Nos37
Nos37
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I saw a comment the other day about the killers only getting 1/12 of their objective done. I wanted to comment on that thread, did a search, and found this thread. Didn't bother checking the date until after I had posted.
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The devs have stated that the balance they aim for is a 50% escape rate, so technically, the killer's objective has 6 parts, not 12. Plus, Survivors also have to open an Exit Gate which takes 1/4 the time as a gen, so they have 5.25 parts.
If the killer spent 80 seconds getting their first hook then Survivors likely have completed 3/5 of their objective while the killer only has 1/6 (Survivors: 18/30 Killer: 5/30)
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@Toybasher said:
The TACTICAL DISCONNECT, INCOMING! at the end to give hatch is why we need husks/bots like on mobile.
The disconnecting Survivor should have their model be consumed by the Entity like it does at the end of End Game Collapse, before the hatch opens.
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You can see in the clip that they did not find a small section of the hatch to interact with, or else they would have been "vacuumed" into the animation. No, they move inside my model and then interact with the hatch freely.
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If only you weren't so dependent on BBQ holding your hand and telling you where to go, then you could replace it with Nurse's Calling... to hold your hand and tell you where to go-- why are Killers controlled by players and not bots??
Just give us a robot killer already. Have a HUD that predicts Survivor movement (built-in Zanshin Tactics, like Wraith's built-in Bloodhound), scans Survivors and reveals their perks as the chase prolongs, and when it breaks a pallet let it fire seeker-missiles that blow up the nearest 1/2/3 pallets (dropped or not) depending on Bloodlust level. A pure M1 Killer
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A Killer complaining about the event being hard??
I just raged quit out of a match because I took a crown, stood still long enough to see the crown disappear from the pedestal, immediately got chased by the Killer, got downed, saw the pillar with the crown still there, realized that there's no aura on my character, and watched the Killer take the crown for themself.
The #########??
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@Cheers said:
Because if survivors just had to finish the trial, than people would be running into the killer to suicide.
As for making killers having to get a kill, they don't have to make things intentionally harder. Yes they can go afk after it, but they're not making the game harder for others by doing that.
So a Survivor is not allowed to make the game easier for the Killer by suiciding into them, but the Killer is allowed to make the game easier for the Survivors by going AFK? That sounds completely fair. /s
A Survivor is not allowed to make the game harder for the Killer by looping them the whole match and escaping, but the Killer is allowed to make the game harder for the Survivors by camping, tunneling, and slugging? That sounds completely fair. /s
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/1378759#Comment_1378759
Well yeah we can't all be master race
What would be the point if you can't brag about it to inferior races?
I would tell all the kids getting A's in class that, if it weren't for the kids getting F's in class, they would only be getting C's instead
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Perks other than Barbecue & Chili only multiply the Bloodpoints gained during the trial from scoring events, allowing you to max out certain categories faster. However, they do not allow that category to exceed 8,000 Bloodpoints, and they do not mulitply points earned in that category post-match like Barbecue & Chili does for all categories.
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To me, most console players seem spoiled. The ones who weren't there from the start on PC don't know how bad it used to be.
- Entity never blocked abused windows
- There were 2x-3x more windows and pallets
- The killer shack had 2 windows and 1 door
- The bus had both windows open
- The car shop had 3 windows side by side
- Survivors moving in the basement caused the grass on the ground level above them to also move
- The Nurse moved at 115% movement speed
- Unrelenting affected both missed and succesful attacks, and stacked with Save the Best for Last
- Moonlight offerings made the match extremely dark (you think Blendette now is bad..?)
- Map offerings came in different rarities and none of them were 100% chance of working
- The Bloodweb only gave 1 perk per level
- The Bloodweb animation took way longer and it took ages to spend Bloodpoints
- The costs of items in the Bloodweb were based on their distance from the center, not their rarity
- The only clothing options were base and Prestige
- There were no Shards for playtime and no Shrine to buy teachable perks with those Shards
- Exhaustion recovered while sprinting
- There was only one spot that Survivors could unhook from, and Killers could stand there to completely prevent unhooking (the OG "Face Camp")
- The Trapper's traps could be placed directly next to hooks, and he could place them in the one spot that Survivors landed
- Survivors did not have temporary immunity after unhooking themselves or being unhooked
- Borrowed Time and Dead Hard didn't exist
- Decisive Strike stun was reduced by Enduring
- Sabotaged hooks remained broken for the entire match, as did the Trapper's traps
- Survivors could not point or beckon
- Survivors were not penalized for grouping up on gens
- Leader and Prove Thyself buffed gen repair speeds and stacked
- Bond only had an 8m range
- More, I'm sure, but cannot remember right now...
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@BubbaMain64 said:
https://forum.deadbydaylight.com/en/discussion/comment/1368646#Comment_1368646
It only works with pallets.
I'm confused. What causes the 5s stun?
I thought we were talking about the Executioner being stunned by a pallet in the middle of using their ranged attack.
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How does Enduring work in this case?
Is the stun duration shorter because it was a pallet stun?
Or is it unnaffected because it stuns the Killer during their power?
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I wonder if they will use breakables on old maps to make current loops shorter, or if they'll make current loops longer and breakables have to be broken to shorten the loop length back down to the current length.
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@darktrix said:
https://forum.deadbydaylight.com/en/discussion/comment/1354558#Comment_1354558
'Forced to adapt their movement' you mean like survivors always have to do vs. BBQ/chili.
BBQ only "forces" Survivors' position, not their movement. The only Survivor perk that affects where the Survivor can and cannot look is Object of Obsession, and that perk can be opted out of (i.e. not equipped). Killers cannot opt out of being revealed by Spine Chill.
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This stream does not appear on the official YouTube Channel. Guess I will have to wait. Not watching this on Twitch.
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This has been suggested before, and it has a massive downside for the last remaining Survivor, as they will lose any progress they have made at opening the gate.
For example, I am the last Survivor, and I wait for the Killer to check my gate and leave. I begin to open the gate until just before the first light turns on. I wait for the Killer to come back, check the gate, and leave again. However, now I have lost progress during that time I spent waiting, making it difficult to finish opening the gate before the Killer returns.
Another example would be getting the gate to 97% before the Killer shows up. I don't have time to finish the last 3% before they get to me, but I can run to a nearby pallet/window/loop, create some distance with a stun or something, and then rush back to the gate for the last 3%. However, the gate will have regressed during the time I spent doing that.
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When it comes to interrupts, as Killer, I feel there is bias in the Survivors' favor.
If the Survivor was recently unhooked and has Decisive Strike, tyring to hit them on a gen never works; I always end up interrupting them somehow, even though I held the attack down beforehand.
Oh, but when the Survivor is jumping through the hatch, it's a swing and hit every time no matter how still I am standing or how quickly I tap the attack.
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Possible buff to Left Behind: The Gates will power on their own even while below 50%.
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"Plus if the killer has blood warden opening the gate is benefitical after a down since it traps the survivors in the game for an extra minute and shows the killer if they are in the exit." - @starkiller1286
Yes, this change to the Gate will benefit Blood Warden. Currently, Survivors leaving the Gate at 99% until everyone is safe and sound means that the Killer cannot make use of Blood Warden. This change either buys the Killer time if the Gates are left below 50%, as Survivors need more time to finish the remaining 50%+ instead of a simple 1%, or buys the Killer time if the Gates are above 50%, eventually do open, and the Killer has a Survivor downed.
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As I stated, "This will also balance the Gates when the Killer is Trapper, as Survivors can attempt to get the Gate above 50% to make the trapped Switch eventually useless, and will require more effort from the Trapper than simply holding the power button for 2 seconds at each gate."
The Trapper's Endgame is too strong, and requires very little effort. With this change, the Trapper will either have to commit to a chase if a Survivor is found at the Gate or reset the trap and continue patrolling. The Trapper can still stall the game out, but not for as long. It also makes him beatable when there is only 1 Survivor remaining (still tough for them, but doable), whereas currently he is unbeatable without a key for the hatch.
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Killers have to go to the Gate to open it. Leaving a chase, or a hooked Survivor, to open the Gate to pressure Survivors does the opposite; it lets them escape for free.
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The End Game Countdown will not begin until the first Exit Gate is opened. Survivors are leaving it at 99% to avoid the pressure of having a time limit. Meanwhile, they're completely safe (unless it's a Trapper, the gate is trapped, and the Trapper is close to it), as they can easily run to it, tapthe switch, and leave.
The change I'm proposing would finish the last 1% of the Gate if left at 99% and would trigger the Endgame Countdown. Survivors would then have to change how they play. Do they 99% the gate (or 100%, as they'll have equivalent results)? Do they leave the Gate at 49% to stop it from progressing (but leave themselves vulnerable if they need to quickly escape)? Do they get the Gate to 50% and leave it to progress while they go for a rescue or protection hit, buying them the most time possible while still having the Gate progress, leaving less time required to finish it later?
And your idea for the gens sounds great! Put a Concede option in the game for Killers, and when selected the game stays in progress, but ALL gens now automatically progress (at a rate to be determined). This can be sped up by Survivors also repairing. Once the Eixts are powered, both Gates will automatically progress until opened, where the Endgame Countdown will trigger.
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Also had the misfortune of trying to unhook a Survivor, only to waste a really good pallet positioned too close to the hook (AND behind me, but it makes sense that you can drop pallets behind you for chasing purposes)
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After seeing this garbage (and being a victim of it, repeatedly), I'm going to play Killer (even though queue times have me playing Survivor lately), and I'm going to let EVERY Lisa go free and give them hatch.
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Just make the Cage spawn in a random location (at least 36m away) and reveal the aura of the cage to the Killer ~5 seconds after it has been revealed to the Survivors
Until then, Survivors can equip We'll make It and premeptively run to the side of the map opposite of the downed, tormented Survivor and be ready to free and heal
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This is because Calm Spirit only prevents screaming; it does not prevent killer frenzy (or whatever it's called... the red heartbeat of Survivors that Legion sees after landing a hit during Feral Frenzy).
When you walk through the Executioner's trail and become tormented, you scream AND your position is revealed by frenzy.
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"Also your clothing is not the... let's say, camouflagy one. I can't tell how often I found a survivor just because I saw his her red jacket in the background." - @LapisInfernalis
Spirit can see Survivor's clothes through solid objects / different levels of the map?
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It has great totem spawns tho.
Used Detective's Hunch and Small Game and found a bunch of insanely tucked-away spots that even someone looking for them would miss.
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5. https://gameclips.io/Nos37/72c2f8ef-a1f1-4026-8fab-8f7ee8c3d190
6. https://gameclips.io/Nos37/0adbc68b-2e26-4827-ad4c-01370b7093b4
Note in Clip 6 that the Executioner sent the downed Survivor to a Cage, not a Hook, so no BBQ. I was breifly in line of sight of Killer, but he was busy looking at the ground for the Cage banishment animation. I did not heal, so no Nurse's Calling. I did not run, so no scratch marks. No gen popped near me, so no Bitter Murmur. There was no blood trail behind me by the time the Killer showed up. He didn't even check ANY other part of the building (downstairs area, lockers, go for the gen); no, he came STRAIGHT to my spot!
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Killer finding me in the most mundane places, nowhere near gens, and within moments of the match starting, match after match?
Once? It happens.
Twice? It happens.
Three times? Meh, coincidence.
Four times? Coincidence..?
Five times? For real. #########?
Six times? You're joking...
Seven times? GTFO of here with this BS!
Eight times? That's it! I'm filing a bug report.
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There were clips I didn't bother taking when it first happened, because: it happens; and there are clips I didn't take because it was against a Myers and I didn't stick around for 10mins waiting for the match to end to see if it was Scratched Mirror. Even if I had taken clips, like you said, all that will be shown is the Killer finding me. How the **** am I supposed to resolve this then?
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Update just went live for Xbox. Bumping this...
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so... 5 seconds to get to the gen, 80 seconds to solo it, 10 seconds to get to the next gen, 40 seconds to get if half done...
The real question here is why are Survivors allowed to 1v1 the Killer for over 2 minutes without being downed, in a 4v1 game?
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Have Spine Chill, along with all Killer detection perks, constantly trigger while affected by Oblivious. This will be akin to the Doctor's Illusionary Terror Radius, where it puts Suvivors on their guard or scares them off even if the Killer isn't really there.
While the Killer is Undetectable, have Spine Chill, along with all Killer detection perks, not work for 5 seconds after 5 seconds of being active (turning on and off every 5s (like Distortion, but for Killers)). (Premonition remains unchaged by this, effectively, because of its already built-in cooldown.)
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/1354628#Comment_1354628
The topic of the thread is about the end of the match though and survivors not feeling enough pressure. If the discussion is talking about if EGC should start after the 5th gen is done rather than the gates open...we're not talking about a hostage situation anymore.
The topic is about the End Game's purpose.
What? You're allowed to talk about hostage situations, but not me? TF?
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/1354431#Comment_1354431
That may be true, but its not what were discussing. The topic is about EGC, not hostage situations.
We're both talking about End Game Countdown.
You stated that EGC's purpose is to "prevent hostage situations in which survivors could hide indefinitely. With the introduction of the EGC, you dont have to worry about such a situation. That's all its meant to do."
I'm saying that EGC's not fullfilling its purpose as you described; it's only shifting the way Survivors take the game hostage.
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Tough choice...
Stranger Things brings with it Cruel Limits and Mindbreaker, two of my favorite strong meta perks,
but Silent Hill is also bringing some new strong meta perks to the table too with Trail of Torment and Forced Penance.
Don't make me choose!
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Either remove the Oblivious notification, or have all Killer detection perks like Spine Chill, Premonition, and Object of Obsession light up and stay active / keep triggering until Oblivious wears off.
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@LordGlint said:
EGC is not meant to score you extra kills or anything but simply put, to allow for the game to end. It's meant to prevent hostage situations in which survivors could hide indefinitely. With the introduction of the EGC, you dont have to worry about such a situation. That's all its meant to do.
Except, the game can still be taken hostage. Survivors can simply prolong finishing the last gen, and the Killer cannot repair that gen. EGC's not even doing its job.
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I look back at the Killer to make them think I have Dead Hard (a perk I never use) to buy a few extra seconds and look silly when I run into a wall by mistake
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@OldWiseOne said:
i never bother loading a game up when it says its "ready" usually all that means is you can look at the main menu, like thanks game
The only reason I had for starting up the game early was to access and read through the patch notes while the update finished in the background, without having to find the console version of the patch notes here on the forums.
Now, I will read them here while the game updates fully.
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"I thought that was a bug... Maybe it is bug" - @Iceman
We'll see.
All of my loadouts were reset to default when the Chains of Hate chapter released, and I suspected it was because I launched the game before it was fully ready. I then came here to the forums and saw someone else had the same issue. I had asked them if they had launched the game after getting the Ready to Start notification and they said they had.
This time around I won't launch the game until it has fully updated, and will see if that prevents the issue or if there is some other underlying bug.
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@Erk both yours and @C3Tooth 's ideas sound great, but neither of them cut down time during the match; you still have to go and grab the traps, or go and reset the traps (granted they're slightly closer to the middle of the map in your cases).
My suggestion gives the Trapper more map pressure by saving the time needed to fetch or reset traps. The nice part is, how much pressure this gives him can be adjusted by changing a number in a file down the road (the cooldown time for the power gague).
It also raises the skill ceiling and allows for higher level plays and mindgames.
Imagine you have two disarmed traps close by during a chase. Your power gague is full. You see the Survivor running around a loop toward your other trap so you reset the trap near you, which resets the nearest trap (the one the Survivor is headed for), which traps them. It essentially lets the Trapper be two places at once, but only if/when the power gague is full.
There could also be other things added, like losing some of the power gague if stunned, or gaining some when a trap is disarmed (or traps someone).
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On a scale of 1 to 10, I would put myself at... Crybaby.
Check through my 730 comments. 700 are whining; 30 are terrible ideas from not knowing how to play (and choosing not to learn. Why learn when you can cry for easier matches?)
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/1352574#Comment_1352574
Meanwhile: Lightweight
I said new perks tho
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Seeing how new perks have been treated, this perk would only be implemented with stipulations: Cannot be used while injured. You must fully heal a Survivor first. It only lasts 10 seconds. Has a 60 second cooldown.
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Maybe with a full power gague, the Trapper can walk through his own trap without getting stuck in it, consuming the power gague in the process.
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It all makes sense now!
If the devs released Pyramid Head with strong perks then Survivors will whine about "pay to win." If the devs subseqently nerf said perks then the Killers who bought Pyramid Head will file complaints of being ripped off. (This is what happened with Freddy.)
It makes more sense to release Pyramid Head with weak perks, let consumers buy him for the novelty, buff his weak perks later on, and get even more sales when players buy him for the perks; all without complaints of pay-to-win or being-ripped-off.
Pretty smart of them.
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I generally rage quit.
Why should I continue to let them milk more points from me and play by their rules?
Oh, that's right. Because there is no Concede option and I will be penalized, not them.