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Pulsar

Pulsar

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  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/950988#Comment_950988

    The route they choose is...crutch perks! Hooray, another problem solved.

    Unfortunately, the alternative is a nearly total redesign.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/950970#Comment_950970

    Gens do go too fast, but not because of their speeds. They go by fast because toolboxes are op and maps are broken. Not to mention how useless some killers' powers can be on certain maps and even just in general.

    True, toolboxes are broken. Maps are definitely not in a Killer's favor either. But ultimately, we cannot expect BHVR to take this route, its too long and tedious.

  • @Waffleyumboy said:

    Nope. Try applying pressure.

    You know that doesn't work. Gens go by far too quickly. Unfortunately, gens are also extremely boring.

    There needs to be an fun and engaging second objective. It will add time to the game and take the tediousness out of Survivor.

  • @Puffnstuf said:

    https://forum.deadbydaylight.com/en/discussion/comment/950373#Comment_950373

    I'm rank 1 survivor and I play solo its really not bad at all. Only sucks when you get a toxic killer or de-ranking teammates. Also just saying buff this and nerf that without giving any real constructive ideas doesn't help

    I play on console where the majority of matches are SWF will screw you over. Solo is pretty ######### sometimes.

    As for my vagueness, I am not a game designer, nor will I pretend to be, I have some ideas for balance, but I realize that I do not have the data nor expertise needed to make a fully informed decision.

  • Buff Solo's to SWF levels, Lord knows that the Solo life is miserable.

    Buff Killers accordingly.

  • I get an average of 20 FPS. Auto-aim has screwed me over a ton. Large maps, BloodLust and FF drop the frames even more. 360'ing is difficult to deal with because of low sensitivity. Some Killers, ahem Doctor, cause insane lag.

  • @Dennis_van_eijk said:

    https://forum.deadbydaylight.com/en/discussion/comment/948711#Comment_948711

    Nah not with the key's tho.

    They can still mess up and escape.

    The thing you will get with the hatch closing behind you is that there is a big chance that all 4 will take a key at the start.

    Meaning they can still 3 gen themselves and escape without any effort.

    Yeah waiting 5 sec to open the hatch is nothing.

    The killer can hit you once and you still escape,and so does the other 2.

    If you want to keep key's in the game than i personally think my idea about the key rework would be better imo

    https://forum.deadbydaylight.com/en/discussion/114308/keys

    It is a statistical anomoly to get 4 keys. The DS skill check and a channel allows the Killer some form of counterplay.

  • Hooking everyone once does prevent immediate tunneling off of hook.

  • @Dennis_van_eijk said:

    https://forum.deadbydaylight.com/en/discussion/comment/948549#Comment_948549

    That's why i vote for all 3 things (mori, key, hatch) to be removed.

    I have had a game where the survivors 3 gen themselves and they knew they messed up.

    But because the hatch was there they escaped.

    2 escaped, i close the hatch, 3rd comes running at it and also escapes.

    2 persons had a key.

    It's all broken and gives either easy escapes or easy kills without any decent effort put in it.

    My idea solves all of these while keeping their core power intact.

  • I was a rank 3 Survivor :(

    Nobody on my team was lower than 7

  • @EntityDrudge said:

    I love this game. I've been playing it seriously for about 2 years. I only have about 22 days on it, which to me is insanely high, but apparently not here. Lol.

    My point is, there is so much whining in this community. Why don't we just play and adapt. Im 26 years old so maybeim just too old to get worked up about it. But it's a great game, sometimes they make changes i dont like. Oh well, its still the same game at it's core. Why do we have to see hundreds of threads asking for nerfs and buffs everyday?

    Has there ever been a single day where no one has posted a salt thread on here?

    I don't want this to turn into Siege where we're banning survivors and killers before matches. But honestly, that's the next logical step.

    I like the trash talk, it's a part of this game. But let's stop the begging for it to be tailored to our exact liking.

    Killer main. And contrary to popular opinion, i love facing SWF. It's sweeter when you win those. I almost wish there were a rematch button sometimes for those. Lol

    There are some SWF I would LOVE to play against again. I played against @thesuicidefox the other day and honestly they creamed me. That never happens, I really want to play again.

  • Looped a Nurse for 5 gens and about 15 minutes. This is my proudest moment, and also my least proud, after the game I saw she was a rank 15 nurse with no perks :( :( :( I apologized profously.

  • Honestly, it isn't toxic. The guy was probably just frustrated as getting the 6 feet under challenge is hsrd as #########.

  • I play on Red Ranks, NA XBOX. Its really fast q times for Killer. Usually decent matches, sometimes you'll get a amazing Survivor team, but most of the time its potato's :(

  • I think the Green and Yellow Mori's are fine right now. Green is definitely strong, but not broken. I think having to hook everyone once with an Ebony Mori is more than fair. It prevents immediate tunneling and gives the Survivors some chance.

    As for Keys, I think the Green Key needs to have a default aura reading of Killer possesion's and a use time of 10 seconds. Not super useful, but not useless.

    Purple Key can no longer open black locks. In return, it has a use time of 20 seconds with a default aura read on ALL other Survivors. No range limit.

    Pink Key, default Blood Amber, keeps the default drain of Blood Amber, so it drains hella fast. Keep the current usage time. Can unlock black locks after a DS skill check.

    As for the add-ons that will be getting added to the Keys, make it so that the add-ons you get in the BloodWeb for these, like Blood Amber, decrease the drain time on that specific Key.

  • @laurelstroodle said:

    https://forum.deadbydaylight.com/en/discussion/comment/945084#Comment_945084

    They aren't fine.

    https://us.v-cdn.net/6030815/uploads/171/0NMU9OX5AAMF.png

    Why are hitboxes more bigger than survivors head?, this is the reason why I always keep getting hit against huntress when I am crouched..

    Their hitbox is completely in line with the rest of them. It is to keep it even and allow Killers a chance to hit over objects. Also, that doesn't strengthen your argument at all.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/946427#Comment_946427

    Kills no. BP and pips, yes definitely. But against teams like this the only chance most killers stand is with Ebony mori. Like even good Spirits don't kill all of us, usually at most 2.

    Pips are super easy to get with Legion. He is really hard to de-pip with.

  • @thesuicidefox said:

    I don't see what the fuss is all about. Legion is a lot of fun and can actually be very effective at slowing the game. I just think people are uh... playing him wrong.

    Had a Legion daily, kill 1 by your hand. I put on BBQ, Shadowborn, M&A, and Rancor with duration and KI range add-ons. My entire goal was just to get 4 stacks of BBQ and my daily, getting as much BP in the process. Rank 1 BTW.

    First game granted I don't get the best survivors. All I did was hit one with Frenzy and run off for the next. Between the duration and KI range (plus M&A) I was able to chain like 5-6 Frenzy hits pretty consistently (the first would usually finish mending by the time I got all 4). If I ran up on someone and lost my power I just chase them regularly. If I caught them before my power came back I took a hook. If not I'd try a little bit more for the down but eventually just Frenzy hit them and find someone else. I kept these guys mending for like 10 minutes at 3/4 gens. Got a 3k, one guy DC'd before his deathhook, Rancor the obsession and hooked another guy I downed with him right after. Last guy gets out the gate on death hook. Game was like almost 15 minutes, I walk out with a pip and raw 30k BP.

    That was fun. Decide to play some more. Take off Rancor put on Agi for challenge. Took about 4 games to get 5 hooks in basement but I still 3k/4k those games with between raw 25k and 32k each time. Pips and double pips. One was a safety pip that was a 3e but these guys were actually really good, though I kept heavy pressure on them the entire game. They definitely had to work for it.

    Swap Agi to Thana just to get some extra pressure (I wanted to try Stridor but don't have it on Legion). Played about 5 more games. All were raw +30k, had 2 double pips and 2 perfect games (32k). Mostly 4k a few 3k. One 2k.

    So explain why Legion sucks so much when they are by far the EASIEST killer to get both BP and pips. Like just going around in Frenzy and hitting as many as I could each time guaranteed me iri Malicious and Chaser every game. I felt like a bot at some points, and one game on Lery's I literally chained like 20 hits in a single Frenzy (did not record it because I was full bot mode and forgot LOL).

    Yea sure it's tough to 4k against the good survivors but I still walked out of that safety pip game with 4 stacks of BBQ and 28k.

    Sorry I just don't get the fuss. Legion isn't bad if you just focus on spreading the damage. Best killer to farm with IMO because of how easy it is to get BP. Almost impossible to depip unless you chase one survivor all game.

    To be fair, I think we play against the same Survivors, I doubt I would be able to do anything with Legion against that one team you were matched with when I played you last.

  • Gen-rushing is certainly a problem. For some lower tier Killers, there is no way to apply enough pressure. However, I don't think it is entirely their fault. What else are they supposed to do? They are just playing efficiently.

    Just like how Killers "tunneling" is their way of playing efficiently.

  • @SlimyTaco said:

    https://forum.deadbydaylight.com/en/discussion/comment/945084#Comment_945084

    I play killer very often, in the red ranks. Lots of hits should definitely never ever in a million years hit. This wasnt so bad before the servers.

    I also play Killer in red ranks. I am on Xbox NA. Most hits are fine, some questionable one's but 95% are fine.

  • It will end when you accept that the hitboxes are fine. Latency is likely what you are experiencing.

    It is good to remember that for every hit it looks like the Killer didn't hit, there was probably one that he thought should've hit.

  • Yeah, it will be addressed. The Devs are spending time with their families. We have no right to demand anything of them right now, they deserve this break.

    They will fix it as soon as they can, once they get back in the office. Until then, take every game as a practice match, you will learn at an exponential rate.

  • Killers are allowed to play efficiently.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/944743#Comment_944743

    The way I see it, the killer will be able to tunnel as long as they have slugged first. Infinite timer sounds sketchy during end game also. My idea has less problems than yours.

    Perhaps I worded it strangely but it seems you aren't understanding. My timer is only infinite during a chase. If you get tunneled off of hook and loop the Killer for 5 gens, you deserve that DS. As for the EGC, i was thinking of disabling it, but there really isn't a good way about that.

  • @Cixon said:

    https://forum.deadbydaylight.com/en/discussion/comment/944732#Comment_944732

    I like this concept but like I said, it's not infinite until you get downed to dying from your last hook.

    Making it less OP. You can still heal and do everything like usual until downed to dying state for the first time from last hook.

    Mine is infinite if you are being chased, essentially. You shouldn't get tunneled off of hook, then loop the Killer for 5 gens and get downed at the End Game and die because DS ran out. He was clearly only after you. DS should take care of that. Make it infinite.

    By making it so that it runs out when fully healed, working on a gen or someone else getting hooked, you stop it from being abused as a game stall

  • Adrenaline, Decisive Strike, Dead Hard and Spine Chill.

  • Care to explain why not? The way I see it, this DS will always punish people that actually tunnel, and will never hit people who do not.

  • Hard to say. Depends on the ranks. I'd say they are equally useless at red ranks, where people don't heal so Legion gets zero value from FF, and Doc can't shock.

    Green ranks and under? Doc wins. They cannot handle him.

    Purple ranks? Legion. They can loop, usually, but they heal at any opportunity.

  • Yeah, DS doesn't need any buffs. It needs changes, but not buffs.

    Make the timer last an infinite amount of time BUT, it is immediately cancelled once you fully heal, work on a gen, or someone else gets hooked.

    Please note, it will not run out if you are slugged or being chased.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/944373#Comment_944373

    Amazing he says lol..no offense but iri head is already extremely overrated

    Being able to completely negate chases AND being able to do it from range is very powerful. The drawback is, you have to be good at Huntress.

  • @Roses said:

    https://forum.deadbydaylight.com/en/discussion/comment/944373#Comment_944373

    Rewarding good huntress play is always great, but skilled survivors or a small miscalculation by the Huntress would render her a slow m1 killer or force her to break chase and potentially lose the survivor entirely which is a pretty big punishment in my opinion for a Ultra rare add on.

    I don't think so. Skilled Huntress players rarely miss the first hatchet, its the second hatchet when DH and conservative pallet throes that cause them to miss.

  • @Roses said:

    Hello all,

    So I'm both a Killer and Survivor player but when I play killer, I tend to play Huntress. There's been lots of discussion about changes to Huntress Ultra Rare's and I have to agree that it can be super oppressive to play against Iridescent head as it is.

    So. Here are two ideas for new pink add-on's for Huntress:

    --------------------------------------------------

    First: New Iridescent Head

    -Survivors hit with a hatchet are afflicted with the broken status permanently (can be a long time value as well)

    -Huntress now has only 3 hatchets

    -------------------------------------------------

    Current Iridescent head leaves survivors in the 'broken' status already because people are just being juggled around hooks till everyone dies. By changing it over to just the broken status, it gives people a warning that the Huntress has Iridescent head in play, a major problem with current Iridescent for survivors. The Huntress keeps insta-down potential because if a survivor gets away from her, the next time she finds them they will still be 'one shot' -able, a time value can be implemented if it ends up too strong, but I would think it would have to be for a long time, a couple mins, to make it worth it. Lowing hatchet amount to 3 keeps the beginning of the game easier for huntress while still constricted slightly, and allows her to keep pressure throughout the game, amount can also be tweaked depending on strength. Finally, Huntress will be able to more embody her role as a hunter because everybody will be bleeding and she will be stalking her injured prey across the map. We also get to keep the lovely name: Iridescent head.

    -----------------------------------------------

    Second: Redwood Haft

    -Huntress is no longer slowed while winding up a hatchet

    -When the Huntress has fully wound up a hatchet all blood trails are much more visible

    -----------------------------------------------

    So this is a more 'Thematic' perk. Firstly, Redwood is the name of both her map and it's apparently one of the lightest woods so it works thematically as a non-slowing perk which I like. Secondly, as a Huntress, she has the ability to stalk her prey incredibly well, so by highlighting blood trails she will be more easily able to do that. Thirdly, this blends well with her other Ultra rare perk I recommended because people will be bleeding across the whole map which is nice. Removing her slow gives her much greater map pressure and compensates for her being a slower killer which is a great power up as an Ultra rare. It could be too strong as a perk so it could remove a single hatchet? I just want her to be able to use both without loosing all her hatchets.

    As always, this is just a recommendation but I think they would be really fun changes, let me know what you think!

    The only change Iri Head needs, imo, is for it to be locked at 1 hatchet. Infantry Belt doesn't add more. It rewards skillful play and punishes bad plays while keeping the amazing effect.

  • Yes, the game is much better, and more toxic, on PC. I haven't heard many good things about the Switch version.

    in IDK Comment by Pulsar
  • @kcwolf1975 said:

    https://forum.deadbydaylight.com/en/discussion/comment/943337#Comment_943337

    If they added something that led to more killers dodging lobbies, then I guarantee you that they would remove that feature just as fast as they did this.

    It is not that tough to realize that long queues are bad for the game, so they will do what they can to improve that (like removing something that people admit to using for lobby dodging).

    I know matchmaking sucks, I don't like it either. We should be asking for improvements on that instead asking to bring back a feature that lets you pick and choose a good team at the cost of other people's time.

    It is like a secondary matchmaker. I see zero problem with letting Survivors have that information.

    You are vastly outnumbered on this.

  • @Boss said:

    It's important to do research.

    I care very little about my achievements, and for no particular reason, i wanted to investigate why people dislike these achievements so much more now.

    So obviously most of you know this, but just in case there's more people like me...

    The achievements for Adept Killers are still the same: Get the "Merciless" message from the Entity on the scoreboard.

    But the Emblem system now decides what message you get, and Merciless is the equivalent of a double-pip.

    So ya' gotta play at least very well in every category to get it.

    Now personally, i actually wouldn't mind such a challenge.

    But this requirement is not what it was based on, and it doesn't seem to be intended as Adept Survivor achievements didn't change at all nor did the future ones get a similar condition.

    I figure nothing's changed because i remember them once stating it's hard or impossible to change trophies on PlayStation?

    Don't quote me on that.

    Doesn't change what i think though: I think it's fair for anyone to think these achievements are unfair.

    I don't think they're too hard, i think their requirement is outdated.

    The only achievemnt that is too hard is, imo, not an Adept.

    Evil Incarnate, Kill All 4 Survivors Using a Tombstone.

  • @kcwolf1975 said:

    Give up, it is not coming back.

    The fact that you are telling them it is for lobby dodging is hilarious since that is the exact thing that they want to avoid.

    You should at least mask it and say that you want to know if you have a noob on your team so you can help them or something along those lines...

    Idc about lobby dodging. Killers do it a lot, I see no reason why Survivors shouldn't be allowed the same luxury.

  • @Almo said:

    The Killer Instinct addons aren't "useless". Maybe you don't like them, and that's totally cool! But some people do like them. :)

    I have played a lot of Legion. I have played against a lot of Legion's. I have NEVER seen anyone using the Killer Instinct add-ons. They have zero functionality. They literally tell me the same thing as BBQ but BBQ gives me a point bonus AND I get to go and use PGTW on a gen. Killer Instinct extension let's me...know that people are working on gens but be powerless to go and stop them?

    I'll set up a poll for this one.

  • @Dreamnomad said:

    https://forum.deadbydaylight.com/en/discussion/comment/941355#Comment_941355

    Total play time or just since the rift started? Because that doesn't seem possible. It takes 800 seconds (13 minutes) of in game time for each Rift Fragment. It takes 10 Rift Fragments per Rift Tier (133 minutes). 70 tiers x 133 minutes = 9310 minutes or 155 hours. This is assuming you don't do a single challenge.

    Yes. From the time the Rift started to now. That is the maximum total time. According to my Xbox stats, of course. That means that there is likely time out of matches and sitting in menu's as well.

  • I'm only on Tier 57 and I've put nearly 400 hours in.

  • I feel like they listen to Nirvana, idk why

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/940406#Comment_940406

    It didn't work because secondary objective and second objective are two completely different things.

    Exit Gates are a second objective, you must open the Exit Gates to escape.

    Totems are a secondary objective, it's optional for you to do.

    The plants were just a secondary objective, not a second objective. 😁🤗

    I mean, if we make NOED basekit, totems become a second objective 😂

  • @DwightOP said:

    I would like to have some data about the popularity in colour ranks (red, purple, green...) in percentage from the last months and compare them with the popularity in this and the future months after the new rank reset system.

    My theory is that red ranks is getting flooded even more by to many survivors, to many who don't deserve to be there.

    I mean, even before this new Rank Reset, there were a ton of boosted Survivors in Red Ranks. Now? There's about to be a ton more, which is good for Killers, I suppose.

  • I just don't think that is true.

  • Farmer John, Noob3, Otz and Tru3.

  • Yes, Ruin occasionally shows up in the Shrine of Secrets.

  • Don't ever play nice. Tunnel the weakest link, the sooner you get someone out of the game, the better.

  • This game is like the "Hotel California" of video games. You can leave, but you will always come back. It's a curse.

  • @JC316 said:

    https://forum.deadbydaylight.com/en/discussion/comment/939123#Comment_939123

    Alien and Predator will never happen. Fox is worse than Disney when it comes to protecting their creations. I remember when they were suing people that made AvP mods with no monetary gain.

    Hook man would make a good killer. Big urban legend and already in a few cheesy horror films. Supernatural's yellow eyed demon could be good. A scarecrow could be good too.

    I wouldn't mind a shape shifting killer either. Something that could disguise itself as a survivor upon first glace.

    T-1000?

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