OniWantsYourMacaroni
OniWantsYourMacaroni
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I'm pretty sure that even without Monitor and Abuse his terror radius is still quite confusing.Definetely more confusing than other killers with 24m terror radius like hag or spirit.
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@Katzengott said:
Giving us solos even more information won't solve the advantage from survivors on comms. Even if they say "we just mess arround and want to have fun", they play it in a competive way as the 1 or 2 other survivors not having fun (aka doing gens) because they're free to do it, as they're mates tell them they keeping the killer busy. Also can't you see the fact that solos actually are getting hurt from SWFs aswell? Like if they bring in a key and toolboxes, how do you think most killers will react? That's right, they're going to bring a mori aswell. Action - Reaction. Not counting the games when i'm pretty sure we all 4 were solo and killers play super unfair. Think about what happend to them in the last rounds. And that's why SWFs not are just poison for any killer, but us solos aswell. No matter what there intentions are.
-Giving more information to solo survivors definetely won't be as good as communication but it will give them at least one advantage of the benefits communication has and if solo survivors get similiar strength like SWF then killers can get buffed as well.
-You generalize SWFs too much.You make them sound like their some kind of pure evil that only wants to destroy and humiliate the killer.That is not the case.Most SWFs are just a chill group of friends that want to have a fun match.Toxic/Tryhard SWFs are the absolute minority in my opinion.
-Not all SWFs decide to screw the randoms over.Furthermore i don't understand the "action reaction" bit.A group of solo survivor can bring strong items in as well,can't they?
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That would be perfect.
DS disabling only when starting to heal/working on a gen/another survivor being unhooked.
Great idea!
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/1216427#Comment_1216427
They've helped stop what I call "true tunneling". Actual tunneling would be picking the survivor up and rehooking them after they just got off. Because of DS's 60-second invincibility, it doesn't happen anymore. The killer can slug and wait for the timer to end, but at that point 2 gens have gone and the game is lost.
Not every killer respects DS though and even if they do most of the time they don't get punished for it at all.Same thing when killers are camping.
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Kindred shouldn't trump the Undetectable Status as it would mess with the consistency the devs are trying to achieve.
They should just add a new kind of notification for kindred if the killer is still near the hooked survivor.
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@Pingtang said:
So I've been playing casually for about a year now. Honestly, now I'm just sick of getting tunneled after getting unhooked.
Normally I wouldn't complain but this has become an increasingly consistent issue.
Me/ teammate gets unhooked, 4 seconds later. . . downed. It's the fact we don't even have enough time to get away in the first place that's the main problem. I can usually win a chase then resume gens etc... but how am I supposed to outrun a killer who is 0.6X faster than me within such a small window of time.
Recently I've been trying to take protection hits when unhooking people and even if I get downed the killer will still tunnel the person who got unhooked.
I also play killer from time to time and I go out of my way to not tunnel and yet I can still get an average of 3K.
The devs seriously need to address tunneling. It's so rare for me to get a game without it nowadays. The devs could make borrowed time part of the game so you can't get tunneled and you actually have a reasonable timeframe to escape (or any other solution, forums are here for a reason).
The thing is,you will never be able to change the way people want to play the game.
If killers are tunneling you all the time then there's absolutely nothing you can do about that.Borrowed Time and D Strike only make it harder to tunnel but won't stop it.
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In theory the ranking system is really good.As survivor it looks how much you contributed to the objective,how good you are at chases,how much you helped your teammates and whether you managed to survive.So pretty much the most important things as survivors,right?
But in reality it's,as you said,way too easy to rank up for both sides.Resulting in many people that are still quite new to the game to get matched with veterans with several thousands of hours on this game and thus leads in a lot of frustration.
It obviously needs to be changed.The only thing that i can say about that is that the devs already have some plans to change the ranking/matchmaking system to a MMR based ranking system soon.I can't say when they will implement those changes though.I can only assume that they will start to test it when the PTB for the next chapter is being released.
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@Victor_hensley said:
being a competitive game is alright, but I feel like there is a certain threshold that if you past, hurts the game more than helps? It would not be that bad, but the game keeps adding casual elements, like the game has lost it's personality. It went from a scary horror game that you try desperately to survive in no matter the devastating cost, to flashy cosmetics, annoying memes, and bullying.
The game was never a true horror game to begin with.Of course people stop being scared over time,you just get used to the game and isn't that the case with any other horror game anyway?
For me DbD is just a game where you survive against/play as iconic slashers and original killers mixed with a little bit of horror.
Like many already said,DbD is a casual game but people choose to see it as a competitive game.
I don't see any problems,honestly.
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I agree,they really could have been a bit more creative when changing them.Now i don't see a reason to bring a toolbox at all.
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And they should buff those useless addons like the grip addons for the flashlights.
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Honestly,i agree this wasn't really thought out too well.
-They should definetely buff survivor bloodpoint gain
-Make it possible to sell unnecassary items/addons/offerings at half of their original price
That would be the best solution.Because selling items/addons/offerings works for both sides and would be consistent.
Survivors being able to save their addons probably won't happen because they would have to implement something so killers can save their addons as well to make it consistent again.And i dont see that happening at all tbh
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@TheButcher said:
It's a very good perk until you learn the Totem spawns.
Then you get Maps like Lerys or Badham >.>
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@Sunbreaker7 said:
https://us.v-cdn.net/6030815/uploads/403/6RCEGZKRMO4F.gif
All the survivors out there, tell me how to play like a fun killer. What do you most enjoy in a fair good killer match?
It's very easy.Don't camp or tunnel immediately if it isn't necessary, slugging is perfectly fine though.
Much interaction between both sides and everyone trying their best without using too strong things (e.g moris and keys) define a fun game.
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The "This game is dying" is such a meme.I feel like so many people are claiming that this or that game is dying.
Dead by Daylight isn't even close to dying.Especially because there is pretty much no game that offers you a similiar experience like DbD.
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@BloodMistHunter said:
The only issue I can really think of is giving survivors more information like a SWF since it is already difficult to deal with as a killer if the players are somewhat skilled. Plus I think lacking such info makes the game more interesting
That wouldn't be an issue at all.All of this information is already available for SWF.That would only be one idea to make the gap between solo survivor and SWF smaller.
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@[Deleted User] said:
All of this sounds extremely boring and unnecessary or already exists ex: great skill check bonus (mid chapter).
No offense to you, of course, I just don't see how it adds to the game. I already hate all the hand holding as is.
Part of the fun of this game is general game knowledge/having to figure out *what* other players are doing for yourself...
Well,one part of my idea is just to make it easier getting bloodpoints as survivor what is a pretty slow process right now and would help players that mostly play the survivor role with the grind a bit more
About the other part.One of the biggest problems in the game is the gap between Solo survivors and SWF.The advantage of SWF for one part is the amount of information they have.By implementing these ideas we could shorten this gap.It wouldn't be that much more hand holding because it's you still have to decide what to do with that kind of information.
Furthermore it would remove or at least lessen frustrating situation where nobody goes for a save or all try to save at once for example.
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@PrettyFaceKate said:
I have no problems with any of those. I think we should have already seen some of these implemented.
My only suggestion is that moving some actions from boldness to survival would need to be done carefully. As of now, survivors get points in one or the other category depending on what killer their facing. For example traps and revealing GF go into boldness, but Legion mending or Freddy waking up go to survival. Moving most stuff into survival would leave a situation where it would be difficult to get boldness, if the killer doesn't want to chase you. They'd be left with totems, but there are only 5 for 4 survivors, sabo'ing hooks, and then things like proximity and basement time which are marginal.
I just want to add more ways to earn points in the survival category which is really hard to get points for right now.
Of course it has to be done carefully because otherwise it would be too hard to get boldness points.
And to be honest it was always hard to get boldness points if the killer isn't chasing you
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@Mikey4Hire said:
https://forum.deadbydaylight.com/en/discussion/comment/1213943#Comment_1213943
Put in a word to make an option to set the lobby music to the users choice. (When you guys want a feature to add for fun lol)
Yes,please add a feature so we can chose the menu theme.
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I agree.That should have been implemented as a feature for a long time and would help them boost their sales a bit more too.
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I agree,it shouldn't notify the player like it does currently.The player should figure it out themself and then look for it.
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@Alify said:
Buckle Up
The recovery progress of dying Survivors can be determined by the intensity of their Auras.
if you are within a radius of 32 meters from a dying survivor, his recovery speed is increased by 15%.
you heal dying survivors 10/15/20% faster.
When you heal a Survivor from the Dying State to Injured, both the healed Survivor and yourself see the Killer's Aura for a duration of 6 seconds.
For the People
You risk life and injury for others.
For the People is only active while injured or healthy.
Press the Active Ability button while healing another Survivor without a Med-kit to instantly heal them from Dying to Injured, or from Injured to Healthy.
the healed survivor's exhaustion timer resets if he has one.
if you heal a survivor while healthy, You become Injured and receive the Broken status effect for 90/75/60 seconds.
IF YOU HEAL A SURVIVOR WHILE injured, YOU BECOME dying AND RECEIVE THE BROKEN STATUS EFFECT FOR 120/105/90 SECONDS.
You can't use the Perk while Broken.
You become the Obsession.
Decreases your chances of being the Obsession at the start of the match.
The Killer can only be obsessed with one Survivor at a time.
Abuse protection: If you've been transferred from an Injured State to a Dying State. The Decisive Strike timer expires if you have it and you cannot be healed with first-aid kits.
For The People should just enable a player to trade in one of his health states
Healthy -> Injured
Injured-> Dying
On a 90 or 120 second cooldown and being broken during that time.
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@Enlyne said:
https://forum.deadbydaylight.com/en/discussion/comment/1213571#Comment_1213571
Again everyone likes to talk about the battle pass, what's even the point of it rather than throwing money for mediocrity and even further grinding? I'm shocked people actually accept it as it is.
It offers you absolutely nothing new but the same cosmetics that they release on a really frequent manner, with a lot of recolors rather than something new and refreshing.
It gives the people who buy the pass absolutely no means of having an easier time grinding, they don't add any sort of extra challenges, not a single simple exp boost, absolutely nothing.
Are you people just playing like bots and enjoying it? Cause I fail to see anything appealing in it, it's the same story all over again but this time, you pay extra.
Well i don't see any problem with the battle pass at all.It's just as grindy like all the other battle passes in other games.
It gives you something to work on and rewards you with different cosmetics,blood points and auric cells you invested.
Sure,not every battle pass has cosmetics that you'll love but that's just how it is.
I agree that the challenges are often times quite boring but it's really hard to make good and fun challenges for this game without them being either too hard or too easy.
But the battle pass should definetely give you iridescent shards as well (Maybe also every level after you reached level 70 )
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Yes,i agree.
It would be incredible important to improve the games health (e.g dedicated server,optimization,fixing bugs etc.)
But i don't think they would ever do that.Instead we will have to wait a very long time to get these fixes/improvements.Very frustrating but nothing we can do about that :/
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My first change to keys would be a change to how the hatch spawns.
Currently the hatch spawns/is visible when 1 more gen is done than the number of survivors that are still alive in the trial
Example: 3 Survivors are left and need to complete 4 gens before the hatch spawns.
This system allowed situation where games ended faster then they should have.
My idea is,let the hatch only spawn when all gens are finished or only one survivor is left.
Furthermore:
-Green keys get 20 seconds of use and purple keys get 25 seconds.
-Green keys can now open the hatch
-Every key has an aura reading ability of 32m (The same like the token Addons)
-Scratched Perl Rarity changed from yellow to brown
-Scratched Perl increases the aura reading ability by 4m,Eroded Token by 8m and Gold Token by 12m.(Those Addons can also increase the aura reading range of the Blood Amber Addon)
With these changes the key can still serve as a strong item with it's aura reading ability it will help you to locate your teammates (or the killer with the Blood Amber Addon) to plan your next steps more easily and also enables you to escape through the hatch after the killer managed to close it without ending games faster then they should have.
Moris (Red and green one) are only usable when:
-The survivor got hooked twice before,
Reached the struggle state,
Or after every survivor was hooked at least one time
Maybe get more points in the sacrifice category after you moried someone.
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Killers like Huntress,Oni etc. can be really fun and exciting if someone plays them well but can be just as boring if the players isn't good with them.
Bubba,Wraith etc. are alright.Nothing really special about them.Maybe Ghostface and his reveal mechanic but i didn't have much problems with that so far.
Spirit,Clown and the rest are just really unfun/boring to verse because there isn't much you can do on your side to counter/outplay them other than doing gens.
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Killers like Huntress,Oni etc. can be really fun and exciting if someone plays them well but can be just as boring if the players isn't good with them.
Bubba,Wraith etc. are alright.Nothing really special about them.Maybe Ghostface and his reveal mechanic but i didn't have much problems with that so far.
Spirit,Clown and the rest are just really unfun/boring to verse because there isn't much you can do on your side to counter/outplay them other than doing gens.
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@oh_0k said:
10 seconds make it 5 or 4
Every key should only allow 1 person
What's the point of bringing a mori if it can only kill already dead people plus the cool down makes it more useless
how about this
The killer is free to mori downed survivors after every survivor has been hooked once
This rewards killers for not tunneling and switching targets. It also gives killers the choice of hooking survivors a second time for more points or just killer them
I agree with that idea.It should be either after hooking every survivor once or on death hook.
But the first one seems better considering it gives survivors much more counter play to it.
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@Mekochi said:
https://forum.deadbydaylight.com/en/discussion/comment/1207807#Comment_1207807
If I may ask, when were moris nerfed, I started playing this game in July of last year. Also what was the nerf?
You were able to mori survivor once you've downed them.
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@Botiz said:
Right now the game is feeling very repetitive and boring - it's the same thing every game, repair generators, loop the killer, potentially escape. Down survivors, hook survivors, sacrifice the survivors.
Playing Survivor, especially solo is getting boring because of bad teammates, and I also seem to be going against a Mori/NOED/something really strong like Iri Heads like one in every 4-5 games now.
Playing Killer is getting boring because of going against consistently strong teams, 3-4 man SWFs, and I also seem to be going against toxic survivors more often now.
We need a new gamemode or something to freshen it up. Even new chapters aren't exciting to me anymore because the killer always turns out mediocre at best and we usually get meme perks or perks that have potential but then get nerfed (Gearhead).
Anyone else also feeling this way?
Sure something like a new gamemode would be cool,but i just don't see that happening anytime soon at all.
They are already extremely busy with balancing and fixing the main game.Only if all the important problems from the main game are fixes i could see a new gamemode happening bit not before.That would be a very bad idea.
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@LALYTHIA said:
https://forum.deadbydaylight.com/en/discussion/comment/1204658#Comment_1204658
I don't agree he is weaker than Huntress. Maybe for an unskilled killer. But Deathslingers who are great at a quick scope are nasty. I can dodge a hatchet. Its impossible to dodge a quick scope with current hit boxes.
That's the thing if you're aim is great as Deathslinger then it should be hard to play against him.
And you just can't complain about his hitboxes like huntress because his hitboxes are actually extremely precise.
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@Faceless said:
Buff mettle of man again.
Campers ruin this game alot, it's just ridiculous. EVERYTIME a facecamp killer appears (leatherface is 100%) .
Seriously why so many stupid toxic killers in low ranks?
I know camping is extremly frustrating.But in my opinion the best way to stop most camping is that survivors should start to punish obvious campers by rushing gens.Maybe then some will learn that 1 or 2 kills and a few points isn't really fun in the long term.
But currently campers are often times rewarded with lots of points and kills because survivors fail to punish the camping killer.Of course some killer would ask themself why should i work hard if i could get the same or better results just by standing in front of the hooked person.
Other than that there won't be a way to stop toxic killers to ruin other survivors fun.
I can't think of a way to implement a system that would punish those toxic campers without it being abused some how by both sides
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@Botiz said:
No circlejerky conversations, no bait, let's just talk. Why do you hate the new update? In my honest opinion I think this update is fantastic and is a step in the right direction for the future of the game.
The reason I think this - is because, with multiple people on a generator, some games they can go insanely fast, especially if you're going against a SWF, and as the devs themselves mentioned, and as we saw with Otz with Clown, a gen was done before he got to the other side of the map before this PTB. The debuff isn't too over-the-top, buying us killers up to 8 more seconds. Once again, you guys can literally bring Stake Out for the Great Skill Checks, Prove Thyself and/or Toolboxes to help speed up the gens anyways, so I personally don't see the issue here however am more than welcome to address and discuss the issues you guys have.
A major thing I see people having issues with is the decrease in map size. Some maps, such as Rotten Fields, and even Mother's Dwelling are huge, giving killers like Trapper, Hag, maybe even Huntress, Deathslinger, and Demogorgon issues due to their ability set-up and reduced movement speed. As mentioned above, the debuff isn't too over-the-top for the gen speed debuff, therefore reducing the size of some maps will help to give the killers who struggle a bit extra of a chance at protecting the gens on some of the previously bigger maps.
It kinda confuses me why Mother's Dwelling didn't get a size change considering that's about the same size as Rotten Fields was. I see some people also having issues about Billy and Oni becoming stronger on these maps, and I do agree, they very well may become stronger, we'll just have to see how it pans out as time goes on.
Some maps literally needed changes because of how strong some of the loops were. Ironworks and Rancid were probably some of the worst. A lot of people call these infinites, however others like to correct them and say they're not infinites, which is true. However, if you were to chase them around this loop, you'd lose probably about 3 minutes of time until you finally get them down, giving their teammates plenty of time to do gens and ultimately you'll most likely have lost the game at that point. These were loops that needed addressing because they were just simply too strong.
I like these changes as well but they need to implement the new rank/matchmaking system as soon as possible,because now randoms wasting pallets will be a death sentence and ruin your game as solo survivor.
Also i would like the devs to consider removing bloodlust on the newly balanced maps because adding bloodlust on top of few pallets,more dead zones and no god loops seems way to much and not that fair.
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@Rey_512 said:
Just finished watching King’s video on a few of the map reworks.
https://m.youtube.com/watch?v=3siDmWr1jC4
Have you seen how there’s almost no pallets anymore? Not even unsafe ones. Wretched Shop and Fractured Cowshed have huge dead zones now. With the (needed) removal of infinites and (semi-needed) nerf to strength of pallets/tiles, Bloodlust is a mechanic that needs to be removed.
If you consistently lose as a killer after these map reworks then I’m sorry but nothing more can be done for you to make life easier.
As someone who plays both sides as well, I’m going to have no problem taking out a team consistently in 2-3 minutes after they’ve burned through their 3 safe pallets.
If we look at just those 4 Maps then i would definetely say that you need to disable bloodlust for them and keep it for the unbalanced ones until every map is balanced.
I really like these changes i've seen so far but my problem is that solo survivor will be absolute hell with these changes.
Randoms just wasting pallets will completely ruin your game because there will now only be a few pallets on these maps and no god loop to rely on.
I hope they will implement this new rank/matchmaking system as soon as possible or else i see myself even less motivated to play solo survivor than before if at all.
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@Deathslinger said:
Yeah, I understood you perfectly, so I can take my 100 yellow add ons that I will never use and create 20 or 10 pink Mori which I will definitely use. You mean you only want bp boosters to have this combine power? Don’t see why it matters. Might as well ask them to have the option to convert add ons and offerings to BP. Still dumb idea IMO.
I think OP just wants an option to convert weaker addons/offerings of the same type into stronger version.
For example turn x amount of brown medkit charge addons into y amount of yellow medkit charge addons.
It's an interesting idea,but i think it would end up either too strong or too weak considering certain addons and offerings
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@gatsby said:
Pallet Stuns cancel the majority of Killers powers. So why is Oni exempt?
Plague collects her power and it has a long timer like Oni and she gets stunned out of it.
Legion has higher mobility and a way to deal with pallets in their power. And they get stunned out of it.
I just don’t get it. Oni has super high mobility and can quickly break pallets, so landing stuns on him is difficult anyway. Why not give his power the counterplay?
Like Helevetin said it is definetely harder for Oni to get his power compared to Legion or Plague.
A Legion or Plague can also punish you for dropping a pallet early.Oni can't (Other than breaking the pallet obviously)
His pallet breaking speed is pretty much the same with Demogorgon and his Shred (So no big difference to normal pallet breaking speed)
Legion or Plague have pretty much zero counterplay.With Legion you have to hope that you can make him miss his frenzy hit.And if you don't have tall enough obstacles between you and a Plague with her Corrupt Purge you're pretty much screwed as well.That's why those killers need the pallet stun as a counter play to their ability.
A Oni has more to consider when activating and using his power:
-How many pallets are nearby?
-Are there any long structures for the survivor to loop around? (For example jungle gyms with a long wall and a window in the middle counter him pretty hard)
-I'm using my sprint and the survivor broke LOS.Will he hide behind a corner or go for a nearby window/pallet?
Oni is a very strong killer but i don't think he is in desperate need of a nerf considering he already has a good amount of counterplay to make him either waste his power completely or at least wasting enough of his time to prevent him from chaining downs.
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@Bloodwebs said:
There's literally no point of this perk anymore.
With dedicated window hits and the slowest fast vaults you'd be silly to use it. Does anyone still use this perk and why? Honest opinions would be great :)
It's the most annoying thing when you know you've vaulted a window safely and the killer gets the undeserved hit..?
Well,Lithe is perfect when you're stuck at a unsafe pallet.
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When you hit a survivor with your shock it takes one second till the effect of the shock ( not being able to use pallets,vaults etc.) kicks in which is called "detonation delay".
And the duration of the shock is 2.5 seconds if i remember correctly.Your timing has to be quite precise to make it work
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@ZFennecFox said:
https://forum.deadbydaylight.com/en/discussion/comment/1192732#Comment_1192732
But you actually have to hit your target with the bottle itself which is harder to do than Huntress's hatchet.
I honestly receive more salt from running Exhaustion add on than pinky finger.
That's why i would suggest a short minimum distance to get the exposed status.
Maybe you can apply the same distance for the exhaustion as well.
Considering that denying survivors their exhaustion perk is quite a powerful advantage.
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@MongolPSR said:
so right off the bat I think its important to learn and see what the competition is doing. RE Resistance is a good game but that's not what im here to talk about. RE has something that DBD should adopt and that's the random option. In RE resistance you can choose to be a survivor or mastermind or you can play as both and just find the quickest match. Why doesn't DBD already have this?
I'm pretty sure you would play killer all day long then.If you look into the different queue times as killer and survivor.
I would love it if they could bring back the feature that lets you switch between playing killer or survivor without going back to the main menu (before dedicated servers were introduced).
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I'm just gonna repost what i already suggested in the feedback section:
My first change to keys would be a change to how the hatch spawns.
Currently the hatch spawns/is visible when 1 more gen is done than the number of survivors that are still alive in the trial
Example: 3 Survivors are left and need to complete 4 gens before the hatch spawns.
This system allowed situation where games ended faster then they should have.
My idea is,let the hatch only spawn when all gens are finished or only one survivor is left.
Furthermore:
-Green keys get 20 seconds of use and are also able to open the hatch
-Purple keys get 25 seconds of use
-Every key has an aura reading ability of 32m (The same like the token Addons)
-Scratched Perl Rarity changed from yellow to brown
-Scratched Perl increases the aura reading ability by 4m,Eroded Token by 8m and Gold Token by 12m.(Those Addons can also increase the aura reading range of the Blood Amber Addon)
With these changes the key can still serve as a strong item with it's aura reading ability it will help you to locate your teammates (or the killer with the Blood Amber Addon) to plan your next steps more easily and also enables you to escape through the hatch after the killer managed to close it without ending games faster then they should have.
And Moris (green and red ones) should only be usable when a survivor has either reached struggle state or got hooked 2 times before.
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Black Incense is a really cool and quite fair addon.
Redhead’s pinky finger however feels quite unfair just like iridescent head from huntress but he is able to get up to 6 bottles and can reload whenever he wants.You just have to get close and spam the bottles and get the down.
It should decrease the amount of bottles by 2 and only give exposed when you hit the bottle from a certain distance.
That way this Addon would be much more fair.
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@indieeden7 said:
I don't think there should be a perk like that. Probably just a score event, maybe 500-1000 survival points for making the killer whiff.
That would be really neat
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I love that he's a much stronger killer now.
The ability to teleport to gens is strong and looks relly good aswell.
The fake pallets are fine too,
But his snares are the worst thing about him there's nothing really cool or satisfying about that part of his kit and no counter to it once you are in the dream world other then throwing the pallet earlier,which makes it really boring to play as and against him.
His addons are mostly boring and bad as well.You would hope that of all killers Freddy has some more interesting addons given that he controlls the dream world.
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@SquirrelKnight said:
https://forum.deadbydaylight.com/en/discussion/comment/1192664#Comment_1192664
After reading through comments, and forgive me on this but, when did bloodlust become a major complaint. I havent seen it complained about until now. Why is that?
Forgive me if im just blind and missed it.
Well a survivor vaulting a god window feels as cheap and unfair like a killer who is waiting for blood lust 3 to get the hit.
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@SkeletalElite said:
I thought this was a bug but I checked the bug reports and found that it was marked not a bug. This should change.
Currently if you put on a white ward, you should let yourself die at the end of a match. Even if you are using 2 brown addons thats 6k BP worth of stuff. If you escape you only get 5k BP. So you are more BP efficient by purposefully letting yourself die.
That is with 2 brown addons. If you have a red and purple addon that is 13k BP, escaping causes you to lose those addons, you would not have lost them if you let yourself die and you only gain 5k BP for surviving.
This is also inconsistent with the black ward and killer add ons. The entire justification for this change was making it fair between killer's and survivors. The killer's black ward does not care if you win, lost, got 0 kills, 4 kills, you keep the addons. Same should apply to white ward.
Edit: oh and I also forgot to mention that if you escape, you lose the white ward anyways, so now you're down a white ward, and 2 addons, so escaping essentially costs you the price of a white ward for no additional benefit on top of the fact that escape points are worth less than addons.
What?
I thought that would be a bug.
I don't understand why escaping with a white ward is supposed to only protect your Item.It should protect items AND addons whether you die or escape.
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@SquirrelKnight said:
https://forum.deadbydaylight.com/en/discussion/comment/1191246#Comment_1191246
Yeah but ALL survivors rub to "god loops" because theres no counterplay to them. Its the equivalent of a killer tunnelling one person the whole game except the survivors get rewarded with easy gens, instead of killers getting just 1 kill for tunnelling one person.
BTW: I DO NOT LIKE TUNNELLING BUT THIS IS THE COMPARISON
I would say survivors abusing god loops is rather like killers abusing blood lust to get a hit.
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@SkeletalElite said:
Killer should see survivor's pings
Survivors should see each other's and the killers. High ping players have a negative impact on the game.
The common argument against it is that some people wouldn't be able to get games, but I think that's the entire point of the system. If your ping is so bad that no one wants to play with you, you probably shouldn't be playing in the first place. Its a self-policing system.
I 100% agree, it's especially important to know as a survivor if the killers ping is good or not.
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@Mistikus said:
https://forum.deadbydaylight.com/en/discussion/comment/1192456#Comment_1192456
oh i didn't knew it is reportable after after longer time
If the killer isn't committing to one survivor after a certain amount of time then it's reportable.The same goes for situations like the last 2 survivors are only hiding doing nothing at all.It's the same thing.
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@Yoonz said:
RIFT DEMO
People quite often complain that they do not own the DLC needed to do a lot of the challenges in the tomes/rift.
To remedy this why not just unlock those characters for the duration of the rift so people can do the challenges? If they end up liking the character, they can buy the DLC. It would work as advertisement as well as making it easier to unlock things.
I agree 100%
But i think you should only be able to play the killer/survivor as long as you are trying to finish that specific challenge with the character.
Furthermore you should always be equipped with ther 3 teachable perks at tier 1 as well.
That way everyone has equal chances to complete the rift in the given time.
And it would be a perfect way for people to figure out if they like that specific character and if they should buy him.
Would probably boost their sales a bit as well because people might buy the whole chapter or cosmetics then.
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@Lexilogo said:
https://forum.deadbydaylight.com/en/discussion/comment/1192559#Comment_1192559
Finding the hatch is luck (well, aside from memorising possible spawn locations I guess) but learning where the Hatch is before it's open and returning to it later IS a skill. If the Hatch only spawned at the end of the match or if you're the last one standing that aspect is essentially removed.
And yeah, I know why you implemented that, it's just that IMO it's extreme. You have a comparable approach for your suggested Mori nerf though, so it's not like it's a totally uneven application of those massive nerfs.
I dislike the idea of the hatch anyway.the killer finds the hatch before you and given how close exit gates spawn to each other you are screwed no matter how good you played before or the survivor finds it first and escapes although you played really well as killer.
It's quite frustrating for both sides.
I would rather change the hatch with something that would test the skill of the last survivor with the one from the killer to be honest like a sudden death mode that you see in other games but i can't imagine how that could work in this game unfortunately.

