Pulsar
Pulsar
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/921567#Comment_921567
I never said Bloodpoints. I said points. I should've been more clear that i was talking about EMBLEM points.
If she got all of these bloodpoints then that means:
- Her chases were long-ish,
- She hooked everyone a couple of times,
- She was breaking generators or hitting you a lot of times.
Yes, I think it is fairly obvious from the amount of points she got that she did more than camp.
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Not a good idea. Sounds like a nerf to Legion. He isn't supposed to be a lethal Killer, he is supposed to be a slowdown Killer.
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@Seanzu said:
SWF is the only reason this game is even popular at this point.
SWF gives you a fair chance, look at all the threads talking about SWF/Killer strength and there will always be a few people who go "When I play solo against XYZ I always get destroyed".
You may not like it but it's necessary, I'm also one of the few who actually enjoys playing against SWF because I really don't think they're that tough in all honesty.
I would argue SWF gives you WAY more than a fair chance, but that isn't here nor there. Buff Solo's to SWF level, buff Killers accordingly.
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@Apple2o said:
https://forum.deadbydaylight.com/en/discussion/comment/921034#Comment_921034
Slugging is a low level strat? omegalul
Slugging is not. Slugging everyone is. It is generally considered a meme, since it is nearly 100% going to be a de-pip and zero BP for the Killer.
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@Herman_CMH said:
https://forum.deadbydaylight.com/en/discussion/comment/921126#Comment_921126
Did you buy the pass? I didn’t, I just target to complete tier 47 for 2 set of free cosmetics
No, I did not buy it. I thought it would be super grindy and I was right, very glad I did not.
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Tier 45, put a ton of time in.
Not gonna get it done, rip.
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@TheDiz said:
I think the game should start with all 4 survivors in chains and have to wiggle out and start the game injured and broken with ruin being normal gen repair and perks all have a 3 minute cooldown. Also BBQ should be built in with every killer and cut the maps in half. Give survivors 1% speed increase while injured and disable running period. That way it's fair and every killer can 4k every game in under a minute and nobody plays survivor anymore essentially killing the game. OoO is only problematic with well organized SWF and even then it's counterable, just get rid of them first. Anytime I ever used that perk it was a suicide mission almost immediately. Nerf BBQ so it only shows auras the first 3 hooks like distortion. lol
Why are you responding to an irrelevant thread
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People are allowed to play with their friends. SWF is not the problem, Solo Survivor is. Buff Solo's so that we can buff Killers.
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I have zero wait time for Killer and about 10 minutes for Survivor at Rank 1 NA.
It sounds like you, from your post, play at a sub rank 10 level. The fact that Killers slug everyone before hooking any sounds like a very low rank strat, additionally, it is hilarious that no one managed to loop long enough to pick someone else up.
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Claudette and Ace
They both have tactical advantages lol
Claudette blends in super well
Ace has built in Iron Will
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@Haku said:
https://forum.deadbydaylight.com/en/discussion/comment/920532#Comment_920532
So now "the Killer will not be able to hit the Survivor if they use BL" = "BL is supposed to cause Killers to lose no matter what decision they choose". Dude It is okay. As I said you have a lot to learn. You will not get anywhere with that mentality though.
And by the way just for the record knowing when to stop/leave a person is one of the basics a rank 1 killer for I forgot how many seasons it was should know about the game. Has nothing to do with pressure, it is all about being smart. I suggest you to watch someone like Zubat on twitch to learn some advanced techniques how to play the game and get better to be able to deal with your imaginary "lose-lose" spots on coal tower
Yes, if the Killer leaves, that person is immediately back on a gen. If they keep chasing, the person BL's away with a 100% reduction, causing them to be immune to any hits.
This would make BL a must pick, again and subsequently it would not matter if you drop a chase, everyone else would run it as well.
Oh and by the way, I do know when to drop chases, considering most maps have at least two BL spots, the odds of that helping are relatively low. Regardless, it is clear you do not have an argument, I have brought out numbers and facts, you have told me how bad of a player I am.
I will not be responding to your insults and lunacy anymore, good day.
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@Spooky13 said:
https://forum.deadbydaylight.com/en/discussion/comment/920648#Comment_920648
Saw a rework idea in a Legion subreddit that really capitalized on this. Jumping, wall running and climbing, having all 4 members in game at once, etc. Some really nice ideas, but it sounded way too complex for DBD. A lot of Legion's problems is that their power is tied to Deep Wounds, which cause problems because BT also uses Deep Wounds, meaning every nerf to Legion almost always gives a buff to BT. Make Legion's power separate from BT and you could solve a lot of their problems easier.
Which is why I did a redesign myself, removes the Deep Wounds and adds a new slowdown.
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@Ghoste said:
If you're a red rank killer, you probably play like a tryhard, and so you're getting matched against other tryhards. It's working as intended.
Queue times are definitely a problem though.
I do not try in most of my games, I still end up at red ranks
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@[Deleted User] said:
Gonna be talked about in the dev Q&A
my two cents is that he is prolly gonna get a buff because I've played as him and it's very very difficult to do well, sure anyone can if they are good but overall he is much weaker than other killers and you can feel it.
Though I think whatever it is will be a placeholder, I think way down the road after doctor/leather face I would expect a rework.
I certainly hope so. When is the Q&A, I was the one who asked that question XD
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@Haku said:
https://forum.deadbydaylight.com/en/discussion/comment/919971#Comment_919971
Ah so killers know how to play on the new map but survivors don't. Interesting. I wonder why is that. Are they smarter ? Are you ? You should be a decent representative with your rank 1 for so many season I forgot the number
I can tell you few things a rank 1 killer can do. Use bamboozle, use your killer power, drop the chase, dont bother going to that place. Or you can just keep going. Usually that loop is pretty long so you should be able to catch the survivor on the second vault. It is similar to torment creek. They were both made very long for that reason
What bothers me the most though is you just can't even comprehend that BL is supposed to do that. The new BL will do exactly the same thing in that building and so is Lithe. You have some really poor knowledge about the game
If Survivors don't know where to run to, they will go down very quickly, hence Hawkins had a very exaggerated kill rate. Freshly released maps will usually favor Killers simply because nobody knows how to loop on that map.
Bamboozle is an alright perk, not something I'd take over Ruin or BBQ. It also won't stop any BL. And leaving the person will lose a massive amount of pressure and they get to go work on a gen. Spots that put the Killer into a lose-lose should not exist. Oh and on Torment you can get 3 loops out of that god loop.
I am glad you admit BL is supposed to cause Killers to lose no matter what decision they choose, you have revealed your bias.
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@YaiPa said:
Everyone wants to see the lobby rank, but if they removed it, it was because this “bug” caused many lobby dodges, and people realized that, despite what they said, the matchmaking is busted.
And they dodged accordingly and the matchmaker put in other people until it got it right.
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@Usui said:
This perk died the moment they put something stupid like protection hits on it. It's gone to the graveyard with the rest of the forgotten useless perks. Like i've watched REALLY good survivors try to make this perk work in any way, and it's just #########. You'll see it activate maybe once every 30 games.
I think it is in a good spot right now, I would like to take away the aura revealing tho
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@Science_Guy said:
People wanting it doesn't even mean it should be added back.
Naturally plenty of Survivors want to be able to dodge bad teammates more easily.
Which I think is fine. It also supports a better matchmaker. People will leave if they see a Rank 3 Survivor and they are rank 13 and vice versa.
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I wanted to post this in General, since nobody uses this sub-forum, but this will have to do.
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@Haku said:
https://forum.deadbydaylight.com/en/discussion/comment/918803#Comment_918803
Definition for infinite. You see it first here by "a rank 1 for the past 4 season". Being able to get from one loop/place to another loop without getting hit - a true infinite. Ill quote you from now on ... this is priceless. I have no words !
It is obvious that I really can't get you to think so I won't even bother talking about Hawkins and how wrong you are. Just check the latest dev stats. I did not agree with you because you were that obviously wrong. And you'd expect a rank 20 to make that statement. Getting offended by ranks is actually juvenile. It is not a big deal !
While I am aware of the definition of a real infinite, a loop that will go on forever, I also consider loops with zero mindgame potential and zero risk an infinite, from now on for the sake of consistency, I'll call them god loops. There should always be something the Killer can do, with these changes you seem to support, the Killer will not be able to hit the Survivor if they use BL.
I know, a new map having the highest kill rate because Survivors don't know how to play on it yet? Who would have thought. I do not appreciate being insulted because someone cannot formulate a good argument.
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/919164#Comment_919164
Yea I can find a game instantly as killer.
Either there is no one playing killer or something is wrong.
I don't think anyone is playing Killer. It fluctuates enough that it isn't a matchmaking thing.
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/919142#Comment_919142
I'm rank 4 solo survivor on Xbox. I apparently can't find a match. Sat in a lobby for 10 minutes and nothing. Played like 3 or 4 games to get to red rank. No red rank killers.
I'd rather be rank 10 if it means I can find a game.
Red rank Killer on Xbox NA, can confirm. Instant games for Killer, 15+ minute q's for Survivor.
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GF gets screwed over by his funky reveal just as much as he screws other people over.
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@Haku said:
https://forum.deadbydaylight.com/en/discussion/comment/916233#Comment_916233
Ahahaah the rank 20 strikes again. He sees a thread about survivors perk and immediately he types - infinites guys, coal tower is an infinite, hawkins is a survivor side map guys.. These forums ...
Well, considering I have been at Rank 1 for the past 4 seasons AND I have passed 1K hours split between Survivor and Killer, I think I have a decent understanding.
Calling someone a Rank 20 just because you don't agree with them is juvenile and hurts your argument.
I think Hawkins is even, simply because of the sheer number of pallets and BL spots. I would like a few safer pallets tho.
As for Coal Tower, with old BL it was a "infinite." With the changes proposed, if you jumped off of Coal Tower, you are 100% going to get to another loop without getting hit.
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@Jejune said:
https://forum.deadbydaylight.com/en/discussion/comment/918341#Comment_918341
There are maps that on average have either one or two hills but they have a chance of spawning none.
Autohaven and Yamoaka are the only maps I can think of like that
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@Jejune said:
https://forum.deadbydaylight.com/en/discussion/comment/918228#Comment_918228
The risk is will a hill spawn, or is there any elevated spots...
There was only two maps without a BL spot, Suffocation Pit and Shelter Woods. That's two out of like, 31.
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Well, one time I got called a hacker for using Mad Grit so, does that count
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@Jejune said:
https://forum.deadbydaylight.com/en/discussion/comment/918058#Comment_918058
Maybe, but without taking quiet landing into account this perk is pre 2.0.0 atm. Before 2.0.0 it didnt have a passive, also nobody used it before 2.0.0. Only after they buffed it to what it was people started using it. It was a gamble huge risk and huge reward. After the nerf this perk is a huge risk minuscule reward. So unless they add like 10 staircases in every map like i said. NOBODY will use it unless they choose haddonsfield map.
Before this patch, it was almost zero risk and huge reward. It is fine as of now.
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@arslaN said:
https://forum.deadbydaylight.com/en/discussion/comment/918043#Comment_918043
I mean, the stats don't lie. The reality is that some killers have around 70% kill rates. They just can't be used for balancing purposes. That's the part where we take it with a grain of salt in my opinion.
Yeah, I agree. We don't even know if they pip or not.
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@Luigifan64 said:
https://forum.deadbydaylight.com/en/discussion/comment/917610#Comment_917610
Hmm it’s almost like that map should have been change instead of nerfing an already super situational perk. The passive was what made that perk good, hence why it sucked before it had one.
It was brought in line with the rest of the Exhaustion perks. Most of the people who complain about the nerf are the one's who abused it.
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Survivor can be stressful, certainly, but I think on average Killer is more stressful.
I just don't feel like I have to pay attention as much when I play Survivor.
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@arslaN said:
Even if it was only red rank survivors, that still doesn't tell us much because most red rank survivors aren't even good players.
Yeah, that's my other big question. It is super easy to rank up as Survivor and there are a lot of boosted players in red ranks
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@[Deleted User] said:
Nooo thank you.
There is a lot of merit to where you are coming from don't get me wrong, but most of the issues come from the part where it has no timer and lasts forever, also it's a bit complex for a perk things need to be somewhat streamlined for gamedesign purposes.
Extend the timer to 2 minutes?
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I think we need to adjust the ranking system. There aren't that many real red rank Survivors, it is way to easy to rank up even if you get destroyed. Plus, its way more difficult to rank up as Killer, making sure a lot of the red rank Killers deserve to be there.
Until they fix the ranks, all of this is semantics.
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Toolboxes are way worse.
4 man Commodious is something that really tempts me to dodge
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I like it.
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@JoakimGrDay said:
https://forum.deadbydaylight.com/en/discussion/comment/917610#Comment_917610
Hmm yea, I guess. But the myers house you can fake and get them.
It is pretty difficult to do since the house is so large.
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@JoakimGrDay said:
https://forum.deadbydaylight.com/en/discussion/comment/916235#Comment_916235
People tend to call long looping chases "infinites" it doesn't have to go on forever.
The only "infinite" left in the game was Myers house. Everything else is technically a god loop.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/916254#Comment_916254
All other perks have this. How can you justify BL being worse than them?
Lithe and Dead Hard do not guarantee a loop. If you use them right, then yes, you can. But the Killer always has someway to get value out of it. If you Lithe at the wrong time, you get smacked. Dead Hard at the wrong time? Smack.
With this BL change BL would be a better Dead Hard, as the 150% speed boost with 100% stagger reduction will allow you to not get hit.
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@mstutor said:
I play on xbox 1 and this time there was a red light on me and a racing heart break continuously even when I wasn't being chased. Also every1 was screaming constantly even after snapping out of it. The game was horrendously long as every1 was running from nothing and not doing generators.
You play at a lower rank, right?
I am pretty sure I was that Doctor. I was running the add-ons that make it so that the TR and red light play whenever you are in Tier 3. Discipline and Calm add-ons, I believe.
Plus, I was running Unnerving Presence, Overcharge, Ruin and PGTW.
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I think MoM is in a good spot for what it is. You cannot buff it too much, otherwise it becomes oppressive like it was before.
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41
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I'm not gonna be able to finish it. It is WAYYYY too grindy.
I am at Tier 41 and I have played a ton, a lot more than I should. No way I can finish without buying tiers, I am super glad I waited to buy the pass.
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@Sleephartha said:
https://forum.deadbydaylight.com/en/discussion/comment/916229#Comment_916229
It’s absolutely NOT bait. I feel strongly about pointing out the facts about what’s really going on in this game. The solo survivor experience often stinks and even good solos will get destroyed because of bad teammates. That is a part of game balance. If the reality is that very good solo players will lose most of the time because there aren’t enough other good solos it’s not fair to balance to the rare events of 4 strong groups. IOW, what was said about balancing the best killer to the best 4 man team is meaningless if the frequency of facing the best 4 man team is 1 in 100. If there are 10000 great killers and 10000 great survivors but those great survivors are in teams with merely good or average survivors most of the time then you don’t balance to the 1 in 100 times when the very good players land together. You balance to the average team that gets created at those levels.
I would like Solo's buffed to SWF levels, then Killers adjusted appropriately, does that sound fair?
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@Kaiju said:
https://forum.deadbydaylight.com/en/discussion/comment/916271#Comment_916271
Wrecker's Yard survivor sided ? I don't think so
If you don't three gen, it is pretty good. At least for me, personal experience ig
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Wrecker's Yard is pretty Survivor sided.
Sanctum of Wrath feels Survivor sided, jungle gyms and maximum immersion. Plus, its a huge map.
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@Kitsone said:
https://forum.deadbydaylight.com/en/discussion/comment/916257#Comment_916257
I said farther than TR. Not farther than 32meters.
Who were you playing against?
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Myers<Oni<Hillbilly
Myers needs some buffs.
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@Kitsone said:
[BUG] Infectious Fright's radius seems to be farther than terror radius.
[Balance Suggestion] This perk is VERY strong with instant-down effects so it should have a cooldown. 60/50/40 seconds would be the most obvious time ideas.
It is fine. The Killer was likely running Distressing.
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@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/916233#Comment_916233
How? It's one use. It would be impossible to create an infinite with one use. I don't think the percentage needs buffed. But your argument doesn't really make sense.
Whoops, forgot about that. Still, it would effectively end the chase before it began. 150% with zero stagger? That's at least another 15 seconds and likely more.