Redd
Redd
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- Redd
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No. Luck doesn’t affect chests at all.
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@SnakeSound222 said:
I’m surprised that Badham is being reworked first instead of Haddonfield. It’s the only map in the game that still has multiple infinites. It really needs to be disabled until the devs fix it. I’m sorry if you like the map because of how it looks and not for the insane loops, but too many Survivors are abusing the loops to guarantee themselves a victory.
Badham is probably easier to fix.
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@LiunUK said:
Devs:
once we nerf him and people realise that he is low to low-mid tier like all stealth killers we will return to your scheduled program of
billy,billy,billy,nuse,billy,spirit,huntress,billy,nurse,nurse,billy,spirit,myers,billy,nurse
we apologize for the inconvenience
Billy seems to be way underrepresented in there.
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@Johnny_XMan said:
Personally I don't think insta heals are OP, but that's just me.
A survivor pallet loops you for 3 minutes. They finally go down. Their friend runs up and uses a syringe on them. You have now made no progress that game whatsoever and get looped for another 3 minutes. You lose this game.
At red ranks, you rarely even get the option of chasing the "weak link" to even somewhat mitigate this.
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I'm assuming you have no problem with Thrilling Tremors from the lack of a mention.
I'm All Ears has a 40 second cooldown so that the survivor is able to still lose and/or mind-game you in a chase. 30 seconds even would mean that you could see the survivors aura up to 20% of the time; which basically makes it impossible for them to lose or mind game you in the majority of situations. I think the perk is in a spot where it would be dangerous for them to buff it to be perfectly honest.
Furtive Chase needs to do something different. After the Freddy rework, there won't even be a reasonable use case for it. It doesn't even make Deep Wounds dangerous, which was the one thing I was able to even theorycraft around when trying to find any use for it.
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Did he also call you a turbo insert stupid insult here?
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Rarity =/= Balance.
Just because it's extremely rare to run into a certain situation does not make that situation okay. An extremely hyperbolic example would be a rank 20 killer running into a team of 4 Rank 1 SWF survivors. Extremely rare event. Still not at all okay if it happens.
Facing something broken once in 10 games because it's rare does not mean it's not a problem. It just makes it a more infrequent problem.
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In my opinion, they need to still look at changing:
- Ebony and Ivory Memento Moris
- Dying Light
- Tombstone Piece
- Iridescent Head
- Redhead's Pinky Finger
- Dull and Skeleton Keys
- Styptic Agent
- Anti-Hemorrhagic Syringe
Stypics should be pink add-ons, and Anti-Hemmorrhagic Syringes shouldn't be a thing. 1 health state is manageable especially on a pink. Two health states on a teammate is a bit too much.
Keys should only let one survivor escape; and the Hatch should be closed afterwards even if there is only one survivor left. If there is only one survivor left, the exit gates should get powered to compensate them. Keys are fine when they let one person escape. They are mostly not okay when they let 2-3 people escape out of nowhere.
Iridescent Head and Redhead's Pinky Finger both make it way too easy to insta-down a survivor. If you give me either one of these, it will effectively cut my game time in half as either character. Insta-down add-ons really just shouldn't be a thing in general; and these are both remnants of an older design philosophy that is no longer used.
Tombstone Piece makes it too easy to take a survivor out of the game super early. Judith's Tombstone is fine because it has a big downside and requires you to stalk 3 people (or 4 with Tuft of Hair). Tombstone Piece has no downside, only requires you to stalk two people, and has all the same problems as Dying Light and the Moriis because of this.
Speaking of, Tombstone Piece, Dying Light, and the Moriis basically need changing because they exclusively encourage removing a single survivor from the game as fast as possible. Since the game's design direction is obviously headed in the direct opposite direction, as indicated by everything from recent perk design to the Emblem system, they really do need to take another look at these. There isn't a single bit of healthy gameplay that any of these encourage or contribute to lol.
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@Black_Fence said:
https://forum.deadbydaylight.com/en/discussion/comment/538980#Comment_538980
It would still be useless! *Shrugs*
No it wouldn’t lol. L
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Ruin
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@poeticjustice said:
https://forum.deadbydaylight.com/en/discussion/comment/537997#Comment_537997
dont think you get it, ive not got one gateau for any saviviors, so had to choose killer, and ive had one bloody game in 4 hours, the ques are ages, ppl keep quiting lobbys and start again.
i was saying you could play killer after the event.
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I think they are common rarity; so the higher your prestige the less you will see them.
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You can still use the event offerings after the event because they don’t spawn anything. So don’t worry about being able to use them all.
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I’ve been playing off and on for two years, have over 1000 hours in game, and i still find the remaining grind daunting completely ignoring prestige. There’s too many perks in the game now to have 3 tiers of each. My level 80 Ghostface still has a depressingly bad selection.
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@Seanzu said:
If you remove everything it's not a grind then, one of the appealing things, that keeps people coming back is the grind, if you make it so you only have to do 200ish webs to max what's the point? There's no grind in that.
more people just wanting everything handed to them, I've probably seen more grind than you guys, but it shouldn't be so easy you have a character maxed in a week.
220 per killer for 16 killers and increasing is already enough grind. It would already take 3000 blood webs to finish killer and 6000 for both sides with just the current cast. Some people have a life outside of dbd.
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Honestly I would rather have a system with overall less fat in it. Tier 1 perks, Tier 2 perks, and most common and uncommon offerings could easily be removed. It would also be nice for level 50 bloodwebs to be a bit smaller.
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@DrDeepwound said:
https://forum.deadbydaylight.com/en/discussion/comment/537685#Comment_537685
for p3 killer:
p1 = 50 lvls
p2 = 50 lvls
p3 = 60 perks x 3 tiers = 180
its more like 280+ bloodwebs
if you dont p3 its less but its a hell of a grind
I’m looking at p3 vs no prestige in the suggestion. I don’t care about stopping halfway.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/537678#Comment_537678
Getting two perks every blood web would cut the grind in half.
Getting all perks right now is about 150 webs. Your suggestion requires 170 webs before I’d even start to care.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/537565#Comment_537565
I'd like to add my input to the grind.
P1 - 3 Perks on the web after level 40, able to get two
P2 - 3 Perks on the web after level 30, able to get two.
P3 - 3 Perks on the web after level 20, able to get two.
It'll cut the grind but only if you put the time into it.
It would not cut the grind enough.
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@Bravo0413 said:
https://forum.deadbydaylight.com/en/discussion/comment/537624#Comment_537624
@Redd yeah I guess with numbers that low already it wouldn't matter much...... so where it would actually effect the game would be 2 people, even 1 person with a gen rush build
1 person with wake up would save 10 seconds. 1 person with wake up, resilience, and spine chill would still save 8 seconds if all active. 2 people both with wake up saves 6 seconds only. Past that the numbers are too small.
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@Bravo0413 said:
We need stats how fast can a gen get done with all 4 people on it, with toolboxes etc....
No perks or items 4 people can do a gen in 28.58 seconds. With intended perk interactions and toolboxes you can get it below 10 seconds. The diminishing returns at that point means wake up doesn’t drastically effect the super best case scenario.
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4 survivors have to stop playing for every killer that does so in order to keep the games current queue times. If survivors outnumbered killers 3 to 1 for example, you would see a complete flip if even only a fourth of killers switched to survivor.
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As soon as I realized what was going on I stopped playing killer. I think you are underestimating how bad killer numbers will get if they don’t fix this fast.
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@Someissues said:
https://forum.deadbydaylight.com/en/discussion/comment/537504#Comment_537504
Killer population decline is actually good dude, queues right now are 30 minutes, we have way too many Killers
I want the days when i get 10-15 sec queues for Killers back
Yeah. Because the opposite never happens and couldn’t happen again.
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Firecrackers are too rare.
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The grind doesn’t force people to explore builds.
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They are not going to ban more than a quarter of survivors playing the game. Whether or not those survivors deserve it is its own discussion. But you can’t ban the sheer number of people cheating right now.
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@Dehitay said:
Are these bonuses active all game or just after the gates are powered?
It helps you do gens faster.
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@Ihatelife said:
I tried it out myself. It seriously affects all action, even the vault.
Yes. Its being a flat 15% buff to gen repair speed is probably the worst part about it though.
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@[Deleted User] said:
We just need sliders like every other modern game instead of hard coding the audio mix at a code level on each individual map (forgive my ignorance if that's complete nonsense). The chase music is perfect to me now. I just need to know that I'm in a chase. That's it. It adds nothing else to the game for me.
They don't want you to be able to turn off the music completely; because that would it make it "too easy" to hear all the other things you currently have/had to strain to hear like survivor footsteps.
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I didn't want to make a thread about it, but I wholeheartedly agree. That's very bad if it stays that way.
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They made a change a while ago. Y’all found a way to get around the intended limits on fast vaults; so they patched it. This is more of a bug fix inline with the original nerf than a brand new one.
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Up until Clown, everything was pay only. Even after the addition of the store, all licensed items are pay only for contract reasons.
This is nothing new. And it is not a problem now. As for the nerf, it was announced prior to the killer going up for sale.
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@NoShinyPony said:
https://forum.deadbydaylight.com/en/discussion/comment/535849#Comment_535849
@Redd According to the wiki, he is only slower while crouching, and while using Night Shroud he has his normal speed.
Edit: typo
The wiki doesn’t mention the shape’s slower speed while stalking either. So lack of a mention is not evidence in this case.
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@NoShinyPony said:
If the survivors couldn't spot GF anymore, his power probably would have to be closer to Michael's: longer stalking time + reduced movement speed while stalking.
I think he already has reduced ms while stalking.
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Did you try a hatchet?
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@Boosted_Dwight said:
@Bbbrian2013 But I doubt 8% is actually going to be that bad. Idk maybe I just don't understand how big 8% can actually be so sorry for my ignorance. :/
About the size of David’s head at 2 meters.
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@miaasma said:
you can play trapper in red ranks
I agree with this but don’t have the stamina necessary to defend it.
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@Dr_Loomis said:
I have been informed by someone that got the trophy this week that on PS4 it can be done...but you have to be injured and not 'broken' with No Mither etc. Also the heals have to be full apparently.
Any confirmation?
No mither works for it.
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This is meant to be a fun thought exercise, not a serious suggestion on my part.
My theory craft: Reduced movement speed while in Night Shroud.
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@Kiskashi said:
https://forum.deadbydaylight.com/en/discussion/comment/535614#Comment_535614
That’s what’s so weird, it’s barely an event and the main offering is difficult to come by. I spent near 1 mil bp yesterday and got approx 5-6. That’s crazy considering at least for blight and lunar events they were common and gave a bp bonus on burning and doing the event objective, maybe it’s because there isn’t an event objective but it just feels really rare to get them.
I do have a lot of my survivors prestiged though. I’m actually getting more BPS than the event cakes...
They might be getting treated as yellows. Super weird.
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@gantes said:
https://forum.deadbydaylight.com/en/discussion/comment/535160#Comment_535160
Infectious Fright is amazing on a good Nurse though.
Other than that I agree.
I like it on T3 M&A Myers too.
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If a pc tournament has real money on the line, you almost exclusively see the successful killers bringing Nurse. Unless this is mass stupidity on the best survivors’ part; something is going on there.
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It does kind of feel bad that they had this massive anniversary stream and Ghostface Is the only thing that came out of it for June and July. The stream had way too much hype for how little the actual anniversary doesn’t compared to previous ye
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@JawsIsTheNextKiller said:
@SoylentPixie - Something nobody complained about? How about the Ghostface buff? Nobody complained about that...until they nerfed it!
I'd have liked something to grind for, but something is certainly better than nothing so I am still happy.
People we’re asking for nerfs lol
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If you don’t do gens you won’t be able to rank up past a certain point.
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Why in the world do people want less bps?
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@twistedmonkey said:
In my head i still want to get the 2 gens done but that may change over time.
The hatch spawning well that's just to stop a stale mate and the game going on for a silly amount of time which makes sense but still can be annoying for a killer in that scenario.
Is the issue the hatch or is it the fact that a killer who can kill all before 2 gens are done is being matched with the survivors they are against? This can be equally hard to gage up as we're the survivors good or just playing around throwing themselves at the killer?
In theory that killer should simply be pushed away from those survivors so they aren't matched together so that hatch scenario becomes less the norm.
By doing this they could make it so each side plays the game and there is more incentive to do gens and then maybe they can put the hatch back to the way it was of needing 2 gens to spawn the hatch the higher you rank up. Then if the lone survivor doesn't complete a certain amount of progress on the gens over a set time if more then 3 are left they get shown to the killer and if the survivor can evade well the hatch can spawn after so long to end the game quicker, sort of like McLeans idea of the past for the end game.
Last night I played in a 4 SWF for the first time in months. Our lowest rank was 14 with 2 greens and a purple being the other 3 people. Average killer rank 16. Matchmaking sucks lol
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To me a solo hatch escape as described is a loss.
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Doing gens creates semi safe zones on the map that the killer tends to avoid.