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Nos37

Nos37

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Nos37
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  • Fun Fact: Solidarity stacks effectively with Autodidact.

    If you are injured and have Solidarity, the positive healing effect of Autodidact affects you while the negative effect (hitting a skill check while having 0 or 1 token(s) of Autodidact) does not.

    5 stacks of Autodidact will let you heal roughly half of your patient's health bar and a quarter of your own (if you are also injured) with 1 skill check!

  • I agree with the idea!

    It would give me a signal of when to climb out of the locker at the start of the match. It would be happening sooner than waiting for an injured survivor status change, wiggling obsession tendrils, or idle crows!

  • Seems that they took the idea of "reward killers with more Bloodpoints for versing SWF" and secretly implemented something similar.

    90% of my Daily Rituals are for the Killer, including re-rolls. Seems that if I want extra Bloodpoints I have to play a role that I don't currently want to play because I too get matched against red ranks at rank 8 to 9 and have stopped playing Killer.

  • Right, but if they can still see me the whole time then they can adjust course if trolling (or panicking for a way to ditch the killer), and I cannot shake them.

    I see their aura; I can choose to take a protection hit or hide. If they see my aura and are keen on ditching the killer, I no longer have the choice to hide.

  • Aftercare is a 2-way street, so even if a survivor who is being chased cannot see me, I can still see them and get out of their way.

  • Okay. So, the match starts. I immediately hear the chainsaw rev and I crouch with nothing near me to hide behind. Spine Chill lights up. I am on the ground, dying.

    I should hide? Hide where? You big brain. Where hide?

  • @Han said:

    because its 16 vs 4 perks. you survivor mains have to stop thinking that your powers have to be equal to killer powers, because they dont. Its 4 vs 1 not 1 vs 1.

    Survivors, individually, do not get 4x more Bloodpoints than the killer though.

  • So you don't like playing killer because the chases are too short and it makes the game boring, and you don't like playing killer because the chases are too long and it makes the game hard?

    Okay.

  • We're Gonna Live Forever is not a fair counterpart to BBQ.

    BBQ has the aura-reading to encourage killers to leave the hook, sure. (Not really, it just tells killers when to camp, and that includes when survivors take the killer's advice and hide in a locker to hide their aura from the killer.) It's supposed to encourage the killer to play in a more fair manner.

    We're Gonna Live Forever does not encourage healthy gameplay. In fact, it does the opposite; It encourages hook-rushing so that they can beat others to the hook for their stack. Survivors do not get the most of the 60-second Entity summon or struggle. They get less time to work on gens. There are fewer survivors working on gens. The hooked survivor gets tunneled after the unhook. The killer learns that camping is good.

    We're Gonna Live Forever needs to be re-worked completely.

  • I agree with Deadeye.

    Only apply the cooldown during a chase.

    The Nurse is too slow to patrol gens with (let alone find a survivor walking around the same rock as you (worse if they have Fixated)). To get anywhere she has to blink.

  • The point penalty should be timer-based. As time passes, the penalty is reduced and removed. This way, only intentional tunneling is punished.

  • Equip No Mither and nothing else if you want the game to be harder again

  • I'm addressing an edge case where I got the exit gate open and would have escaped if NOED hadn't activated from the hatch closing.

    • "You should have cleansed all the totems before the endgame."
      • The other survivors quit or suicided before I had time to cleanse all totems, even with Small Game equipped.
    • "Just find and cleanse NOED."
      • NOED was next to a gate switch, so it was in the killer's patrol path; wasn't going to happen.
    • "Just use Wake Up to open the gate faster."
      • I had Wake Up equipped.
    • "If there were still 5 gens left, you don't deserve to escape because you didn't work for it."
      • I strategically worked my ass off to get the gate open.
        • I waited for the killer to check Exit A and then leave.
        • I got 1 light on Exit A and then hid nearby.
        • As the killer went to check Exit A, I snuck over to Exit B and started opening the gate, stopping just before the 1st light came on.
        • I waited for the killer to check Exit B and then rush back over to Exit A.
        • I was at 95% on Exit B when Spine Chill lit up, and I didn't have any Endgame time left to back off, so I committed.
        • I got the gate open and was hit once in the endzone. I was punished for "gen-rushing" with 0 gens complete.
  • What if they simply showed all available outfits in the Customize section of the lobby, and had a lock symbol over unowned items? Then you could preview an item while you waited.

    Speaking of previewing items, I wish the Store would let us preview an item from one body part and then lock the appearance upon switching to another body part so that we can mix-and-match a whole outfit for previewing.

    in Store Comment by Nos37
  • Instead, what if a button can be pressed while hooked to toggle your aura between yellow and red?

    Toggle repeatedly to signal camping, or leave it red to show that you do not wish to be unhooked.

  • Two changes that I see benefiting Wake Up are the user's aura being shown while inside the exit area, as mentioned, and the perk icon being shared with nearby (8m) survivors once the exits have been powered.

    If another survivor is opening an exit gate and they see the Wake Up perk icon, this will tell them that you can open it faster than them. If they need a daily ritual or objective points they can stay on the switch. If they want the gate opened faster, they can hop off.

  • Okay, about half of the users posting here mention killers needing NOED to deal with gen-rushing.

    To be clear, NOED currently punishes the last remaining survivor as if the killer was gen-rushed, even if 0 gens were finished.

    Let NOED punish gen-rushing; that needs no change.

    Just don't punish the survivor who:

    • Has 1 teammate DC before the camera pan at the start has finished,
    • Has two other teammates suicide on hook because the killer didn't go easy on them,
    • Only got to cleanse one totem (and has Small Game equipped to counter NOED) before the hatch has spawned,
    • Cannot cleanse NOED because of it's proximity to one of the gates,
    • Gets hit once while healthy in the end zone (after having fully opened a gate with the Wake Up perk).

    That survivor wouldn't have even been hit at all if the killer didn't get his NOED speed boost.

    As stated by others, Endgame already favors the killer. The only time that 2 hits instead of 1 would be game-changing is when the gate is already open and the survivor is close to leaving. If they've gotten that close, it should not be taken from them simpy because the trigger conditions for late/end game perks were not properly looked over and balanced for the new Endgame Countdown.

  • Rush 5 gens, Cleanse 0 totems = Punished by NOED

    Complete 0 gens, Cleanse 4 totems = Punished by NOED

  • Bitter Murmur does not reveal the survivor for 10 seconds after the killer closes the hatch because the perk states "when the last generator is fully repaired, all the survivors' auras are reveaed for 10 seconds."

    Dark Sense does not reveal the killer for 10 seconds after the killer closes the hatch because the perk states "when the last generator is powered the killer's aura is revealed to you for 10 seconds."

    Hex: No One Escapes Death needs to follow the same rule.

  • So I go and equip a Purple med-kit, throw on extra charges, and burn a White Ward.

    The killer has Franklin's Demise.

    Quitting the match before getting hit robbed me of the item.

    I hate this game...

  • Just lost to another Trapper during Endgame because of traps.

    I'm not saying that there needs to be a 100% chance for survivor to escape.

    I'm saying there should not be a 0% chance for a survivor to escape.

    If you are the last remaining survivor and the hatch doesn't spawn beneath your feet, you are dead. 100% guaranteed.

    Tell me, which other killers can you say that about?

  • @HellDescent said:

    So you are entitled to an escape because you didn't even power the exit gates?

    The killer gets free kills by simply holding the Killer Power button for 1.5 seconds at each gate?

  • The Trapper places a trap in front of the both exit switches. If I go to one switch and disarm the trap, the Trapper shows up 3-7 seconds later. I'm supposed to sabotage the trap in that amount of time and sneak away to hide??

  • Yes.

    The killer had NOED, and I wasn't paying attention when the gate locations were revealed.

  • I would say point toward the killer.

    If you don't have Distortion equipped and the killer can see your aura, then pointing in a safe direction for the unhooked survivor is also telling the killer which direction the unhooked survivor was told to run.

  • It sounds like SWF is making the game harder for everyone but SWF. Solo, killers, everyone. The SWF feature punishes the entire player base.

    • The game can't be properly balanced:
      • Buff killers to balance them against SWF; hurts solos.
      • Buff solos against killers; hurts killers who are facing SWF.
    • Solos who are matched with SWF are just pawns and bait to them.
    • SWF gets the benefits of a LOT of perks without ever having to euip them if they're using voice chat.
    • Leaving the post-match tally screen takes ages (for everyone) now that SWF groups remain linked together between matches instead of merely taking a few extra seconds (for the SWF) to re-invite everybody after the match.

    If solo players could opt out of SWF matchmaking,

    1. Not every solo survivor's going to, and
    2. It would really only affect SWF's with 3 members.
      1. Groups of 4 don't need solos.
      2. Groups of 2 could pair with other groups of 2.


  • @Rydog Then it would teach SWF groups not to make the game needlessly harder for solo survivors. You make it tough for them, they refuse to queue with your group, you have to wait. It's your own fault.

  • "Whoever finds the hatch first" is not an accurate and balanced factor for who gets the close/escape.

    Survivor A and B have died; Survivor C finds the hatch before the killer; the killer downs and hooks Survivor D for the first or second time; Survivor D struggles for 60-120 seconds while the killer looks for the hatch; the killer finds the hatch; Survivor D finally dies; the killer gets to close the hatch and there's nothing Survivor C can do about it despite having found the hatch first.

    Here are three different ways that I could see the Endgame being more fair (and possibly more spicy):

    1. Both the killer and the survivor can bury the hatch in leaves.
      1. Whoever buries it can still see the leaf pile, but the hatch/pile is invisible to the other team (if buried by a survivor, all survivors can see it).
      2. Once the hatch opens, the leaves are removed and the hatch is visible to all players once more.
    2. A chest with a guaranteed key will spawn once the hatch has been closed.
      1. The closer the gates are to eachother, the further away from the gates the chest will spawn.
      2. This chest is not affected by Plunderer's Instinct or Pharmacy, and the key is destroyed if the survivor disconnects, dies, or escapes.
    3. If the survivor fails to open an exit gate after a certain amount of time has passed their position and well-being are compromised, and if the killer fails to down the survivor with that advantage then their target has one last, narrow window to escape.
      1. When the Endgame Countdown reaches 15 seconds remaining and there is only one survivor alive, that survivor's position is revealed via a loud noise notification and they suffer from the Exposed status effect.
      2. The survivor's aura is revealed at 10 seconds remaining and both exit gates start opening.
      3. At 5 seconds remaining the survivor is granted the Hardened status effect.

    Not all of these changes need to be implemented side by side, and the actual numbers can be changed.

  • What if Hex: Huntress Lullaby was no longer a hex perk and recieved 1 token for every active dull totem? Starts at full stacks if there are no hex totems active.

  • @PolarBear

    My teammate's crouched in a corner near the hatch.

    Being stuck in a match where I know I've already lost, for several minutes more than is necessary, is the KILLER's problem? Good one.

  • "It is allready showing that you have. The timer under player's name will pause if Survivor gets into the range."

    So a survivor risking their neck by rushing in for a near-suicidal rescue and keeping a constant eye on the killer has to stop and take the time to see if the red bar below my name that moves very slowly is moving even slower / is paused? Oh, and they don't see the red bar slow down until they're within 16m of the hook?

    I still think that this perk should be visible to all at all ranges while the perk owner is hooked.

  • @TragicSolitude Yes, hence why I said "the killer can ... prevent, or at least delay, the bleedout."

    The killer picked me up, I spent time wiggling free while my bleedout timer was paused, I got free, the short stun time is a joke, I'm no longer bleeding out, I was downed soon after, I got 1 second of bleedout time before I was picked up...

    Do you see the problem yet? I lose 1 second of bleedout time every 30 seconds (maybe faster if I don't run and hope the killer downs me right away). Now, 4 minutes of bleedout multiplied by 30 seconds for each second of bleedout is... two hours!

    They should just develope dumb AI to pilot the husk of my character after I concede out so that the killer can keep playing his stupid pawn games for that precious, precious 4K.

  • The changes to hook-density nerfed Breakdown, Boil Over, Saboteur, Iron Grasp, Agitation, and Hangman's Trick.

    With a hook on nearly every tile, these survivors' perks are less useful, and these killer perks are less necessary.

  • It's especially prevalent during Bloodhunt weekends; everyone wants those sweet unhook points.


    If unsafe unhooks took away Bloodpoints instead of, or along with, rank progression, this would be less of an issue.

  • My biggest gripe about No One Escapes Death is it activating upon hatch close.

    The perk is a safety net for the killer, and punishes survivors for rushing gens without cleansing totems.

    If one survivor is tunneled out of the game, two other survivors disconnect, and I barely had time to cleanse one dull totem before the hatch spawned, why am I being punished with NOED??

    Adrenaline shouldn't activate either (not sure if it does; I don't use this crutch often enough to know).

  • I like this idea, and for similar, but different, reasons. I'm usually the rock that SWF scrapes the dirt off their shoes with (they ditch the killer on me).

  • This patch has broken so many things. It's pretty unplayable.

    • End Game Countdown timer displaying the incorrect time remaining (3 of us died with the timer 1/3 full and the killer didn't disconnect).
    • After the match, getting booted out to the title screen saying "No connection," and losing all my Bloodpoints from the match.
    • After the match, getting stuck on a loading screen and having to restart the game, again losing all my BP.

    Hope it's fixed before the double Bloodpoint event.


    I've been playing the past 2 hours and have only earned 18,000 BP.

  • @Raptorrotas said:

    Just to make sure:

    "Raising solo to swflevels by providing information" is a good thing for solos, I can agree to that. BUT it changes the core balance of the game.

    There'd need to be a lot of perk changes, general killer buffs AND individual killer buffs (theoretical example: gen regrssion is doubled, trapper now has 12 traps and can carry 3 by default, wraith has X.... And so on)

    As already mentioned, solos arguably need that boost, but killers cant wait 3-8 months for compensation while enduring playing against "only swf".

    "As already mentioned, solos arguably need that boost, but killers cant wait 3-8 months for compensation while enduring playing against 'only swf.'"

    So, solo survivors are just your punching bag after you get stressed out from SWF?

    This will only cause solo survivors to find others to party up with (meaning more SWF for you to deal with) or to stop playing altogether.


  • @Chewy102 said:

    https://forum.deadbydaylight.com/en/discussion/comment/656608#Comment_656608

    An entire balance point of DbD is that Survivors are suppose to give up perk slots to have that information. Survivors are suppose to make due with a lack of information from the start or gain it at some cost be that perk slots or an item. Information is one of the most powerful things you can have. That's why there are so freaking many Survivor perks that offer information.

    Being able to have that information for free is the problem and is why SWF can be so strong. If you just give out that information to everyone, then that instantly makes a dozen or more perks worthless and just as bad or worse than Left Behind.

    Not only that, but you know Killers wouldn't get any form of buffs to balance that for ######### months or at least a year. If at all to be frank.

    "An entire balance point of DbD is that Survivors are suppose to give up perk slots to have that information."

    This goes along with my idea that the more members of an SWF group there are, the fewer perks they should begin the match with (they still have all 4 of their perks equipped, however, they are locked at the start until their team dies off).

    Even with this method, a full team of 4 starting with three of their perk slots locked is only half of the 6+ perks they get for free from using voice chat.

  • @xmenfanatic said:

    Absolutely no, haha. That's way too powerful for when playing survivor unless it takes up a perk slot, and even then I feel like that would be too strong of a perk unless it specified in a case and more so goes off every 30 seconds or something. Bond and Empathy exist for tracking chases

    And you wonder why SWF can be powerful...

    This notify-the-other-survivors-that-I'm-being-chased is only a PORTION of what SWF using voice chat can share. Here's 10 more:

    • The killer's identity upon being spotted by the first survivor (free Object of Obsession or Alert without using a perk slot)
    • Which pallets have been used up (free Alert or Windows of Opportunity without using a perk slot)
    • Their general location (free Bond, Empathy, or Aftercare)
    • The general location of hex/dull totems, as well as the ocassional trap/mark/snare (free Small Game)
    • The general location and completion of gens (free Rainbow Map)
    • The general location of the Black Lock (hatch) once spawned and located by the first survivor (free Map with the Black Cord add-on)
    • The general location of unopened chests (free Plunderer's Instinct)
    • The killer's proximity to the hooked survivor (free Kindred)
    • The killer's general location (free Spine Chill or Premonition)
    • The exit gates' location(s) (free Wake Up!)

    If you're worried about what 4 strangers can do with just the being-chased info, imagine what coordinated teams of 4 who play together consistently can do (reach red ranks as killer and you won't have to imagine).

  • @Carpemortum If a killer was legitimately wallhacking, but still couldn't catch survivors because of being outplayed at loops, that killer should not be banned for cheating?

    Why does the performance/outcome of the cheat matter if it's still a cheat?


    Survivors With Friends using voice communication have an advantage over solo survivors, regardless of what they choose to do with the information they share.

    This HUD chase suggestion could be fully implemented and I could STILL have useless teammates wetting themselves in the corner while I'm being chased.


  • @Carpemortum said:

    https://forum.deadbydaylight.com/en/discussion/comment/653437#Comment_653437

    Your argument hinges on the fact that all swf squads are 3/4 man pro squads.

    Which is like, 2% of games.

    You don't have to be a "pro" survivor to scream and yell when the killer's chasing you. I've watched plenty of casual streamers in SWF voice chat. Happens every time without fail.

  • What if the EGC timer slowed when the killer is within x meters of a gate?

    Survivor gets one red light on exit A and now has time to work on exit B while the killer is close to exit A looking for them.

  • This "free info" you're so keen on protecting is available to Survive With Friends using third-party communication (voice chat).

    They can have it, but not solo survivors?

    As the killer, you're fine with being weaker than SWF teams? (Because the devs will not buff killers to be balanced against SWF if it will hurt solo survivors.)

    It sounds counter-intuitive, but it's good for killers in the long run.

    1. Imagine playing any competitive game with two opposing sides.
    2. The side opposing you can cheat and use an exploit to have an advantage.
    3. The devs cannot patch this exploit out of the game because it would upset a large portion of the player base.
    4. Now imagine that the devs CAN make your side strong AF to help counter these cheaters, but they won't because it would make you too strong against the players who AREN'T cheating... You still follow?
    5. Imagine the exploit being made part of the game so that the cheaters no longer have a real advantage over the non-cheaters.
    6. Now that the other team is all on the same level, your team can be buffed up to fight them in a more balanced way!

    Stop shooting yourself in the foot!

    (PS: I also think a special survivor icon should appear when near the hatch. This lets my teammates, huddled at the exit gate waiting for me, know that I've located the hatch and that they can leave. I'm sick of dying to the End Game Countdown because they wait until the very last second. I'm injured. I lost the killer. He's over there looking for me. My teammates don't know this. They're waiting for me to come running to the gate with the killer in tow so they can maybe take a hit for me or just t-bag when I go down in front of them. I die needlessly. Would NOT be an issue with SWF voice chat.)

  • @Milo "All generators progress. Either fully or to a max of like 75%." means that, under the same circumstances that penalize the killer for "Hook Proximity," all incomplete generators are repaired at an (unspecified) rate.

    The generators are not instantly jumping to 75% or 100% completion; they are being progressed slowly (opposite of the killer's gen-kicking regression).


    @Shaped It's not overkill because smart killers in high ranks do not camp, only inexperienced killers in low-mid ranks. However, the survivors in low-mid ranks are also inexperienced. This means they do not know how to punish camping killers by rushing gens.

    They crouch behind cover near the hook, completely negating the killer's "Hook Proximity" penalty, and they usually get caught, further rewarding camping behavior.

    This problem is more pervasive on console, where "teaching" survivors what to do in those situations cannot be resolved in post-game chat (there is no such feature); I would have to message each survivor individually.

    If the devs don't want camping to be rampant on console they would have to show killers and survivors the error of their ways, because players I've messaged and informed had no idea there was a "hook prox" penalty, nor what a wiggling survivor on the hook meant they should be doing.

    • While a killer is near the hook and not in a chase, show the aura of all generators to survivors and give a repair action speed buff.
    • While a killer is near the hook and not in a chase, show the killer the completion intensity of generators and blind the killer if they look at the hook (Entity) for too long.


  • @Rydog The devs addressed "splitting the queues" years ago when the average player count was lower.

  • I don't mind the EGC timer. I just have a problem with No One Escapes Death and Rancor activating from a hatch close.

    If NOED punishes survivors who rush their primary objective and neglect their secondary then it should not activate from the hatch being closed.

    The exposed status means that I cannot finish opening a gate that was at 99% when first hit. The killer's move speed bonus means the killer can patrol both gates faster.

    Because of EGC's mechanics, I have to run Wake Up! and Small Game in my loadout, and have to 100% prioritize finding ALL 5 totems first.

  • Punishing survivors for leaving behind teammates would incentivize killers camping.

    Just like killers tunneling/slugging the survivor they hate the most to try to make them rage quit is incentivized by the disconnecting / rage quitting survivor being punished.

  • @starpilotsix I would have if my gen wasn't in the corner of the map with the only exit pathways being open fields.

    My point is that I was not idling to idle; I had little choice.

  • Here's build (works best with Bill Overbeck):

    • No Mither
    • Resilience
    • Spine Chill
    • Stakeout

    Do not run, fall off of ledges, wiggle, or struggle.

    Seeing some of the killer's reaction to me waddling away is hilarious...

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