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Nos37

Nos37

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  • @Incirion said:

    https://forum.deadbydaylight.com/en/discussion/comment/375255#Comment_375255

    exactly, it sucks for survivors too. they should ACTUALLY do something about the d/cs. Give them a 1 hour wait time for their next game if they D/C. Doesn't even need to be a ban. If you D/C, you cant join a new lobby for at least 1 hour. That would probably fix the d/c epidemic.

    The time penalty to queue for another match should be cumulative/multiplicative.

    First disconnect? No penalty. It may have been a bad connection.

    Second disconnect within an hour of the first? 10 minute penalty.

    Third within 1h 10m of the first two? 30 minutes.

    Fourth within 1h 40m? 90 minutes.

    4 hours.

    8 hours.

    and so on.

  • Imagine if there were a survivor perk that grants endurance when the survivor becomes exposed after the exit gates have been powered.


    Hex: No One Escapes Death helps deal with gen-rushing and is situational, requiring at least one dull totem at the end. Now, the gens are finished, your NOED is active, but just when you think you're about to insta-down a survivor they take the hit and the speed boost and get away.


    Decisive Strike isn't a get-out-of-jail free card. The perk does not say "if the killer downs you within 60 seconds of coming off the hook, succeed a skill check to immediately escape the trial alive."

  • Would the developers be allowed to have different versions for different countries? I heard that Australia has strict policies against video game gore and blood.


  • @KingB said:

    Exactly what everyone has been saying, sensitivity is too low even at 100%. It doesnt matter how accurate your blink is, they can move faster than you can rotate the camera.

    This is why I blink short.

    I let them make their move after they hear me blink.

    • If they run left or right, I use the lunge to hit them.
    • If they double-back, free hit without lunge.
    • If they continue forward, either follow-up with a short blink, or accept the fatigue and line up the next attempt.

    That said, survivors looping tightly around objects are a pain as it requires blinking precisely on top of them and whipping the camera around quickly, which cannot be done on console. Plus, there's a 50% chance that you turn the wrong direction.

  • I've found a decent healer build

    • Empathy
    • Autodidact
    • Aftercare
    • Lightweight

    You can see injured survivors, and once they've escaped a chase you can get to them without bringing the killer with you using Lightweight. Aftercare lets survivors whom you have healed or unhooked find you for quick heals.

    Autodidact isn't as situational or risky as We'll Make It, and it is stronger than Botany Knowledge and Prove Thyself.

    The only downside is when playing solo and teammates would rather Self Care in your face, denying Autodidact stacks and points alike; or they use Aftercare against you to kite the killer and ditch them with you.

  • Statute of limitations; that was 6 months ago

  • Is this what bored people do when porn is banned in their country?

  • I find Barbecue & Chili to be too strong. There is a big difference in matches against killers with it versus without. In the matches against killers with BBQ, there is almost always someone on the hook at all times; the survivors just get juggled on and off the hook.

    I think that Barbecue & Chili should reveal survivors' locations like Rancor does (with a location bubble) instead of 4 seconds of auras. This should tone down how powerful the perk is by removing the killer's ability to track survivors' specific movements with it, while giving them better map awareness, as the lockers only hide auras (?). After this change, the minimum distance from the hook for locations to be revealed can be reduced if need be.

  • @Emeal said:
    SWF 4 man teams is such a small problem anyway.

    LMAO

  • @Aerys said:
    I'd say the only thing they could do with it is reduce the time to wiggle free by 2 seconds at tier III, would mean they have a slightly better chance to escape getting hooked unless they drop at/close to a hook. Using hook reducing offerings would be useful for that too.

    This would make Boil Over decent, too.

    I really like Boil Over, but the recent adjustment to hook counts on maps has nerfed Boil Over, sadly.

  • So, a group of friends get together, join a match, 3 of them concede to give their 4th friend 36,000 Bloodpoints, whether that friends lives or dies (on top of however many Bloodpoints are earned through normal gameply), and they can do this 3-5 times a day?

    Yeah, that won't be abused...

  • @HellDescent said:
    Test it out yourself?

    They'll have a week freed up to review the data during the ban.

  • @SenzuDuck said:
    And this is why the numbers change depending on your amount of matches, because banning someone for dcing from 5% at the same rate as someone who dcs from 40+% of their matches is silly.

    5% and 40+% are both numbers (ratios of games played to games abandoned, in percentage form). Those are the numbers they are asking for.

  • @Blueberry said:

    @LifeInsanity said:
    What about a killer that used cabinets like a Boogeyman situation? 

    That's actually an idea I was thinking about as well. Not make it his main power, but a secondary one like The Pig. Allow him to travel between lockers across the map. This would give him lots of map pressure, some close range mind games and even work against SWF because they couldn't always be sure where he was or think they're safe. They could make an ultra-rare that gives the locker travel an unlimited range or one that removes the cooldown on it.

    How about his main power allowing him to cause a nearby locker to yank a survivor inside if they come to close to one when he's within range. Now this could be a killer with potential for ending pallet loops that are near lockers.

    Please BHVR make this happen, sounds awesome haha

    I had a similar idea for Ghostface teleporting around with lockers:

    (to give the illusion of there being multiple killers like in the movie)

    https://forum.deadbydaylight.com/en/discussion/comment/24734#Comment_24734

  • @Might_Oakk said:
    Sensitivity is way to low at 100%. I play most games around 60% and dbd 100% seems really sluggish.

    Any faster and you risk tearing. (That's what she said?)

  • @BigBubs said:
    Killers will totally not camp , or pretend to go away and rush back every 10 seconds.

    It's no different from Hex: Ruin. As Killer, why waste time camping Ruin if Ruin is supposed to buy you time? The Survivors can just knock out regular gens if the Killer camps the Black Gen (for the Black Lock).

  • I wish Bond appeared as a shared perk like Open Handed or Up the Ante so that I could avoid hiding in lockers during those matches.

  • I found a yellow flashlight in a chest and then suddenly I was toxic enough for the Killer to tunnel.

    I had to drop it on the ground after being unhooked before the Killer would finally cut me a break, lol.

  • @FayeZahara said:
    If survivor trys to go around killer instead of away should be grabbed and neck broken. But if we want immersive fairness then will give you.

    • Facecamping killer after doing nothing at hook for 5 seconds should be forced into torturing them on hook. Letting them bleed out longer to enjoy the quality time.

    • Following a crawling body as killer for 15 seconds should force you to stroke them with weapon.

    • Throwing a hatchet should not break it but make it bounce and if hits survivor it hurts but also it can hit huntress.

    • Shaking head up should result in uncontrollable laughter for killer.

    -Shaking head side to side should result in growl.

    -Let go to immersive realism extreme and have hillbilly clean flesh out of chainsaw chains. That way it can run again without it getting backed up. Also get him some gas to fill his chainsaw too.

    Oh good, now you see how ridiculous the title of this thread sounds.

  • @ReneAensland said:
    A Casual Type Regular Dead By Daylight match types and Ranked matches.
    2 separate systems.

    Works for FPS games, in ranked systems certain perks are banned and you can't use them with higher rewards. Different cosmetics and such.

    Also works for certain MMORPGS, you have casuals and rank players.
    Better players and rewards in ranked play.
    Casuals stick to casual gaming with few average rewards.

    Solved.

    Agreed.

    I don't like how the argument against it has always been "but it will split the playerbase" when the playerbase has doubled since launch, and that's not including console.

  • If a Survivor jukes behind the Killer, but the Killer's swing "connects" and spins the Killer around 175°, the Killer's ankles should be sprained and they should be unable to carry a Survivor for 60 seconds. Fair is fair.

  • As a solo Survivor who plays stealthily & immersed, I expect hatch; unless it's The Shape, Doctor, or Hillbilly, then I expect death (if it's Nurse (on console) I expect to get out through the exits for obvious reasons).

    I need to start lowering that expectation because recently I've had so many matches where I'm not found or downed for the entire match, but somehow end up dead before I can hatch out. This has caused me to rage quit and lose all the points from the entire match, and now my DC percentage is getting too high. not_Queen mentioned a ban system coming to console soon, so I need to go into every match expecting to die if found, just like the OP does, so that I can lower my percentage.

    Are DC percentages measured across Killer & Survivor, or is it measured by whichever of the two is highest?

    Edit: Then again, if I just presume that I'm dead on my 1st hook I'll rage quit as soon as I hit the ground...

  • @TigerKirby215 said:
    I'd much rather that Behavior implement more perks that rely on you being far away from the hook. Perks like Devour Hope and Make Your Choice are a good place to start, but I hope they implement more perks with effects that rely on you being a certain distance away from an unhook.

    Perks like Hex: Devour Hope lead to Survivors hook rushing to deny said bonuses.

  • @SadonicShadow said:
    the only killer they absolutely should not give custom skins to under any circumstances is Michael Myers. His Gray boiler suit is a staple of the Halloween series and who Michael is. Anything other than his boiler suit would be wrong and a disgrace to such a great horror figure.

    He wore different versions of the suit (and mask) throughout the movies:

    https://www.youtube.com/watch?v=pyi3o5MURQ0

  • The game used to first choose a region (Coldwind Farm, MacMillan Estate, etc.) and then choose a map from the selected region (Rotten Fields, Cowshed, Silo, etc.).

    What ended up happening was that there were only 5 or 6 regions at the time, and 3 of those regions only had 1 map, so while there was variety in regions, there wasn't variety in maps.

    People complained, and now it has been changed to have every map have 1 weight.

  • I don't know how they plan on buffing the Killers.

    There are 2 phases: close the information gap between solo and SWF; then re-balance (buff) Killers.

  • I guess Wraith after getting the Hallowed Blight skin for him, but I'm hoping there's a wintery holiday outfit coming for the Huntress in this year's Winter Solstice event. I'll start playing her if her hatchet hitboxes are fixed by then.

  • Don't forget the big picture, or grand scheme: buff solo Survivors by bridging the information gap between them and SWF + voice; then re-balance Killers accordingly.

    If NOED gets hurt by this, then the devs have several options to re-balance it after:

    • Buff the perk itself, including:

      • NOED reassembles a cleansed/destroyed totem to act as the new anchor for NOED
      • NOED is no longer a hex perk
    • Change the way hex totems work

  • @George_Soros said:
    If they release a new survivor perk that does that in next chapter, I'm fine with it: then you have to sacrifice a perk slot for this information. But for free? Noooooo. NOED is a decent perk, though not very good (too easy to counter), an ability like this would just toss it to the trash perk pit.

    So SWF Squads can keep their advantage for free, but solo's have to pay a perk slot for it??

    Edit: I think the best solution is to implement this and have it display at all times on the HUD, but it would only be visible on the HUD for Survivors whom did not join the lobby though Survive With Friends!

  • @thesuicidefox said:
    DS, for example, would have a favoritism of say -3.

    The fact that Decisive Strike doesn't have a value of -9 or -10 in your example tells me that you're a Survivor playing favoritism. If the most obnoxious Survivor perk in the game only has a rating of -3, what in Fog's name would warrant a -10 rating? 3 purple flashlights duct-taped together?

    With that said, however, I do like the overall idea because I get frustrated when I don't run the meta (I almost never equip Self Care, Decisive Strike, Sprint Burst, or Dead Hard; especially not altogether), yet I don't get brownie points for it, and I'm tunneled and camped just as hard as toxic meta Survivors. (Though, I suppose it's for the same reason: you wouldn't throw a tough fish back in the water after spending forever reeling it in, just like you wouldn't throw a rare fish back in the water if you were lucky to have found and caught it in the first place.)

    About the Decisive Strike rating, it wouldn't be so bad if it counted toward the whole team's rating (since there are 4x more Survivors than Killers), but this isn't fair to individual Survivors. If I queue solo with average perks and get matched with a toxic meta squad then I get less opportunities to escape during a chase (or whatever favoritism would affect) because of it?

    The rating should be per indiviual, and that is why I argue over the rating in your example, because a single Survivor only getting a rating of -3 for that perk would be ridiculous. The things is, what would favoritism affect if it cannot affect the group as a whole and must affect Survivors individually? Would a pallet appear for one Survivor, but not the other? I don't know...

  • @thesuicidefox said:
    There is a reason Bond exists.

    Equipping Bond won't reveal my aura to other Survivors, only their auras to me.

    I have had Bond equipped and ran from Survivors being chased before, but either they'll magically (if not intentionally) follow me, or they'll show up moments later once I get to a new gen or hiding spot.

    I have even tried running and hiding in the basement, figuring that a Survivor in their right mind won't run there while being chased by the Killer, but then they end up looping the shack above me. Then they get downed and the Killer hooks them in the basement right as my idle crows show up.

    I wish the Luck mechanic would affect this ailment...

  • You know how in Jurassic World, the dinosaurs fight while the humans try to get clear of the area, but the fight keeps following them no matter where they go? You may laugh and say to yourself "that would never happen." Well, that happens to me all the time...

    If I try to move to another area/gen to work on, the chase leads them there too.
    If I try to stay put and wait for them to leave, they loop the same area until the crows show up.

    Sometimes I feel like there's a force or plot device that draws the chases towards me, and it's worse when the chased Survivor loses the Killer and I'm right there for the Killer to find; so frustrating.

  • It was half-a-joke, but also meant to counter Thanatophobia. I forgot to consider that all 4 Survivors could run it, so the increased Action Speed values need to be ¼

  • As a Killer in a 1v3 situation, I used to feel obligated to handicap my performance, farm with Survivors, or simply be called that jerk who "plays all sweaty tryhard."

    I didn't think it was fair for me to hold back at my own discretion, or for the blame to be put on Killers. That's why I stopped and returned to playing normally.

    Now, I just reply to salty messages and tell them: "The devs remove generators to balance the matches that start with less than 4 Survivors. If you're not happy with that balance then that's between you and the devs. Leave me out of it."

  • @Blueberry said:
    It's already been gone.

    Not on Xbox One.

  • @DrVonKrumm said:
    As for a map, I’d have to go with the Overlook Hotel from The Shining and show all of Jack Torrance’s writings of “all work and no play makes Jack a dull bot” on the walls.

    All script and no plot makes Jack a dull bot

  • I'm looking forward to the Winter Solstice event and skins.

    I'm saving up Iridescent Shards in hopes that they do another sale where Auric Cell-only items can be bought with them. If not, then I can just spend them on the next DLC Survivor and Killer.

  • While I agree with you on Hex: Huntress Lullaby, I have to disagree with the obsession being chased. That kind of inormation can be shared among Survive With Friends players using voice chat. If the SWF Survivors get to have that inormation, but not the solo Survivors then how is the game suppsoed to be balanced?

    Buff Killers to make them balanced vs SWF? Hurts solo Survivors.
    Nerf Killer to make them balanced vs solo Survivors? Hurts Killers (vs SWF).

  • @EvilBarney666 said:
    3: Make it so as soon as you hit someone with the dream transition powers it stops progress on Totems, Gens, Sabo and healing. Just for the transition phase that way we don't have to stand there and watch them finish the totem and or the gen. We may not be able to hit them but their progress will not proceed till they are in the dream.

    This makes sense.

    If I'm starting to fall asleep at the wheel, I'm unaware of it; my brain still thinks it's driving and in control even though I'm actually drifting into other lanes. It's not until I actually fall asleep and my head drops that I realize I was nodding off, and then correct back into my lane.

    That said, it's possible that I bump into the car next to me while nodding off and that wakes me back up before I actually fall asleep, so I feel that Survivors should still have a chance at skill checks while transitioning.

    Have the dream transition halt porgress, but not interrupt the action (much like when a fellow Survivor fails a skill check on the same gen as you: you can no longer make porgress for a brief moment, but you can still interact with the gen and can still get skill checks). That way Survivors can still push their luck to try and wake themselves.

  • @TheEliteTurtle said:
    Actually I think the next killer may be licensed. Licensed killers come in about every 1 out of 3 to 4 killers.

    Oh, so you mean the license holders of horror/slasher movie franchises pay attention to the Dead by Daylight game, and that once they see the devs have added 3 or 4 unique (non-licensed) Killers it's time for them to sign a deal with the devs? How thoughtful of them...

  • @KiolL said:
    Whau, poor little camper LF... That was a timing problem... Try to wait a little more to next time... Or try to play without camp... If you can.

    Play without camping against a 4-man SWF with 2x flashlights, DS, and Deliverance, etc.?
    You mean spend the whole match chasing and hooking 1 Survivor, walking away from the hook when there's only 1 gen left, and being thankful they at least let you get that many points?

  • The devs implemented the Black Lock to give the last remaining Survivor a chance because finishing the gens and opening the exits to escape would be very hard for them. Now, all Survivors have to do is find the hatch before the Killer and press a button.

    What about the Killer? They didn't implement anything to give the Killer a chance in this scenario. The last remaining Survivor only needs to find the hatch and get there, stand-off or not, making it harder for the Killer to get the last sacrifice.

    When the Big Black Lock opens, the Killer should be able to mori on contact (equivelant to the Shape's add-on: Judith Myer's tombstone). This way, both sides can fight to get that 1-button press victory.

    in Sorry. Comment by Nos37
  • @No_Cluie_Louis said:
    he hadnt hit the ground yet

    That makes sense for the first chainsaw hit, but the second chainsaw hit Adam was already at the opening of the jungle gym. A Kobe can't get you that far before you hit the ground.

  • @Entità said:
    I prefer to see where the killer is going after the break action: if the broken object's Aura were shown with the killer's Aura, I'd agree; if it were seen instead of theirs, then I would consider that a nerf, rather than a buff.

    Yes, I meant both the aura of the Killer and the object they're breaking (edited that part in).

  • Oh, that's right, because Survivors are the numbers role and the power role... Assymetrical is assymetrical. I like it.

    in Hatch Comment by Nos37
  • @thesuicidefox said:
    make SWF optimization the norm.

    I hope the devs do make SWF optimization the norm so that the game can finally be balanced after. If they try to balance around SWF right now, they either hurt the Killer or the solo Survivors.

  • @Whispers23 said:
    I don't think it's necessary because you will see where the killer is and that's more important to you than whether he is chasing or not.

    If the Killer's aura is 1 gen away I will move off my gen if the Killer is patrolling, but if he's merely chasing then I will continue repairing gens.

    SWF gets these benefits with voice chat, and the devs want to bridge the gap between Solo and SWF. If they add a being chased Survivor status icon to the HUD, then yeah, this change won't be necessary.

  • @Nickenzie said:
    Simple solution is making Kindred tier 2 baseline for all survivors. This gives the killer his sacrifice and gives the survivors their opportunity to properly rush generators if the killer is camping.

    How will the Survivors know if the Killer is camping if it's Kindred II, not Kindred III?

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