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Nos37

Nos37

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Nos37
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  • @SirVicksTheSlayer said:

    Settle down bringing in the ebony mori's lol. holy jack smokes. as a killer main myself, i do not approve of this XD.

    Go into Options and diable Crossplay 👍️

  • Let Vigil show the auras of survivors who are afflicted with Exhaustion, Hemorrhage, Mangled, Hindered, and/or Blindness and let them see your aura too (unless Blinded)

  • You said that recovering from exhaustion while running is ridiculous and that it should not be a thing because respiration physiology.

    I'm saying that if we're not going to allow such idiocracy then Decisive Strike and Diversion should not be a thing either because what weapon?? What rock??

    There is no weapon, yet Decisive Strike exists. There is no rock, yet Diversion exists. Pretty sure that recovering from exhaustion while running can also exist (and has before).

  • @Yung_Slug said:

    There's a reason Exhaustion was implemented in the first place. If you can recover while running then it might as well not exist.

    And?

    Decisive Strike lets you stab the killer. With what?? If survivors cannot wield weapons then Decisive Strike and Diversion might as well not exist.

  • I find this to be completely unfair:

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


  • @ble3kaudio said:

    You can still get tunneled with DS. Very easy, happens all the time, everyone knows it. Just nerfing it does not fix the issue in terms of it being used offensively or it being geared enough to be strictly an anti-tunnel perk.

    I down a survivor, hook him, he gets rescued. I hit him off the unhook, get DSed, and immediately run him down and hook him again. Current state of DS HELPS with tunneling, but does not prevent it. Your proposed nerf does not help whatsoever. There have been many posts on this forum discussing the matter, and the best suggestion so far has been to implement the changes you suggested above, and then with an extended sprint burst or something a kin to aid the survivor in actually getting away from a tunnel.

    So... until Decisive Strike deters killers from tunneling 100% of the time, survivors can save Decisive Strike for endgame to guarantee a free escape? 🤨

  • Is Jake Park Jake from State Farm (the commercial)? They have the same name... It has to mean something

  • @Leonardo1ita said:

    https://forum.deadbydaylight.com/en/discussion/comment/1579754#Comment_1579754

    I thought about a rework like this also, but then the perk would completely lose the purpose of being anti tunnel, and then killers would just 3 gen and tunnel off the hook, trust me. Boring as hell. Just ignore the obsession and tunnel to death not obsessions, because at the moment there is literally no reason for a killer not to chase somebody without ds, literally. It ends games so fast, so so fast

    It sucks for the survivor who is the first one caught, hooked, camped, and tunneled out of the game. They get no chance to really play, very few points, and are almost guaranteed to de-pip. Decisive Strike should be there to help with that.

    However, it should not be as powerful at the end of the game. All the survivors got to play; they got their share of points; they likely secured their safety/pip. Now Decisive Strike lets them get a free escape too? It's too much. It should not give out free escapes and should not give coordinated teams absolute control over the killer's last-dicth efforts.

    Plus, survivors can work around the mechanic I had suggested by waiting to power the exit gates until everyone is safe and ready or until all of the Decisive Strikes have been used up.

  • I don't care about which killer they are choosing.

    Let us see the killer's ping before the match so we can dodge VPN killers with ping that favors their hit validation.

  • @Leonardo1ita said:

    https://forum.deadbydaylight.com/en/discussion/comment/1579708#Comment_1579708

    discordance is counterable, and even confirms how doing gens separately is better

    BBQ is counterable in many ways ( lockers, hide behind the gen, discordance, accept that it's not that strong and you can still hide in those 40 meters, stay 40 meters near the hook, etc)

    noed forces you to respect a perk the killer might even not have, so I'd say it needs a complete rework for how it works and absurd condition of wasting ages to find all 5 totems while you need to repair 5 gens, 1 person is always getting chased, rescue hooked/slugged survivors, and several people can die during the match. Too much time waste for maybe nothing.

    No One Escapes Death should last for a certain duration and depend on the number of remaining totems; the more totems standing, the longer it lasts. That way, it's not an all-or-nothing punishment for cleansing 4 totems instead of all 5.

  • Decisive Strike should be disabled for every survivor except the Obsession once the exits are powered.

    (Since the Obsession is the only player who can use Decisive Strike, this would stop changing who the Obsession is, requiring other perks like For the People, Furtive Chase, or Nemesis to change the Obsession and allow multiple Decisive Strikes during Endgame)

  • I very much doubt that Nintendo will allow Switch players to use names like "Hex: Tits out" or "Busty Crotch"

  • "Shh..." should be added to the existing Point gesture, and "Psst!" should be added to the existing Beckon gesture.

    These noises are universal and are not age or gender dependent. Make the effects audible to only the survivors, if toxic abuse against killers is a worry, and give a few seconds pause between noises so that it can't be spammed to annoy other survivors.

    Have the noises only play if pressing the corresponding key/button while the animation is playing. This way, you only point when pressing the button once, but you can also shssh by pressing the button again during the point animation (or twice in quick succession).

  • It seems that there are more survivor challenges than killer, and this makes sense for an assymetrical game. If you don't want everyone fighting over the killer role to complete challenges, there needs to be more survivor challenges.

    The problem now is that if you only play the killer role then you are only getting 20% of the challenge rewards, not 50%. To fix this, the killer challenges need to be worth more.

    4x more survivor challenges? 4x the rewards for killer challenges. Balanced assymetry.

  • If their username contains vulgar language then they are on PC

  • In my locale, all the kids play during the morning/day while the adults are at work, and the kids love to play the killer (meaning fast survivor queue times and a horrible survivor experience (because kids think camping the hook is the only way to play)).

    All the adults return home in the evening and love to play suvive with friends (meaning slow survivor queue times and a horrible killer experience)

  • Deterrence

    Being hit by The Killer hides your scratch marks for 10 seconds and reduces all of The Killer's accumulated perk-related tokens to 0 for t/t+n/t+2n seconds. The Killer cannot gain any perk-related tokens while you are on the hook.

  • I have crossplay enabled, but I'm going to lobby dodge players with [][][][] bars instead of letters/numbers in their username since I would have no way of reporting them if it came down to it

  • Too bad Desperate Measures doesn't also increase skill check frequency while healing with each stack. Autodidact RNG would have benefited from it.

    If you're desparate, you'll make more mistakes (more skill checks)

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1556153#Comment_1556153

    I don't like hook suicides for exactly the reason you stated (I also report them for losing the game on purpose), but there is a difference between that and just making sure the game immediately ends for everyone as soon as it starts.

    This is why I had suggested having the concede option (interacting with the exit gates before they are powered) slowly progress gens instead of just opening the gates then and there.

  • @ccactus623 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1555604#Comment_1555604

    Must be quite rare for that to happen, I would focus more on improving so they can't be as cocky then looking for a way out .

    You can only "improve" so much. Even the best killer players have their skill capped and it comes down to waiting for the survivor to make a mistake.

  • Let the killer interact with the exit gate at any time to concede.

    Doing this before the exit gates are powered causes all generators to progress over time, and removes regression penalties from failing skill checks while repairing gens (to prevent hostage/farming). Gen progression is slowed while any survivors are dying or hooked. The exit gates are automatically opened when last remaining gen is repaired.

    ----

    Does this make it hard for Survivors to pip (imossible to double pip) if the killer concedes?

    Yes, just like survivors dying early on hook on purpose makes it hard for the killer to pip (impossible to double pip).

  • @OllieHellhunter said:

    Is the DC penalty even on, Ive been getting loads of survivors DC after first down from playing both sides, so just assumed they had disabled it.

    Seems so, for me, on Xbox, for now, but who knows for how long

  • Decisive Strike has a weakness: performance spikes causing the skill check to jump forward sporadically (think low frame rate) and making it easy to miss

  • I was getting keys and flashlights in a lot of my matches, so I switched to Ghostface, threw on an item-eating build, targeted items while the survivors escaped (which worked, at first), and next thing I knew I was only facing inexperienced survivors.

    Felt bad for ruining the experience for undeserving players, and on top of that, I feel bad for the undeserving survivors I have to destroy just to get back to where the toxic survivors and items are (because going easy on them won't increase my MMR).

  • Franklin's Demise becomes a wasted perk slot after you hit the first survivor carrying an item. They tell their SWF buds on comms to drop their items before running away from the killer, or to hop into a locker before getting hit, or to stash the keys in a hiding spot until the hatch spawns.

    Even without SWF comms, I can work around Farnklin's Demise. I hide my good item from other survivors, loot a chest for a common item, get hit to test for Franklin's Demise, and if the killer has it I play safe with my good item for the rest of the match.

  • @Altarf said:

    This midchapter was entirely for billy and bubba, two killers without associated survivors and survivor perks. BHVR seem to like to do perk changes for chapters as a whole, so with the huntress nerf/rework next we'll probably get changes to no mither and wglf, for example. I do wish they'd do more perk buffs often for both sides though.

    This means Monstrous Shrine will never be buffed

  • Interrupts are a mess.

    If I want to interrupt, it fails

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

    If I want to swing and attack, it instead tries to interrupt way too late

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

    Are these framerate issues, Mhz refresh issues, latency issues?

    Can interrupt have its own function and button, separate from attacking?

    How about using the vault button (Space Bar, Right Bumper, R2)?

    It's not like we can vault through a window at the same time as a Survivor, or break a pallet while a Survivor is vaulting it.

  • Otz recently released a video for new killers. In it, he discusses how small things, like which side you break the pallet from, or herding the chase into others on gens, add up. Killers have to be mindful of their actions, and "scummy" is subjective. "Hook state economy," or "tunneling." Throwing the match, as killer, just to avoid being called names post-match, only to be called different names post-match?

  • Between chapter releases, disconnect penalties being introduced, and removed, and re-introduced, and removed once more, and the Mid-Chapter patch, and the new MMR... the game hans't had a chance to stabilize. How are they supposed to release any stats?

  • @Snapshot said:

    I mean, it does cancel the chainsaw, so....

    Hope they fix the bug and let the chainsaw keep going

  • His new chase music reminds me of Twister, so I themed him around that: (weapon looks like a downed power line; lightning in his eyes; massive terror radius)

    5a8ae8f6-2167-4387-8a3b-679bad6d9ff3.PNG

    Wasn't sure if I should go the massive terror radius route (F5 tornado), or go the sneaky surprise route (Dustin: "Bill! It's headed right for us!" Bill: "It's already here...")

  • If you're queue'd up as a loud killer with loud constant animations, go customize a charm slot to replace the killer with a hook

  • The perk needs something. Currently, other survivors don't know I have it equipped, and wouldn't know how to make the best time of it even if they did. The only thing this perk does is warn the killer via the HUD that I'm about to be unhooked to bring about their swift return.

  • @Yamaoka said:

    Is that why 360s are so easy all of a sudden? I noticed when killers swing and I spin at the same time my body model will literally slide around them not allowing hits to connect and I wasn't sure if I was just seeing things.

    It's pathetic that the killer cannot simply press the attack button to attack a survivor right in front of them.

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


  • Incentivizing survivors to compete against eachother for MVP would worsen the killer bullying. Instead of simply toxic survivors doing it, every survivor would have a reason to.

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/1492976#Comment_1492976

    Yeah,it was just a joke because running deliverance somehow increases the chance to get found first

    That's the one advantage those two perks have over Deliverance.

  • @OniWantsYourMacaroni said:

    It's because you were running deliverance,obviously

    /s

    I was actually running Slippery Meat and Up the Ante for the majority of these matches

  • @CronaWins said:

    Most of the survivor spawn points are know. When the killer spawns into the game, he already knows where a few survivors will be and will bee lines to the closest.

    If the killer spawns in one corner and knows that the survivors spawn in the other three, how is the killer correctly choosing my corner so often?

  • You need to:

    1. Get 3 protection hits
    2. Fully heal another Survivor
    3. Get hooked
    4. Get unhooked / unhook yourself
    5. Not get tunneled after the unhook until Second Wind procs

    Good luck with step 1. I've tried builds with Mettle of Man, and have either died trying to get stacks or the exits were powered, and that's with half my perk slots being wasted with perks to make it easier to get stacks...

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/1491758#Comment_1491758

    Wrong... thread? This is about a survivor complaint regarding slugging...

    This thread is about how boring 2 minutes is. It affects both sides.

  • Just look for unbroken pallets to smash, or go guard the basement chest if it hasn't been looted.

    I like to look at the sky and then switch over to another app while I wait for the Survivors to get bored of teabagging at the exits or get scared off by the last second of the EGC.

  • @vogit10102 said:

    This way freddy will need about 40-50 to find a game

    If that were the case, what would that say about him? Should he stay the way he is, then?

  • The competent 4-Man SWF squads are always there. You just won't ever see them as a solo survivor because their team is already full.

  • I do like the Blindness because it can help reduce the Recovery snowball (without Blindness, dying Survivors can see the location of other dying Survivors, bypassing Knockout's effect, and giving them the ability to bee-line for other dying Survivors once fully recovered). 15 seconds is too short though.

    I think Knockout should affect basic attacks and insta-downs (including the Exposed status effect).

    The hopping-into-lockers for a grab instead of Knockout down can stay as counterplay.

  • And make the Entity-window-blocking also be applied by the killer. If the killer vaults the same window 3x while in a chase then block it (yes, for all survivors, as it's harder to pull off because the survivor has time to leave while the killer is busy with window animation)

  • The only change I'm asking for, as Killer, is to make the entire base of the basement hook have an aura (not just the 4 slim hooks, as they are barely visible from simply 40m away...)

  • I just finished my first match against The Hillbilly (as Survivor), and I love the new chase theme!

    Billy approaching, and being on the edge of his terror radius, reminds me of the music from Twister when the storm is building power and is eerily looming...

    (The part with the oboes fluttering; it's like the Jaws theme, but for a tornado)

    https://youtu.be/aPr3DoJMpBc?t=57


  • Judging by your screenshot, it appears to be the same statue from my clips. Seems the statue is part of the main building tile, and is located on the edge of the tile, 90º clockwise from the basement entrance.

  • Yes, found this issue at the start of the month on Xbox

    @Nos37 said:

    Xbox One

    The tile Fr_HD71 has a pallet between two large rocks. The large rock on the edge of the tile is too close to one of the statues from the main central building tile (on the bright side with the moonlight). The survivor I was chasing ran through it just fine, but I could not follow (as seen in the first clip below).

    Clip 1:

    https://gameclips.io/Nos37/f781646b-3002-4b51-beb0-a52cb24b050c

    Clip 2:

    https://gameclips.io/Nos37/b84016f9-6215-4524-a5ae-d53d61e11b91


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