwek said:

    https://forum.deadbydaylight.com/en/discussion/comment/2429811#Comment_2429811

    Stop preseting your questionable opinions as facts. The only place where fnaf pisses dbd community off are these forums, with it's limited and close-minded demographics. Anywhere else you will massive support for FNaF chapter being added into the game, confirmed by polls and general attitude. FNaF chapter will only piss off a handful of people like yourself or those easily influenced by local aggressive approach. A lot of people will be ecstatic, most will just treat it as they were treating previous chapters.

    Also, they didn't tease hellraiser. We don't even have second R to complete HELLRAISE_ after last teaser. The "flower" doesn't look like the one from the movie, not even one bit. Everything else points towards FNaF, but let's just assume those clues are adamant proof and pretend to get triggered if they end up being red herrings despite them acting exactly like ones.

    I should not have to preface eveything I say with "in my opinion." I'm not claiming what I said as fact, therefore it should be considered "my opinion." Plus, a "bunch of dbd players" does not mean every, single, player 😁

  • They got the pets and the survivors mismatched; it's backwards.

    Meg would more likely have a dog. She's the athletic, outdoorsy, streets type (what up, dawg)

    Claudette, while tending to her many indoor plants, would have a cat roaming around the house.

    ----

    Oh, but we can't be stereotypical in 2021...

  • Well, Jaws falls under action/adventure, not horror... 😔

    Sharknado tho... 🤔

    ----

    Imagine you get to control the tornado and hurling sharks is your power. Downed survivors are picked up by the wind and slung onto nearby hooks. (This is all overreaching, but funny to think about 😋)

  • It would be one thing to piss off a bunch of DbD players by adding Springtrap to the game, but to tease Hellraiser and then pull a bait and switch to add Springtrap would cause severe backlash for BHVR.

  • You mean a 45m lullaby radius for Huntress?

  • Rename the perk Borrowed Time to Stolen Time, or...

    Add a new killer perk: Crippling Debt

    The Entity blocks the exits for survivors in the Deep Wound state.

    Then we can call it Borrowed Time again.

    ----

    Otherwise, have Borrowed Time require that the killer camps for t seconds before it activates. If the killer doesn't camp all game, but has no choice at the end, then where TF are survivors "borrowing" this time from?

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2429673#Comment_2429673

    This is bullshit.

    You know what the DC penalty is. It starts at 5 minutes, and increases incrementally from there.

    You can consider one DC a day to be your "allowance" if you don't mind 5 minutes, but anything more will tilt you.

    If you're continually DCing, you are the problem, and you need to correct your behaviour.

    No. What's bullshit is knowing that the penalty removes a strike every 24 hours, but because your disconnect was short of 24 hours by a few minutes or seconds, you retain your old strike plus get the penalty for the new strike!

    ----

    Having the disconnect penalty being shown better reflects your "allowance" anyway, so why are you so against it?

  • Brawler build:

    • Save the Best for Last (using tentacle strike on the obsession)
    • Unrelenting (helps with recovering from Dead Hard misses and "spun" misses, as well as baiting survivors into thinking they have time to make a vault and then interrupting them)
    • Lightborn (standard QoL perk I run on all my killers)
    • BBQ (Same as above)

    ----

    What it lacks in map pressure and gen slowdown, it makes up for in anti-altruistic saves/trades.

  • The existence of the Disconnect Penalty does not effectively stop me from rage quitting matches; it only makes me more tilted when seeing how long I have to wait after the fact.

    A better deterrent would be to show how long the next disconnect penalty will be in red text right next to the Leave Match button (or as part of a confirmation prompt with a 5 second delay before the Confirm option is available).

    ----

    Someone saying "Stealing is bad. Don't do it." has less weight than "Stealing over $2,000 is a felony and will cost you 2-24 years in prison plus $1k-$1m in fines, restitution, and legal fees. Are you sure you want to do this?"

  • It's like twice the size of Azarov's Resting Place.

    2 sides, with a crossing in the middle, but doubled because it's 2 stories.

  • @truegod_10 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2424636#Comment_2424636

    This was an issue, or at least 99ing gens in general was, that's why they introduced the kick mechanic. Same with hooks when they reworked sabotaging.

    I don't think egc should start on the completion of the last gen, due to perks like "no way out", but I do think they should add some kind of automatic regression to doors.

    Automatic exit gate regression would completely screw over the last remaining survivor

  • What's stopping them from 99%'ing the last remaining gen until they know everyone is safe or is in a spot to make it 'til the end?

  • The Trapper has great snowball potential; extra trap capacity without wasting addon slots could be too powerful.

    ----

    That said, let the Trapper start the Trial with extra traps in hand (they spawn in hand instead of on the ground, keeping the total number of traps available throughout the Trial the same). Keep his carry limit at 1 without addons. He can only exceed this limit at the start of the Trial. This lets the Trapper decide when and where to lockdown an area using his extra traps, but only once per match.

    (If they decide to take the risk of holding onto all their starting traps until they get a basement hook in the shack, then that's an option.)

    Give him an activateable ability to bypass armed traps:

    • Tap the secondary power button whille near an armed trap
      • The Trapper takes a big step forward and cannot turn his character
      • The Trapper will be immune to his own armed traps for a brief duration (think Dead Hard)
    • This cannot be used while transporting survivors
    • There is no cooldown

    Give him a secondary power ability to gather unarmed traps from afar:

    • Hold the secondary power button to summon a crow
      • The Trapper's movespeed will be reduced for the duration
      • The unarmed trap which is furthest away from the Trapper will be picked up by the crow and removed from the map
      • The crow will give this trap back to the Trapper (these two events happen simultaneously; the Trapper does not have to wait for the crow to fly across the map)
      • If there are no unarmed traps available, the crow will show the auras of survivors in proximity to any armed trap for a short duration
    • This secondary ability has a cooldown


  • "When were you Disappointed at your Teammate?"

    Yes. As a solo queueing survivor, that is my answer.

  • Nice! But don't bother asking for a cookie. By posting those ideas on the forums, they were no longer your ideas.

    "We may use, redistribute or disclose your submissions without any restriction, for commercial or other purposes, without any compensation, credit or further obligation to you or any third party. Further, your submissions will be deemed non-confidential and non-proprietary."

  • Are you suggesting they revert the changes to Stridor and instead reduce the sounds of injured survivors by 50% while using the Spirit's phasing ability (to reduce Iron Will sounds to 0% while phasing, and to reduce the Spirit's effectiveness in general)?

  • It's still better than Monstrous Shrine

  • Lies! How could you claim such attrocities? /s

    Nos37 playing Dead by Daylight. View more Xbox clips at GameClips.io

    (In case you missed it at the end, I had the 2nd best ping in the lobby at 55ms)

  • @Orion gives very solid feedback, suggestions, and advice, all without stooping down to scummy tactics or rebuttles to get their point across! 😁

    (Even if it doesn't always align with my playstyle or desired future plans for this game) 😆

  • @[Deleted User] said:

    The act of being camped, probably not. Most they can do is add in some kind of early-camp penalty.

    Things to do on Hook? Maybe a clearer signal a Survivor can perform to indicate being camped.

    After being sacrificed? Eh, maybe something with making the Hatch more obvious for Survivors, some kind of mini-game where you can gain some BP.

    Things to do on hook to make it more clear if the killer is camping...? Like this?

    @Nos37 said:

    There are two gesture buttons that go unused while in the dying state and hooked states.

    While dying or hooked, survivors should be able to:

    • Press Gesture 1 (Point) once to caution other survivors to stay away by showing a symbol ⚠️ over their own portrait.
      • Pressing it again changes the symbol to a red x. ❌
      • Pressing it a third time resets it back to no symbol.
    • Press Gesture 2 (Beckon) once to signal other survivors to come help; again, using a symbol ⚕️.
      • Pressing it again changes the symbol to a green "all clear." ✔️
      • Pressing it a third time also resets it back to no symbol.

    Things to do post-sacrifice? This would give SWF something to do, but solos would simply move on for more points instead of sticking around to potentially help out a stranger. The survivor should not be allowed to stay in the match and follow the killer around; that would be unfair to stealthy/setup killers, or any killer using hex perks.

  • This should also include items, addons, and offerings that are no longer obtainable.

    Some of my characters still have the disabled Moon offerings, as well as the Brown and Yellow Map offerings, in their inventory, so they will never be prestiged.

    ----

    That said, the OP should know that prestiging only gives a bloody cosmetic (which meant a lot more before they added the cosmetics store) and a slightly increased chance of higher rarity rewards appearing on the Bloodweb (I think Scott Jund said it was a single digit % increase (less than 10%)).

  • The only thing stopping them from displaying survivors' perks for other survivors to see in the lobby screen is the fact that No Mither exists, is a terrible perk, and will cause lobby-dodging from other survivors...

  • What about content creators who use custom matches to record and then exit the match afterwards instead of finishing?


  • @Alphasoul05 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2417812#Comment_2417812

    A lot of people also don't want it. What kind of argument is that? That doesn't seem to help your case, either.

    "I don't think skilled survivors are going to enjoy playing against the same killers every single game, because those skilled survivors will not have any trouble going against killers that are not higher tier killers."

    ----

    It seems to me that you're saying there aren't enough skilled killers to challenge the survivors, and therefore the survivors will continually face the same few killers until those killers stop playing or matches get toxic and scummy?

    Sounds like a balance issue, not a Skill-Based Matchmaking issue. Make the killers stronger? That hurts every survivor, not just the best survivors. The way to fix it is to reduce or remove the "techs" available to survivors. The unskilled survivors who make little use of the techs remain largely unaffected while the best survivors who make very efficient use of them have their "skills capped."

  • A big red A could mean scarlet letter. Maybe Happy Death Day killer/survivor?

  • @Top_Secret_117 said:

    I think even just the current gestures that are in game while healthy would be cool. Just make them more exaggerated while in the dying state, and maybe a little limp or lifeless, like a slow raise of one hand to point a limp wrist and finger ahead of you and then it suddenly falls and your characters animation slowly resets, before you can use another emote.

    Maybe instead of the becon wave towards self they currently have, you reach your whole hand out or up signaling for help before it suddenly drops to the ground again

    That would be cool, but not simple.

    Rather than wait on the animation team, I'd rather only wait on the User Interface / User Experience developement and have these tools sooner.

  • @Soulpaw said:

    sadly there isnt a universal signal that was established.

    kinda wished a quick chat feature was made.

    This gave me an idea...

    https://forum.deadbydaylight.com/en/discussion/272172/simple-signal-implementation-for-survivors

  • @InquisitorKng said:

    I had already thought of a secondary power that would give the trapper the ability to collect the traps from a distance, that way it would solve its biggest problem in my opinion, which is having to waste an absurd time collecting the traps scattered around the map, I thought of something like actually teleporting it the traps to your hand, but this crow idea was amazing, I would love to see it implemented

    I had also suggested traps teleporting to his hand in the past, but the crow seemed to be a little more fitting.

    (Not to say that traps are light enough to be carried by crows or that the Trapper has an affiliation with crows. The Entity doesn't strictly follow the laws of physics of our reality, and since crows are servants of the Entity, they could serve the killers as well.)

  • I would like SBMM implemented. This would improve the matchmaking for me.

    Currently, as killer, I face a variety of skill level: either survivors who are way better than me, or way worse.

    • If I lose to survivors whom are better than me, I blame myself for it (instead of attributing the loss to their skill), and I lose morale after.
    • If I win against survivors whom are worse than me, I blame their lack of skill, and I feel bad for the survivors.

    If I face survivors my own skill level, I get matches that are a challenge, but aren't landslides in either team's favor; I feel good, win or lose.

    However, for some players this means that if they play sweaty they will only get sweaty opponents (and I feel this is fair for the sake of the potatos that these players would use as a "reprieve" from sweaty matches; they reap what they sow). If they want "breaks" then they could switch to a killer with a low SBMM rating and play a casual match. They could have a killer or two set aside for casual/meme builds and keep those killers' SBMM ratings low by not sweating as them.

    ----

    Another thing about SBMM is that it may just show how imbalanced the game is.

    Currently, Ranks are used for matchmaking and are based on play time. This means there could be Rank 1 gods and Rank 1 potatos.

    However, the SBMM would better separate the two; especially since the "cap" would be removed (survivors could move beyond "Rank 1"). This means that if we see only a few players get to SBMM Rating 100 (for example) as the killer role, but we see very many* players get to, and even surpass, Rating 100 as the survivor role, then a buff for all killers would be justified to make up for their lower skill ceiling (be it through perks, Bloodlust-esque band-aids, map tweaks, system tweaks like pallet and hook distribution, buffing each killer power one at a time, or nerfing survivors).

    *Very many, as in way more than 4x, since there should be 4 survivors for every 1 killer.

  • @Didiez said:

    https://forum.deadbydaylight.com/en/discussion/comment/2413980#Comment_2413980

    This should be a different perk, not distortion, would be too broken.

    A survivor perk that is powerful enough to be "too broken...?"

    Hmm... Sounds like a possible Boon Perk then

  • The way I read it, they wouldn't be getting constant 10-seconds-of-no-scratch-marks. That would only happen the first 3 times after pressing the Activate Ability button (maybe while walking, so as not to interfere with other Activateable perks). Any time the survivor's aura is read, regardless of token count, the perk icon would light up. Otherwise, it defaults to being unlit.

    This would give the perk value even if the tokens have run out, as you could still tell if the killer had BBQ, Nurses Calling, etc.

  • @bm33 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2413183#Comment_2413183

    Increase points equal to sacrifice sure but not points leading up to sacrifice. When killer DCs Survivors only get escape through gate points, not points leading up to escape. Include points that lead to escape for survivor when a killer DCs then you can include points that lead to sacrifice for killer.

    That's because if survivors got full points leading up to the escape, as soon as the killer quit, you'd have "charitable" killers disconnecting from matches just to give away points

  • @Adeloo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2413898#Comment_2413898

    do you mean : have skills check or spawn in main building/obvious spots ? Because i don't think either are good ^^

    What I mean is:

    Totems (Dull or Hex), should not be visible at all until the survivor is within 8 meters of it, at which point it fades into existence and can be interacted with.

    This wouldn't affect reading the auras of totems, but it would stop them from being visible from halfway across the map without auras.

  • @SkeletalElite said:

    They should just add a way to replenish tokens, I think safe unhooks and completing 100% worth of generator repair should create tokens.

    This would make Distortion synergize well with Babysitter. Unhook, Babysitter lets the unhooked survivor get away and reveals you and the killer's auras to each other, Distortion stops the killer from seeing you, so you know how to make a stealthy getaway, and then you get a stack back for the safe unhook. That said, it promotes killers camping to counter.

    I like the OP's idea better, though.

  • @Adeloo said:

    It's fun if you can found them. That the only issue i have with them. I missed a lot of interaction on the last skill check because i thought i did all 6 but did only 5...

    But then i had to roam the map an other 2 minutes to found it again. I don't mind for the red and blue, but the yellow should always spawn in the main building if the map has one.

    This is why I think totems should behave this way, so that they have to be sought out, and not spotted from halfway across the map

  • @Firellius said:

    That'd make the perk too strong, IMO.

    I'd give it the following: When healing another survivor without a medkit for three seconds, press the active ability key to set skill check chance to 100% for one second. 30 second cooldown.

    Guarantees a minimum baseline. Might even need a 20 second cooldown, but that's specifics.

    but then which perk trigger if you press the Activate Ability button while healing? Autodidact, For the People, or both?

  • Or, rather... Autodidact needs its shadow-nerf removed (same with Stakeout).

    Currently, if I have Autodidact equipped, I get less skill checks while healing.

    If I have Stakeout equipped, I get less skill checks while repairing.

    ----

    At least a simple fix for Stakeout is to have the perk spawn a skill check if you have reached max stacks and are currently repairing a gen. Not sure how to apply that to Autodidact.

  • Okay, having now completed a Yellow Glyph, I think I like it.

    I wonder if these Yellow Glyphs are to test a possible change to Brand New Parts...

  • True (forgot about that)

    That said, I did have a survivor use the animation from the Tier 3 Madness screams (failing Snap Out of It skill checks repeatedly) to clip into me slowly over time and eventually get the prompt to interact with the hatch to appear.

  • What yellow glyphs?

    I have the challenge selected, it says having the challenge active will spawn yellow glyphs, but I have yet to see them (in my 4 matches as killer, so far)

  • @unluckycombo said:

    https://forum.deadbydaylight.com/en/discussion/271495/why-havent-the-devs-fixed-survivors-dcing-for-hatch

    I couldn't tell you the reason it hasn't been implemented, but I can tell you that there is another solution that Survivors have been asking for for as long as I can remember, which is the option give up on the ground instead of waiting the full 4 minutes of the bleed out timer. Something that gives the Killers points, but also gives the Survivors a faster way to say 'It's over for me chief'.

    Imho that in itself would be fine, and would have a secondary purpose as well. (Because I think we can all agree that those times where you have to wait out the bleed out timer/EGC timer because you lost your slug as Killer are awful. It would give both sides points still, and would let Survivors have a bit of a faster way out of those rare, but possible 'Killer slugging all 4 survivors and decides against hooking everyone to instead let them bleed out on the floor' scenarios.)

    I agree with this, and mentioned such a mechanic earlier in this topic

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/271495/why-havent-the-devs-fixed-survivors-dcing-for-hatch

    Because there's a flipside issue where the killer just downs survivor #3 and then hunts down survivor #4, effectively removing the hatch from the game. D/C is the only thing survivors have to fight back against this, and it's penalised anyway.

    A 5 minute penalty won't do much. Each member of the SWF gets two 5-minute penalties which reset daily, and SWF can spread the "penalty" amongst themselves (unless it just-so-happens that the survivor who keeps getting slugged at the end is the same person every time, and even then it would have to be 5 times in a row before they even feel the real effects of the penalty's 6-hour ban).

    Killers slugging for 4k needs to be addressed in a different way, by giving survivors an option to bleed out faster. Survivors in the dying state can hold the sprint button. Doing so makes them bleed out faster and lets them crawl faster. (Tenactity would still allow the survivor to crawl faster, without the need to hold shift, but they can hold shift if they choose to bleed out faster.)

  • This!

    On top of its current effects

  • @FancyMrB said:

    https://forum.deadbydaylight.com/en/discussion/comment/2407390#Comment_2407390

    Why comms? Just generally curious since I am for that.

    Maybe they mean "comms without the option to mute all by default"

  • The skill check should be easier or removed.

    New players need Decisive Strike the most (especially since new killers' default, go-to behavior is to camp and tunnel), yet new players are the worst at landing skill checks.

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