Nos37
Nos37
About
- Username
- Nos37
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
The next 6-9 months are already booked, with general game health a part of it.
If you want them to shift their focus, then don't expect it until a year from now.
-
Nerf Stridor and double the number of pallets! Killers should not have nice things! 😠
-
I agree with OP. I did better before the patch
-
The only time Blindness will be of benefit is when the survivor affected by it also has Tenacity.
A downed survivor is either picked up or slugged. A slugged survivor either recovers or crawls toward others. Only Tenacity lets them do both. Blindness has no effect on survivors who choose to recover because recovering takes longer than the Blindness duration.
SWF can still use voice chat to call out their location to get picked up. This perk should have been buffed to make the downed survivor's screen go black and be affected by Blindness until hooked or they are the last remaining survivor. Then, at least the killer can relocate their body so that all the others have to go off of is "I was downed by the shack and I'm being carried somewhere else now, but I don't know where."
-
Object of Obsession should allow the user to see the killer's aura only while cleansing a totem. During this time, the killer can see the aura of all Survivors within 6 meters of a totem (like Hangman's Trick does with hooks). Object of Obsession goes on cooldown upon stopping or completing the cleanse action, and non-Obsession users have a longer cooldown.
-
@mostlyghostly said:
Insidious:
After a generator is powered, gain the Undetectable status effect for 5/10/15 seconds
It would be nice if perks that grant the Undetectable status effect would not grant the effect if you are already affected by it, until you are no longer affected by it. This would allow your version of Insidious to stack with Tinkerer, and would allow both perks to get their full, original value if two or more gens reach the 70% / 100% mark at, or near, the same time.
Currently, if two gens were to hit 70% at the same time, Tinkerer would only get credit for one...
-
@teamdehn said:
https://forum.deadbydaylight.com/en/discussion/comment/1482273#Comment_1482273
no people who queue solo should just accept that no matter what they will always be at a disadvantage.
So what I hear you saying is that the devs should buff all of the killers to balance the killer's performance around SWF (and only SWF), and disregard its effect on solo-queue'ing survivors?
-
@teamdehn said:
https://forum.deadbydaylight.com/en/discussion/comment/1482200#Comment_1482200
queuing up solo in a team game will always put you at a disadvantage. all of these suggestions are absurdly over powered for the survivor side.
So what I hear you saying is that Survive With Friends is "absurdly over powered" and that the feature should be removed from the game for the game to be balanced?
-
If survivors keep finding a way to access/determine which killer they are up against, just start locking the Survivors' character, perks, items, and add-ons too, so that they cannot adjust to the now-locked killer
-
If you are against letting solo survivors have more information because it would be too strong then ask the devs to remove SWF (because they get to have said information already and is the big reason why they are strong).
----
Let survivors who play with strangers without using voice chat relay/receive additional information about the match, just as those who use voice chat do.
- Who is being chased
- How many times have survivors been hooked / who's on "death-hook" (would be nice to see as the killer, too, though some killers would use it to tunnel more efficiently)
- How many totems remain standing
- Show the aura of Survivors in lockers (not to the killer) if they have Head On
- An icon on the player picture (hidden to the killer) when a survivor is within 12 meters of:
- The hatch
- An exit gate
- The basement
- A Hex Totem
- More shared perk icons for perks that don't give others a direct benefit, but others should still be aware of:
- Wake Up! (8m range, once exit gates have been powered), so that a survivor opening the gate switch can choose to hop off and let the player with Wake Up! open it faster
- Plunderer's Instinct / Ace in the Hole (map-wide, while unopened chests remain), so that survivors who find chests can choose to leave it for the player with Plunderer's/Ace to loot for better gear instead, in hopes that they can grab the leftover items later, if any
- Camaraderie (map-wide, while hooked), so that survivors know they need to move close to the hook at some point during the struggle phase to trigger it, but also know that they don't have to rush the unhook during the struggle phase while it's active
- Resilience (8m range, while injured), so that survivors know why you refuse to be healed beyond 95%, or at all
This way, it won't matter who's in a SWF group or not; they'll all have similar shared knowledge about the match.
-
Hope the duration for Knockout's new effects is increased. Killers have to slug for 60 seconds to bypass Decisive Strike, but Knockout only lasts 15 seconds?
Survivors shell out the money; Killers don't get nice things.
-
I'm hoping they save the Activate Ability while in a locker for an anti-rat perk.
If a Survivor is within 32m of The Killer and opens your locker, uses a gesture near it, or teabags near it, then you can press the Activate Ability button to teleport to a different locker, chosen at random.
The conditions would have to be tweaked to prevent SWF from abusing it to get a free teleport, but you get the idea.
-
A Level 50 Bloodweb usually costs me 50,000 points to complete. I bee-line for the 2 perks I want and then only grab Browns, Yellows, and the ocassional Greens, making sure to cut the Entity off from the Browns and Yellows as best as possible.
I don't use add-ons as Killer, so I'm not strung out by the Bloodweb's RNG.
-
Survivors don't like being tunneled out of the game early and want a chance to play, hence Decisive Strike.
If the gens are done, the game is nearly over and everyone got their chance to play. The anti-tunnel tool is no longer necessary at that point, yet Decisive Strike remains and turns into a free-escape tool instead. It's too strong at late game.
-
I've only solo-queue'd as Survivor on Xbox (3,969 hours), and have never reached Rank 1. Got to 3 or 4 once last month, or the month prior.
-
There's nothing on the official YT channel. This must be fake..? Good effort though
-
@DetailedDetriment said:
https://forum.deadbydaylight.com/en/discussion/comment/1474960#Comment_1474960
Being permanently oblivious is considerably worse, especially when exposed or going against in insta-down killer.
Mettle of Man is worse because it is now on a timer. I have no issue activating the perk in the first place, so both the requirement and effect is a nerf for me. MoM becomes the best perk when activated because it is asking so much. Now it is asking more for you to get less.
It's still a little better than the current No Mither, where every killer is an insta-down killer and your team feels burdened by it.
-
Buff for Left Behind:
Same effect, plus a Bloodpoint bonus multiplier if you struggle for the entire struggle phase on hook without being unhooked.
----
Object of Obsession's downside can easily be negated by hopping into a locker for 7/6/5 seconds at the 9 second mark of seeing the killer, and the devs wouldn't let perks use the Activate Ability function without specific circumstances (to prevent it from activating the wrong perk). Instead, Object of Obsession should work as it currently does, but the two-way aura read should only work while cleansing a totem (short cooldown period after stopping or finishing a cleanse action; longer cooldown for non-Obsession users).
-
SWF pays the bills. If the devs did add a Doppleganger effect to the game it would be for the Survivors as an anti-tunnel mechanic, making all Survivors look exactly like the recently unhooked Survivor to throw off the killer. Killers do not get to have nice things.
-
And showing MMR is going to change that?
It should be hidden.
-
@Freki said:
https://forum.deadbydaylight.com/en/discussion/comment/1469471#Comment_1469471
penalty was not stopped because of the connection error bug. it is because a team of hackers found a way to give people they didn't like 3 hours of penalties without a single dc.
with the hidden mmr, it's not easy to see how matching is done, so how the heck can you believe it's being done at all? I've gotten as a rank 17 killer ranks 2, 3, 3, and 5 and they let me get 6K points lol (that's all i could get, couldn't get a hit what so ever. where as when i go against more mid ranked players i get even matches. so what if i get this again? am i to believe that I can't go against the red ranks but if that's so why wasn't i paired with people that have mid rank skill ? this implementation along with the locking of killer from the minute you press go before the main lobby (though understandable) while there are hacks to see the killer and they have been very silent about fixing this so far, it wasn't in ptb patch notes from my understanding either. so what am I to believe?
Then the solution would be to show the difference between your MMR and the others in the lobby; keep the numbers relative to show whether or not you were matched appropriately, all without giving the players something to sweat and whine over (actual MMR value/standing).
-
There's a pinned post from the devs about how the new MMR system diregards rank, as rank only indicates how much a person has played in a month, not their skill. Expect to see all kinds of ranks.
As far as disconnects, it seems that the penalty was disabed to stop it from affecting players with the connection error bug.
I would like MMR to stay hidden. Seeing rank rise and fall only makes some players sweaty for the rank-up, and get extra salty if they drop in rank. I think the same would happen if MMR were visible.
I am curious, though, if the killer-specific rank is being tracked right now, or not until the Mid-Chapter patch locks killer selection before queue'ing.
-
No chance
-
@DrDeepwound said:
https://forum.deadbydaylight.com/en/discussion/comment/1466871#Comment_1466871
The more you post about this, its almost obvious they are doing it because you arent participating in some actions they wish you would.
"the biggest reason I get caught is because of other survivors who play recklessly and grief those who don't."
Playing recklessly or actually helping do non immersive things?
"("He's a loser, just hiding in a locker and not unhooking or doing gens. You should take the killer over to him so he gets what he deserves.")."
Seems like they want you to do more for the team, and if you are playing immersed and not going for unhooks etc, that is literally why your team is doing this. Multiple lines in your post above highlight that point.
"You should not be griefing anyone under any circumstances, how about that." - @Seiko300
-
The sample size is small because it's a poll; it goes in the Polls section, not in the General Discussions section, so no one sees or partakes in it.
-
@DrDeepwound said:
https://forum.deadbydaylight.com/en/discussion/comment/1466863#Comment_1466863
Because you are not only wasting your time, but clogging up the report function of the game with these bogus accusations.
The reason its happening often is because it happens almost every single match, survivors get chased, they run to an area, and bam, now you call it griefing. This occurs almost every single match and is not considered griefing in any way.
LOL
I only clip and report those who seem to be doing it on purpose. Like literally running up to me and following me step for step, and then messaging me afterwards saying "that's what you get"
I realize that there are survivors just simply trying to escape the killer, not work with them. They're not my concern. My concern is being spectated or them having an aura reading perk and purposefully trying to get the killer over to me because the killer never found me the whole match and I "haven't had my fair share of being chased by the killer."
Let me opt out of being spectated by Grief With Friends ("He's a loser, just hiding in a locker and not unhooking or doing gens. You should take the killer over to him so he gets what he deserves.").
Let the poor survivor being chased find some other rock to scrape the dirt that is the killer off their shoe. Let me hide my aura from them.
Hell, let me 1v1 the killer in a match without other survivors if the biggest reason I get caught is because of other survivors who play recklessly and grief those who don't.
-
@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1466057#Comment_1466057
Get a clip. Report them.
Open a ticket, griefing is a bannable offense.
I already have several open tickets, though it's not like they'll tell us if the ticket's resolved.
This makes me feel like I'm just wasting my time, as it takes 20-40 mins waiting for the clip to upload to Xbox Live. Then I have to either stick around in the lobby while I wait so that I have their Gamertag(s) on hand for the report submital form, or I have to write their names down (like I had already done with my in-game user ID# because I have to copy/paste it with how many times I've been asked for it in the report), so that I can get into the next match, only for it to happen again (the griefing).
-
Hopefully it's fixed before the new Locked-Killer Matchmaking (no switching killers once queued) goes live for PC.
This is not an issue (that I'maware of) on Xbox, but that will soon change with Crossplay.
Unfortunately, it sounds like they cannot keep the data hidden, but can only change where it's located
-
@Dwight_Fairfield said:
Bond is your best friend for seeing a chase coming your way.
But if they also have Bond then we would see each other at the same time.
The best I could do is to run Empathy, Lightweight, and Quick and Quiet; hope they're injured before they get near me; hop into a locker before they do get close; and hope that their SWF buddy isn't on comms ratting out my hiding spot to them.
Which reminds me: can we also have the ability to opt-out of being spectated by other players?
-
@SaltedSnow said:
https://forum.deadbydaylight.com/en/discussion/comment/1466096#Comment_1466096
I'd argue that the majority of people would be fine with sandbagging the Claudette hiding in basement while you loop the killer for 10mins; as with all thing context does still matter.
Would you consider 85% majority?
@Nos37 said:
If I see a survivor only trying to ensure their own survival and not everyone's survival, and feel they aren't up to my standards of helpful or useful, can I just grief them out of the game by failing skill checks on their gens, creating loud notifications using vaults or lockers near them, or getting the killer's attention and kiting the killer to them?
I mean, I know the game rules state that I cannot grief, but I have good reason and should not be punished, right?
Game Rules> Temporary Ban> Griefing: Intentional Gameplay Abuse> "Working with the killer to gain an unfair advantage or to grief another player."
It's not like the following excerpt is easily accessible or posted on the Loading Screens, so how else am I to assume that this 4v1 game is not really a true "team game," and that survivors don't have to make sure everyone escapes, so long as they are not inactive or griefing?
"The Survivors are a team of 4. They can choose to cooperate or to look out for themselves." - Help & Tutorials> The Game> Assymetry
85% would disagree with griefing regardless of how the other(s) have played
-
After the match I get messages about how useless I was, so I know it was on purpose.
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1466043#Comment_1466043
This is primarily why I run bond with open handed. So I get a MASSIVE heads up on that one pratt that is leading the killer right to the very gen I have nearly finished repairing.
Face palm.
Open Handed works for everyone. If they have Bond and can see you, their Bond will have the same range as yours
-
Griefing is part of the game, and I'm supposed to get better at being greifed??
-
The problem isn't that I don't know they're coming. The problem is that they can SEE me and can follow me where ever I go to make sure the killer finds me too
-
@CashelP14 said:
I always have to say this but unfortunately when people try to think of "solutions" to swf they never get it right.
95% of swfs are bad. They are extremely easy to bait and beat. There is only a select few groups who are actually good.
Removing Pallets, decreasing number of perks, increasing gens, increasing repair times, tell killer they are facing a swf, 1 of each perk per person, separate ques and disabling huds all aren't solutions to fixing swf.
Sorry it seems like I'm being harsh but I'm just sick of seeing the exact same post every single day when no one has put forward a decent solution. The main problem your post is some maps has virtually no pallets. Somebody put up a post earlier today where a map only had 8 pallets, meaning a 4 man would only have 4.
Oh, I'm sorry... You're sick of reading posts about SWF everyday? It goes to show how big a problem SWF is.
Every one of those posts has a killer sick of playing against SWF; and not every killer who is sick of it bothers to post.
-
As a solo-queue survivor, I would hate this mechanic.
Bad enough that I'm usually left for dead or used as the rock that SWF scrapes the dirt off with (the dirt being the killer), but now I have to work with less tools because my teammates have an advantage and need to be dealt with?
-
@RaSavage42 said:
https://forum.deadbydaylight.com/en/discussion/comment/1460254#Comment_1460254
Right... but if those 6 hooks don't kill any survivors then why disable perks... then survivors will force use out of those perks (making killer feel even worse to play)
Also BHVR hasn't made any attempts to do it yet... other then taking killers whom survivors find "annoying and/or unfun" to play against and making them "annoying and/or unfun" to play as
Or survivors will kill themselves on hook to make those perks still effective... I think the opposite should happen and those perks shouldn't activate until 6 hooks have happened
That's what I had said: the perks are disabled until the killer has accomplished 6 hook states
-
If 4 kills takes 12 hook states, and the game's meant to be balanced around 2 kills and 2 escapes, then perks like Borrowed Time and Decisive Strike should be disabled until the killer has 6 hook states.
-
@LordRegal said:
Had a game where a full Blendette brought a purple mist. Hid every time I got close, I found her teammates so many times I started feeling bad for them. Killed Feng and Meg, Dwight just gave up. Felt bad for him so I chose to let him live and started tracking down Claudette who at this point was refusing to touch a gen. Took a while but got her, and gave Dwight the hatch. Stealth is fine, I enjoy playing stealthy myself. Not helping your team because you want the hatch...less fine.
"The Survivors are a team of 4. They can choose to cooperate or to look out for themselves." Helping your team is not a requirement, nor reportable. You know what is? Actively trying to hurt your team (including working with the killer).
As long as (as killer) you're not coercing the 3rd survivor into helping you find the 4th survivor by repeatedly downing them, picking them up, and dropping them, taking their game hostage until they decide to work with you, and having them use their free aura read to show you where the 4th survivor is, then go for it.
-
https://youtu.be/1rN5bwyF7yo?t=2775
At 46:15, the devs discuss cross-progression, and it is something they would like to implement. It sounds like a feature that won't be ready by the end of the year, as they only mention Cross-Friends and Cross-Play being ready by 2021 (rewind a minute to 45:00 to hear that part).
When they do implement Cross-Progression, will they consider merging saves, or will we have to pick our best save (or worse, will they pick our save for us)?
Merging saves can be tricky, but it should be as simple as:
- Starting with everything locked and empty, like a fresh account
- All of the locked content that has been unlocked from the PC save is now unlocked
- Now all of the remaining locked content that has been unlocked from the next platform is unlocked (repeat until all linked platforms have been accounted for)
- Now the Items, Add-ons, Offerings, and Bloodpoints, are compared (separately) across all platform saves and the highest value is used (e.g. if you had 10 Irridescent Hatchets and 12k Bloodpoints on PC, and you had 7 Irridescent Hatchets and 380k Bloodpoints on console, you will end up with 10 Irridescent Hatchets and 380k Bloodpoints (not 17 Irridescent Hatchets and 500k Bloodpoints))
- Now all of your Devotion, Shards, and your premium currency (bought with money) are added up (separately) and granted as one combined total for each
-
Gee, they should really remove this buff then. If the survivors can't 1v1 the killer in a 4v1 game, then the game is unbalanced and hopeless for survivors
-
@RaSavage42 said:
https://forum.deadbydaylight.com/en/discussion/comment/1449843#Comment_1449843
With crossplay "coming soon" I can think of three things that would make this game fun for "almost everyone"
1) Expand on KYF... make this mode the "party mode" for those who want to play it as such
2) Implement an unranked mode... for those players whom want to play casually, and this would be the mode to play in order to "unlock" the new ranked mode
3) Make the ranked mode have a clear border to entry... Like have 5 killers and 5 survivors past a certain Level "they would have to make a new leveling system for this but it would help those players whom want a more competitive game"... also implement a weekly perk ban "so it's not the same ol' same ol"
If a player quits from Ranked Mode they should have to complete a number of Unranked matches without quitting to unlock Ranked Mode again.
-
Give him a heat mechanic. The higher the heat, the greater the chance for the gun to jam and require reloading. Mess with the jam chance and heat gain rates, and if it's too oppressive, then bump his move speed up to 4.6 m/s (115%) and increase his Terror Radius.
-
Deathslinger + Leatherface = Bucket Game from Jigsaw (Saw 6, opening sequence)
-
Distortion. If a stack lost after hook, I use lockers to hide during hooks for the match (BBQ & Chili). If a stack lost after finished gen, I hunt down dull totems for the match (NOED).
For double the tokens, I would allow this stipulation: "other survivors cannot see your aura within 8 meters per token."
-
@kahleesi143 said:
@Nos37 I can not speak for survivors camping gens when I play killer that usually helps me cause I know what gen they want really bad so I can focus on that gen and down the survivors. As a survivor it’s not wise to camp a gen if killer is right there for the very reason I just said cause that lets the killer know where to stay on you. I mean the main objective is to finish the gen in 2 minutes so there would be no point on imposing a penalty on the games main objective.
Oh... Right, because the killer's main objective is breaking pallets, not sacrificing Survivors. Almost forgot. So we should impose a penalty on killers who try to sacrfice in any efficient manner.
-
If they were to add a killer toy to the game, I would prefer Chucky.
If they were to add a killer robot to the game, I would prefer a T-X, T-1000, or T-800.
-
I also try to use a unqiue build for each of my Survivors.
I was going to use Mettle of Man on my guardian angel build for Adam, but Mettle of Man kept making me the Obsession when my goal was to protect the Obsession (not everybody) using perks like Blood Pact and Borrowed Time.
I did end up putting Mettle of Man on David along with We're Gonna Live Forever, Empathy, and Inner Strength. I start the match by looking for a totem to activate Inner Strentgh. I then work on a gen in the middle of the map, making it easier to reach Survivors who I see become injured with Empathy. I take the protection hit (and it successfully gives me a stack about 60% of the time), and move on to look for another totem. By the time Mettle of Man has activated, either all the gens are done or everyone has died. I am not worried about the downside of Mettle of Man because I have never gotten to experience it; I have only gotten protection from the perk twice and have never been able to heal up after for my aura to be visible.
It's a very broken perk not worth running.
-
In the meantime, choose a different killer before joining the lobby, and at 6 or 7 seconds remaining switch to the killer you originally wanted to play as.
