Nos37
Nos37
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- Nos37
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Comments
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Deathslinger could be allowed to pull Survivors over pallets... However, the reel bar should turn red and have increased consumption rate so that it can only be done if the Survivor is not too far past the pallet.
Alternatively, if the Deathslinger performs a basic attack while a Survivor is being reeled, their basic attack should break any pallet or breakable wall that the weapon makes contact with. This stops the survivor from getting too far beyond the pallet while also breaking the pallet. This also rewards the Killer's skill/accuracy while not punishing the Survivor too heavily, as the Deathslinger still has to reload after breaking the pallet before shooting again.
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Cleansing would not be so bad if the Plague had to fully charge a stream (and therefore use up a lot of her corruption). Currently, she just has to charge for a short period and spray back and forth for a quick hit, allowing for a quick follow-up and little power cost.
Alternatively, let the Plague swap between vile and corrupt vomit and remove/lessen the corruption drain-over-time, but have the corrupt vomit only affect injured survivors. This would require at least some chase from the Plague to get them injured first instead of just 2-shotting from quick vomit bursts from range. This would also encourage cleansing as survivors would not want to stay injured.
"But what about survivors who have No Mither equipped?" They chose to play the game in hard mode.
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Trapper / Hag needs Spine Chill.
Whispers only tells you if a survivor is close, not if they can actually see you.
Just make the Killer version stronger: have it only light up when Survivors can actually see the Killer (not through walls)
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The blink would have to be conditional; it should be a flanking tool, not a map-traversing one. It should also mitigate immersion-breaking (Survivors should not see one Legion form disappear while another suddenly appears).
- The Legion must be in a chase
- The Legion must not be visible to any Survivors
This way, your old Legion form can simply vanish while your new Legion form could appear at the destination, lying prone, followed by a quick animation of it scrambling to its feet and entering Feral Frenzy.
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Similar ideas to this have come up on several occasions, like a doppleganger.
Shame that it would be tricky to pull off because voice chat exists. ( "Is that you coming to my gen?" "No." *runs away* )
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My question for people whom complain about being tunneled:
Do you stop repairing a gen at 33%, move on to the next gen and repair it to 33%, and so on until all the gens are equal, before moving back around to get them all to 66%, and then finally to 100% after that?
If not, then you're not giving the killer a fair shake; you're tunneling the killer (their life pool). If that gen is finished, there is no bringing it back into play, just like if a survivor is sacrificed.
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Same thing happened in my match. I have a clip recording that includes the Map Info / Tile Configuration:
https://gameclips.io/Nos37/0a595f0a-ac43-48a2-91fe-3adad3f60a5f
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With a name like yours, I could see why killers never seem to venture far from your hook.
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Sure, but if Deathslinger cannot move backwards while reeling then survivors should not be able to move to one side or the other while being reeled. If there's going to be way too much room for other survivors to jump in and make easy chain breaks then survivors being reeled should not also get the option to maneuver behind objects; that's too many options for them to break the chain and the killer may as well be playing Legion instead. At least then they would move at 115%.
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@BBQnDemogorgon said:
https://forum.deadbydaylight.com/en/discussion/comment/1164119#Comment_1164119
You can still 4k any team with a D tier killer if you're good. Tiers are irrelevant personal fun is what matters.
*You can still 4k any team with a D tier killer if they're bad. Your skill as killer is irrelevant; how over-altruistic survivors are is what matters.
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I meant for dailies and challenges, but those are easy anyway so it was a bad example
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And make insta-downing any survivor who was exposed from a perk count as chasing them for 60 seconds. I mean, if we're not going to put in the work yet still demand rewards, better make it happen for both sides.
(inb4 Milo says they were simply asking. Asking involves a question mark. I see none in their declarative title.)
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They could raise the BP cap to 1.9 milliion (COVID-19)
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If there was an indication on the HUD that showed which survivor(s) can hear the terror radius and/or are being chased, then the survivor not being chased would more likely work on a gen instead of hiding. You know, just like SWF whom already have this information do.
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I like the new killer. His move speed stuck at 110% makes patrolling/pressuring gens a pain. Feels easier/better for me to camp the hook and nearest gen(s) instead; especially if I have 6-8 stacks of Save the Best For Last and am not deterred by Borrowed Time. It would be nice to move at 115% unless I'm in a chase.
I don't like landing a shot on a survivor who is 3m from the window, only for them to vault the window and break the chain. This is on Xbox where the dedicated servers aren't being used, so I can only imagine this getting worse with dedicated.
He's pretty trash, but at least I don't have to worry (as much) about survivors teabagging in the exit.
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@GHOSTfaceP3 said:
https://forum.deadbydaylight.com/en/discussion/comment/1158752#Comment_1158752
It’s very situational lol sometimes you won’t even see any use out of it why use a perk you may or may not use when you can just run perks that always work? Like DS,DH,BT and unbreakable if you want heals run a medkit
Decisive Strike? What if you never get hooked, tunneled, or you're only hooked once after the rest of your team has been chased out of the trial?
Dead Hard? What if you're being insta-downed from Exposed, you waste it after being baited, the killer just waits for you to use it and then swings?
Borrowed Time? What if it's the Wraith, Hag, Billy, Nurse, or Spirit and you don't get a terror radius for the unhook, or the killer has 8 stacks of Save the Best for Last and just powers through the Hardened status?
Unbreakable? What if the killer never slugs for more than 10 seconds?
They don't always work
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Well, look at what happened with all the "good," "meta" perks that they have released: Sprint Burst (exhaustion perks in general), Decisive Strike, Hex: Ruin, Self-Care, Unrelenting + Save the Best for Last, Borrowed Time. They had to go back and readjust all of those perks. Why? Because they were good and because they were useful. They were used often enough to be a problem in the majority of matches.
If the game is to generate revenue by having a new chapter every 3 months, and both the killer and survivor(s) have to come with 3 new perks, it's actually smart of them to introduce mediocre perks that are less useful. This way the perks won't be used in the majority of matches; the devs won't have to go back and readjust them.
You don't see the devs spending month after month deliberating how to tackle Monstrous Shrine.
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That's not a threat.
"If you don't fix this bug, I won't buy your DLC's," is a threat.
If anything, it's a bribe... "If you guys look into this, I'm down for buying DLC."
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Same happened to me on Xbox
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@Stornt said:
They already respawn faster than they did before, so this would make the perk pretty useless instead of its current use of some information gathering based on potential sabo users.
They used to respawn in 10 seconds. With the change, the killer would have to drop the survivor 3-4x (is that 10 seconds?), and the survivor would get to go free. They'd have to be hunted down again and hope that all the Saboteurs are on cooldown.
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I went into my privacy settings and disabled communications from non-friends. Too bad it blocks messages, voice chat, and party invites all the same and won't let me pick & choose which to block and allow. I would like to disable party invite spams that give me pop-ups and cover my screen with no way to stop them otherwise, but I don't want to have to add the rando in my party as a friend just to be able to hear them talk.
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Oh, right. This change would negatively impact survivors in a very niche situation. Apologies for even suggesting such a thing.
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The Debts-Linger does have a wind up; it's just after firing the projectile instead of before (the part where you literally have to wind in a survivor to get a down)
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There are many perks (plus the Exposed status effect) that trigger off basic attacks. Huntress does not benefit from these while the Debts-Linger does.
Sure, I cannot shoot 5 harpoons before needing to go to a locker, but at least I don't have to drop a chase almost entirely to go hunt down a locker. (Kind of fitting that the Huntress "hunts" lockers... seeing as she likes to collect memoribilia and clothes from victims.)
The projectile speed for an uncharged hatchet throw does not let me "quick scope" without the survivor having time/room to juke.
Also, the Debts-Linger is not humming from a mile away.
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If you kill all 4 survivors in the first 3 minutes and without a single gen being done, you should be guaranteed 1 pip, but no.
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Try resetting the game every 5-10 matches. Seems to work for me (Xbox)
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Take two strings of floss and run them from corner to corner across your screen/monitor so that they cross in the middle. Then cut a tiny triangle/square piece from the sticky portion of a sticky note and place it in the middle of your screen. Remove the floss.
You now have an aiming reticle that should help with aiming.
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Same issue for me (also on Xbox).
Question: did you launch Dead By Daylight after it said Ready to Start but was still not 100% done with the update?
I did, and I think this is the cause. The game's in a state of partial playability, so maybe your customizations are not loaded, but the defaults are used instead and overwrite your stuff.
Now that the patch notes section of the News just links here to the forums there is no longer any reason for me to launch the game before the update has finished (I liked to read the patch notes while the update finished). Hopefully I don't have this problem in the future.
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What if Huntress moved at 115% movement speed, but after throwing a hatchet she is slowed by 1% per hatchet she is carrying for a certain duaration (10 seconds?)?
The same could be done with Deathslinger; normal move speed for map pressure, but 110% during chases unless his gun is empty.
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While on the sabotage subject, how long does it take for a sabotaged hook to respawn?
I had to drop a survivor next to a hook that was sabotaged in my face (without a toolbox). I waited for the hook to respawn while the survivor recovered (they didn't crawl away because then I could just hook them elsewhere). As soon as the hook respawned, I picked the survivor up and the SAME survivor who sabotaged the hook the first time was ALREADY sabotaging it again! This is ridiculous...
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I enjoy the new killer as well. I like to play Riaya's rendition of Hunter (Terminator Dark Fate soundtrack) while I'm waiting for a lobby.
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Or, they could change both the Huntress and Deathslinger.
As Scott Jund and Otzdarva suggested, give the Huntress 1% move speed bonus for every hatchet she is not carrying, bringing her to 115% move speed with no hatchets; the same could apply to a Deathslinger with no harpoon loaded, giving him 5% boost.
These two killers are left with very little choice if the survivor gets to a spot that makes their power unusable. They have to either let the survivor go or get to Bloodlust 2 or 3.
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No PTB on console, so I wouldn't know for sure, but if the perk is meant to reveal survivors' escape routes then it wouldn't show breakable walls as survivors cannot interact with them.
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The 4 killers that can effectively deal with loops are also the top 4 picked? Hmm, wonder why...
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The devs said in their stream that "not every killer needs to be top tier viability ... we aim to make a killer that is fun for both sides," (this was back after Freddy's initial release, iirc).
This translates to very little variety at top ranks.
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Spine Chill boosts? It shaves 1 pixel off of an 80s repair IF the killer stares in your direction without chasing you off the gen, but sure, "boosts."
That said, Spine Chill is a good detection perk that tells you when to move off a gen. You have Nea, so it works well with Urban Evasion.
Bill's Left Behind will help you find the hatch quicker, even if it doesn't guarantee you'll get to it first.
Feng's Technician or Jake's Calm Spirit will help reduce your noise.
Oh! You have Nancy. Her Inner Strength is good for healing quickly after being unhooked, and I find Fixated to be better than Urban Evasion at moving away from gens after Spine Chill.
If you're good at evading the killer the whole match:
- Spine Chill
- Fixated
- Calm Spirit
- Left Behind
If you find yourself getting caught and hooked:
- Quick and Quiet
- Lithe
- Inner Strength
- Iron Will
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Anyone else realize that Zarina is basically Val from Evolve (another game by the Left 4 Dead devs)
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@Deadman316 said:
https://forum.deadbydaylight.com/en/discussion/comment/1145979#Comment_1145979
Hmmm, so maybe if I use Kate or Jane, I could be granted a hatch or two, haha
I use Jane and let me tell you: injured survivor runs anywhere near you and the killer spots you they will switch to you even though you are healthy.
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@Exerlin said:
I think killers should be allowed to open an exit gate at any time.
This would solve Survivors not finishing the last gen to take the game hostage until they're done milking Boldness points off you.
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The whole "you're either helping the team or you're hurting it" is not that simple; there is middle ground.
If I unhook you, that is +1.
If I don't unhook you and hide in a locker instead, that is +/-0.
If I deliberately open a locker with you in it, that is -1.
"The Survivors are a team of 4 who may choose to cooperate or not." Cooperate (+1), or not (+/-0).
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Survivors are just skins, so pick the Survivor you like and unlock it with Iri Shards; get the rest of the Survivor perks through the Shrine. 13 Survivors, -1 after buying your favorite for 9,000, leaves 12 Survivors and their 36 teachable perks from the Shrine for 72,000. This totals 81,000 Shards for Survivor side.
Killers are unique and are worth unlocking (some more than others). Don't bother getting Killer perks from the Shrine; save up to unlock them. 11 Killers for a total of 99,000 Iri Shards for Killer side.
If half of the Shrine perks, on average, are Survivor perks then you would have to spend 40 hours/week saving up for them. Any excess time is used to spend on Killers.
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I updated the image to show the effects of fading.
Also, Survivors using Lightweight will have their tracks disappear sooner which means the tracks won't have time to spread up onto trees and walls.
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I think "shred" is a terrible adjective to use in the perk's description based off the miniscule percentage it provides (not as terrible as Distressing's "supernaturally long" description of 8m (for a 32m terror radius killer), but terrible all the same).
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How come Survivors get to change their skin/clothes into dark colors to blend into the environment but not (all) killers (or not without buying cosmetics with real money)?
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I have also died to the Endgame Countdown due to teammates refusing to leave until they see me safe and sound in the exits with them. I've also died to the Pig's RBT because of this.
My solution (and this also further bridges the gap between solo and SWF) was to have an icon show up on the HUD when a Survivor is close to the hatch (4m?). This wouldn't go as far as SWF telling everyone where the hatch is located, but at least it tells them that they can leave (or tells them to stay until the very last second because the "potatoe" is at the hatch).
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I'll wait one more level before voting
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They should rework Survivor perk rarity and base it on the perk's abusable potential in a Survive With Friends setting (voice chat expected).
- Purple (obnoxious and powerful): Only 1 of these perks per Survivor, in SWF
- Green (synergistic and coordinative): Only 2 of these perks per Survivor, in SWF
- Yellow (little-to-no benefit to SWF): No limit
The rarity/abusability should not change from tier-to-tier unless the perk's effects are drastic enough between them (e.g. Decisive Strike should be Purple at all tiers).
Purple:
- Adrenaline
- Balanced Landing
- Borrowed Time
- Dead Hard
- Decisive Strike
- Head On
- Lithe
- Object of Obsession
- Sprint Burst
- Unbreakabale
Green:
- Alert
- Any Means Necessary
- Boil Over
- Bond
- Botany Knowledge
- Breakout
- Breakdown
- Buckle Up
- Camaraderie
- Dance With Me
- Dark Sense
- Deliverance
- Detective's Hunch
- Diversion
- Empathy
- Flip-Flop
- Kindred
- Leader
- Iron Will
- Lightweight
- Lucky Break
- Mettle of Man
- No One Left Behind
- Open Handed
- Poised
- Prove Thyself
- Quick & Quiet
- Resilience
- Saboteur (Purple with sabotage changes from Chapter 15 PTB)
- Self Care
- Solidarity
- Spine Chill
- Stakeout
- Streetwise
- Tenacity
- Urban Evasion
- Vigil
- We'll Make It
- Windows of Opportunity
Yellow:
- Ace in the Hole (Green with "keep addon(s)" change from Chapter 15 PTB)
- Aftercare
- Autodidact
- Babysitter
- Better Together
- Calm Spirit
- Deja Vu
- Distortion
- Fixated
- Hope
- Inner Strength
- Left Behind
- No Mither
- Pharmacy
- Plunderer's Instinct
- Premonition
- Second Wind
- Slippery Meat
- Sole Survivor
- Technician
- This is Not Happening
- Up the Ante
- Wake Up!
- We're Gonna Live Forever
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@meatisadelicacy said:
https://forum.deadbydaylight.com/en/discussion/comment/1120989#Comment_1120989
Yeah BBQ isn't enough bloodpoints for killers, they need more. Especially with ebony moris in every other bloodweb at worst.
Survive With Friends isn't enough teamwork for Survivors; they need more (voice chat).
Killers have to give up a perk slot for BBQ. Survivors need only join the same voice chat service.
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Dodging shouldn't be an issue with dedicated servers though. If the Killer backs out, their "Ready Up" slash mark turns black until a new Killer takes their place.
"But what if EVERY Killer who joins dodges them?"
Give the Killer a 25% post-match Bloodpoint bonus for each member of the SWF to incentivize staying.
"But what if there are 2 groups of 2 SWF? Wouldn't the Killer be getting 100% bonus points, even though the Survivors' teamwork is only half as strong as a 4-man?"
Then divide the total bonus by the number of SWF groups in the lobby:
- (A B) C D = (25+25)/1 = 50(% bonus Bloodpoints)
- (A B C) D = (25+25+25)/1 = 75(% bonus Bloodpoints)
- (A B C D) = (25+25+25+25)/1 = 100(% bonus Bloodpoints)
- (A B) (C D) = (25+25+25+25)/2 = 50(% bonus Bloodpoints)
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If I'm doing well as Killer or Survivor, I feel no need to come into the forums; I continue on to the next match.
If I'm seeing rankings mismatch, obnoxious exploitative playstyles, or get lit up by toxic SWF then I'm more likely to come into the forums to see if there's anyone else having the same issues; how do they deal with it; is there anything that will be done about it.
Point is, you don't see happy citizens protesting on the steps of their local government hall. If survivors are in a better spot than killers, then it makes sense to see more griping from killers in the forums.
If there is "shouting" from killers then it's because they need to be 4x louder than the survivor side whom outnumber killers 4:1.