ReikoMori
ReikoMori
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@AshleyWB said:
https://us.v-cdn.net/6030815/uploads/916/HLMASUJVB8BQ.jpg
2020 Chinese year of the rat
Maybe a rat man with a sewers map. Could have been abandoned by his parents as a kid and fell into the sewers where he was raised by some rats like their own. Would be an early spring killer probably. Just an idea off of the top of my mind.
Remember there are no 'small' sized killers yet. Maybe Chucky or the leprechaun.
Legion and Freddy are the smallest we will probably ever get. There is also hag whose thin a rail and small as well.
The picture looks like something you'd get as a killer in Soul At Stake which is an actual Chinese 1v4 in the same vein as dbd.
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Let's take some heat off the devs and Ghost Face for a moment and start thinking about what other killers are lined up for Year 4.
Jeepers Creeper is auto nope.
Exorcist while being a horror movie doesn't actually have a killer to take from it. Plus we already have a female killer who vomits as her primary power and has a religious motif.
Chucky is too short from a gameplay standpoint. There is also the fact that Chucky's vodoo isn't really helpful for murder just surviving.
Jason is someone they'd like to have, but you can see how the rights holder dicked over Ilfonic with Ft13.
Predator is getting his own 1v4 game by Ilfonic. The devs said they only want human killers for DBD so both Predator and a Xenomorph are out.
Honestly, I just want the killers we do get to feel strong and fun to play as. Hell, I'll take making the killers we already have feel both strong and fun.
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Like really? why would one of the OP, instant down killer need ruin, yet every billy i counter, they use it, is it really needed? for billy?
Because even with mobility and a instadown they can still be pressured with genrush. So an experienced hillbilly is going to make sure that isn't an issue at least till they've got their momentum up. If you're goal is to just get people on the floor then one hook everyone you won't need it.
Billy needs to actually play longer games if they are getting their saws off on someone a lot. The saw doesn't score well emblem wise as one shots actually hinder the malicious emblem scoring which is all about hitting. You're not gonna land 20 singular saws in a trial. So you need to have the time and pressure necessary to get your m1s in as well.
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@No_Cluie_Louis said:
I feel like break down should permanently break the hook you were on (unless they have hangman's trick). I guess it could be OP with SWF, but something could just be implicated such as a limit to how many can be permanently broken
You don't want that. The amount of hooks and the space between hooks can't support it. Hooks are spaced pretty far apart in such a way that you're rarely going to be near more than two hooks when you go down. Between 4 survivors regardless of SWF or solo that is a potential 8 hooks broken. A trial maybe has 8-10 above ground hooks and then 4 basement hooks.
Even with hangman's trick, which is a terrible perk, the amount of time survivors are safe would topple whatever balance the game had. You'd see a lot more killers slugging much earlier and you'd see a lot more games dc'd out of frustration. There is a reason we don't have permanent hook sabo anymore. It nearly killed the game within the span of a year.
So Breakdown breaks hooks... But only when YOU are saved. Do you guys think it should also activate when you save a friend?Breakdown shouldn't activate when you save someone else. What you're suggesting is instant sabotage with no drawback or real risk to yourself. The only reason Breakdown makes sense in its current form is because it is hard capped to two uses and requires you got get hooked in the first place.
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Even Tru can't wait and had to queue for Survivors at Rank 1, there is a lack of survivors on higher rank, why?
That's the issue right there. The queues are long on both sides so everyone ranks slowly or deranks to get games. So people who don't derank can't get games without waiting forever and a day. Scoring and rank is just so busted up.
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Someone noticed that aswell? I never saw so many survivors beeing really toxic, bullying and mocking the killer with every tool possible.
Well this is what happens when a killer has a power that can be controlled by survivors to such a degree. Ghostface is currently the most hard countered killer they've released to PTB. In one way it is interesting as survivors can actually see what it is like to fully counter a killer without relying on speeding through the game.
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I really don't get why seeing blood is not part of her base kit. It isn't even that powerful to be a pink addon.
Blood doesn't displace all over. It settles in constant straight line drops and pools under a survivor's feet when they stop moving. So Spirit can use the blood to have an exact location of her target when their wounded.
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If they fix him he will be more mobile in the early game and allow you to have more variety of angles to stalk people at. You'd also get more instadown chances over the course of the game rather than a maybe one or two windowed moments where you feel rushed to get as many people down as possible.
Again, if they make good fixes for him upon release.
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@Maelstrom10 said:
more bloodpoint gain....
bring back the 200%!!!!
oh and maybe a killer aura reveal for the unhooked survivor. doesn't need to be for the altruistic one, the incentive is the bloodpoints, the aura would help the unhooked to not be tunneled
Why does the survivor need to know where the killer is just because they got a safe unhook? We're gonna live forever doesn't need anything added to it. You take to get rewarded for bolder play. It isn't meant to be the survivor equivalent of BBQ. If you want BBQ come play killer where it makes sense to have that sort of aura reading.
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@Atrushan88 said:
@ReikoMoriStupidMonkeyy I think you missed the part where I said it was multiple lobbies back to back. I basically had to quit playing because it kept putting me in those games/lobbies. If the lobby was cancelled if someone in the lobby had a steady 201+ ping, then the killer would ALSO have to rejoin the queue, making it less likely to get put back in possibly the same lobby you just left.
I'm just telling you how the system works usually. If you're getting high pings on a consistent basis then you're more than likely getting placed with killers outside your region. If not then you're either A) Having a network issue. B) Your isp is having a server latency issue. C)You're getting every killer with bad internet for your region and no one else with better connection is on.
Killers don't really queue in the traditional sense as by default we host the game so that means it is actually best if you wait a minute or two before trying to matchmake so they are more likely to already be in a game and out of the lobby pool.
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@SpooksForHire said:
Upon posting this I got another killer using Ruin. The damn clown. something has got to be done about this.
There is a neutral survivor perk in the game called Small Game. It will help you find totems. Also Ruin isn't that good if you can just hit the skill check. You could also gen tap to not get skill checks at all or just push through it and still finish the gens in relatively short amount of time even with the bad skillchecks as long as you don't miss the skillcheck completely. Ruin isn't suddenly being used cause of some deadlock it is one of the most used killer perks in the game as it is the only consistent way to slow the game down to a pace where most killers in the game can get proper momentum.
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@GrootDude said:
@ReikoMori 5 blink and omega blink take two add-ons, neither of them are fine.
They aren't fine due to having such a huge impact on the game, but instasaw creates nowhere near that sort of impact. Yeah you get to charge faster, but you don't get a speed increase, turning control increase, longer reach, or anything else like that.
The most you get besides the faster charge is less stun on terrain bumps and less overall noise from the saw. Billy would still down you just as easily if you're at the range where the instasaw really comes into play. You'd just move a few steps further and if you weren't going to make it to a palette or get the juke with one you're usually not gonna get it with the other.
I can actually see a case for multiblink and omega blink even though I disagree with a lot of the suggestions people have proposed which usually come to "No more than one blink and it made just have her fatigue less? I dunno just nerf her so I don't see her as much."
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@GrootDude said:
Insta-saw add-ons needs looked at too.
Not really, it takes two addons that aren't as easy to get as they should be most times and he has no ultra rares. Instasaw despite its name also isn't actually instant. It just makes the charge faster which in some cases can throw you off when trying to mindgame with saw charging at palettes.
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This isn't a new strat. Players been doing that for years now.
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@Carpemortum said:
What about all the simply decent random groups that people think are SWF and complain about.
The NUMBERS have spoken. A very minimal amount of lobbies are 4 man SWF. Half of lobbies are solo....
Half the lobbies are solo, but SWF have a much higher chance of survival than full solo group.Why do people never look at the stats in a complete manner?
SWFs have a high rate of surviving that scales with the amount of players in the swf. Now if you're working with a a proper team that should be what happens. The issues is that the game doesn't handle that sort of situation well. To that moderate amount of players who are in SWFs skew the game in noticeable way. It also tends to be bad for solo survivors as well as killers. Solo survivors sort of roll the dice on whether the people with them are actually going to help them and killers aren't really designed with having to deal with high levels of coordination between players.
Killers are limited in their responses and by default don't have the ability to break up coordinated teams in a short amount of time. Now the other side of the coin is that SWF has been a part of the game for a very long time and it isn't going anywhere. There is also no way for the devs to see whose going to be on comms and know what is being said. You can't dictate rules you can't enforce so that isn't changing.
So the question is what can be done in game to either bring solo players up or soften swf player advantage enough that the teams are on near equal footing with the solo players.
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I hope they Nerf her. I have 1700+ hours in game and sit at red ranks on both sides (Bubba's my boy though) and I have to say Nurse needs a nerf.
You can't make every killer mid tier then buff them simultaneously. Killers don't really scale to one another in the first place. Mid tier for Nurse could not even be a thing as in game development you don't develop or balance towards the concept of tiers. Tiers are a player categorization and aren't always in line with what you think should happen with a character.
So let's theory craft a bit: Getting Nurse to be a 'mid tier' killer.
You look at the base kit first, always look at the base kit since any changes to this gives the direction for everything else. We can scale her back to 1 blink at base, increase the fatigue time by say 1.5s and add power bar that needs to refill before she takes her next blink. To compensate we've got to increase her base movement speed to 115% or else she has no ability to chase. Now since she's actually able to walk we've got to give her the standard TR of 32m. At base now she's about average with a power spike on a very tight window rather than blinking as her movement. This means she now is susceptible to all the basic counterplay tools of survivors.
Lets do an addon pass. People want no omega blinks and no multiblinks, but remember the idea is to get her to 'mid tier' for players so we've got to invest something into her power than makes her still worthwhile without being overbearing. We can add an extra blink to get her back to two for her ultra rare. We can increase her range considerable while still only having one blink as a very rare. This also comes with longer fatigue and longer recharge. For rares we could have recharge and fatigue reduction. Uncommons can be weaker versions of rares and commons can be used for new players to have a range indicator to see how far they are gonna blink.
Now, theoretically the Nurse should be just about what most would consider mid tier. She doesn't really excel at anything too heavily, can be outplayed with the basic survivor counterplays, and has retains the skillcap. Now here is the question is mid tier Nurse still at an advantage over other killers in the mid tier? The answer is probably yes because as long as you know how to itemize and have the skill necessary you're still going to have better than average map pressure and still can defeat loops when you get ready to do so. A blink is still a blink no matter if she has 1 or 6 so the function is still just as good even if you draw the reigns in tightly. If you were hitting in one to two blinks already you'll still be doing that.
So, now the question is do you still end up with a higher amount of nurses than other killers? Probably yes also. She's taken multiple nerfs and managed to keep power so now the question is how do they solve the problem without A)Removing the current power entirely or B)Doing something so drastic to the current power that she becomes a high skill cap killer with low returns?
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/511321#Comment_511321
Nurse was mentioned
All they said she was high priority, but that isn't really saying anything.
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The mentioned nothing about the nurse. I just finished watching the vod and nurse didn't get a mention.
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Hello, So with MoM change we on Reddit got an idea how similar changes can be implemented on noed. Instead of giving noed for free, let killers earn noed.
Educate yourself before falling into the same trap as other survivors who ask for dumb things.
https://www.youtube.com/watch?v=JfXsr4BL5B0&t=4s -
@Mushwin said:
The power equals the movie after all is what it is based on...it was never ever going to be good but eh.
This isn't based on the movies. They didn't license the movie just the Fun World mask which was made a year before the first movie. So from that standpoint you're just factually wrong about something you can just easily look up.
With that out of the way, lets talk about what we did get. We got a killer whose power isn't actually something he has much control over as survivors do his power better than he does. That is insane. Survivors are better at counter stalking Ghostface out of his power by nature of being in 3rd person view. They don't even have to commit to looking at him for a real length of time.
People are going to complain when you give them something with a promise of being fun AND powerful, but instead they lack both fun and power.
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/508260#Comment_508260
No i'm talking about the Killer from the original movie which is basically what this is based off of.
Most people who dawned the mask were always the same height as the first person who did this in the first movie. It wouldn't make sense if someone who is like... as tall as Myers to wear the outfit and mask, it would kinda throw that off.
The mask was made before the movie. This chapter is only licensing the mask from Fun World and creating their own killer to dawn the Ghostface mask.
Ghostface also isn't small in the ptb. He's actually quite tall, but can crouch rather low.
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They handle the power role much better in Deathgarden. If we all switch from dbd to that then it might encourage them to put actual power into the power role instead of making us an amusement park ride.
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The consensus around here seems to be that nurse is broken and unbeatable.
She isn't considered unbeatable it is just that the skill required to beat her isn't something you just have in the low ranks of the game. The higher in rank you go the more skilled the survivors become and the more coordinated teams you face. There is a saying I like from Tru3talent, "Strong survivors can make any strong killer look weak."
Now, that does take a lot of work against a high level nurse player, but you do see it.
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People getting mad that complains and suggestions are raised during the ptb period.
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MoM on paper just seems kinda confusing from a gameplay standpoint. It is a reasonable question to ask if the intended response is to have people tunnel someone off the hook. Cause if that is the intended response I think survivors would be pretty unhappy with that. Unless the plan is unhook and bodyblock during the chase, but I don't think the safe unhook event can happen during a chase.
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@miaasma said:
https://forum.deadbydaylight.com/en/discussion/comment/505770#Comment_505770
this is wrong; the situation being described means you down the survivor, then immediately pick them up and drop them until they wiggle out automatically. they're on the ground for very little time and therefore bleed out very slowly
this may not constitute a permanent hostage situation like bodyblocking the basement in previous patches was, but it's still taking the game hostage as it prevents the survivor from exiting the game legitimately for a long time, and indicates the killer is intentionally keeping the survivor in the game for as long as possible. i don't know whether BHVR has ever commented on what would happen to people who do this, but it should have some consequence
The killer can only pick you up and drop you 3 times before the game makes you let them go and you take like a 2 or 3s stun. If you were to be downed again you would lose a percentage of your bleed out timer. The game is designed to prevent the killer from both interacting with you in this manner and keep you alive.
The only real way the killer can take you hostage is to place you in a position where you can't do anything and they are refusing to interact with you. Things like bodyblocking in places where survivors can only enter and exit one way.
If you're being constantly downed, then picked up and dropped you have at most 4mins till your dead if you do nothing at all as the game will automatically reduce your bleed out to zero. I know this because it is one of the mean old slugging tactics from when hooks could be perma sabo'd.
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^This is the reason of why 90% of the changes to the game's UI and metadata have happened. It is also like 40% of why things in game get changed as well. Don't like the way hooks are, that was thing survivors kinda went crazy with. Wonder why sabo is technical and time wasting? Survivors nearly brought the game to its knees with sabo.
Ever felt like for the amount of windows there should be more open ones on a map? Survivors started playing infinite ape escape. Hate entity blockers(When they actually work.)? Survivors turned single walls into a mobius strip.
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@LapisInfernalis said:
@Judgement Five? I only count 3. Unbreakable, MoM and Borrowed (and an Insta Heal :)) .
DH is like any other Exhaustion perk and has to be well timed, else it's a free hit for the killer. Adrenaline is more a reward for doing Gens and DS is an anti tunneling perk and therefore no 2nd Chance Perk anymore.
Adrenaline may be the most downplayed perk by survivors. It is the only exhaustion perk in the game that can be used with other exhaustion perks. It gives a sprint burst and a health state no matter what condition you're in. That isn't to say it is unfair or broken, but lets not short sell the perk.
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@BACKSTABBER said:
https://forum.deadbydaylight.com/en/discussion/comment/505737#Comment_505737
so where is the limit of griefing then? 10 minutes of downing+reviving?
This scenario can't happen. You can't be downed and received for that long as each down shaves off a chunk of bleedout time. After about 5 downs they just die anyway.
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@List_of_concerns said:
https://forum.deadbydaylight.com/en/discussion/comment/497116#Comment_497116
When there are no Perks that directly counter Exposed, I'm just guessing here, but I think adding more ways to become Exposed would increase the desire and/or need for a Perk that could directly counter Exposed.
Yeah, then they can charge up their power that will then do absolutely nothing, effectively just wasting all the time they spent charging it. What a fun and interactive game that would be.
A lot of Perks directly counter killer powers. I'm feel confident saying that more than just a few Perks are capable of wasting a killer's time. I also think that there are some Perks that have been created with the intent to waste the killer's time. Usually if something is good for a survivor, it's bad for the killer. That's the nature of opposing sides.
Also I think you seriously miss the point of how reliant Michael is on specific add ons and builds to make decent use of Tier 1 and 2. Tier 2 is almost never the focus of a build because it's essentially any M1 killer with a lower terror radius. T1 is guaranteed a hinderance and drawback if you aren't using his T1 mirror. Point is, if you add a perk that just braindead counters exposed, Michael basically dies. Either you can ONLY play him when you have "very rare" add ons, and only one specific build works, or you go into a match, reach the point where your power is a POWER, an actual spike in what you can do, and basically become a joke as every survivor just ignores the whole point of it.
I don't know how reliant killers are on their add-ons. I can't say I personally enjoy using add-ons frequently. I don't want a braindead Perk. You can still play The Shape without add-ons. Sure, he might not be as effective without add-ons. I don't focus my playtime on trying different add-on(s) combinations. I've tried to tell others in this thread that Exposed isn't the only benefit The Shapes gets from his killer power. I don't know how the power text could be so misleading. Again, I'm just guessing, but I think I understand what you're trying to say. Exposed is definitely powerful and it certainly makes The Shape seem more powerful when he is able to benefit from Exposed.
You clearly have very little understanding of how a killer like Michael works, your replies that basically just say "lol don't go tier 3, tier 2 is still good enough as a power" show this BLATANTLY.
Also holy hell is this thread hard to read with the walls of spam quoting.
I don't want my personal opinion or experience to overshadow what the The Shape's power text description says. His power does not cease to exist just because he never uses Tier 3. In that case, he'd simply be benefiting from a portion of his power instead of the entire power.
Sorry about the quoting. Maybe I got a little carried away here and there. When a post is going in so many directions or so many one line arguments are being made, I felt the need to reply to them on a case by case basis. Thanks for the notification. I'll try to reduce line by line quoting in the future.
Thanks for the reply.
You don't like using addons and don't know much about effect they have on the game. You don't take anecdotal evidence and don't read the official documentation. You're even guessing that a lot of perks counter killer powers and perks. The reality is that some perks can counter aspects of powers, but not in an apples to apples way. It is usually more situation dependent or just universally useful. There are actually very few hard counters and most weren't designed to be that it just turns out that sometimes they are.
So am I at a loss as to what you're seeking when throughout the discussion you've not went and sought more insight. Insight that would help you to have a better understanding of how the landscape of the game is. Insight that would help you better to see why people are saying what they are saying.
I'm seriously asking, what is your objective?
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and I dont mean farts
According to the lore the Clown experimented with and abused anesthetic gases for fun before getting the idea to turn them into the Afterpiece Tonic. So he probably has a huge tolerance.
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@Victory said:
https://forum.deadbydaylight.com/en/discussion/comment/500464#Comment_500464
if survivors complained as much as killers did, 4 man escape would happen every game, nurse and billy would of been gutted.
You're confusing complaining with being catered to. Which history of patch notes show that more often than not the survivors get the lion share of favorable changes even with recent nerfs.
You as far as forum posts go both sides complain about the same amount about the same thing.
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Having paid money for the game and dlc I honestly don't like the presence of free to play monetization being added to the game. We've been asking for more short term events forever. That tends to get exclusive cosmetics in the hands of the most players. Plus we have two extra currencies that are effectively purchasable with real cash. The store is a decent idea as it provides a place for players to directly buy the extras they want when they want. That is the sort of monetization that works best for this sort of game.
I don't really understand why people want to pay money to grind ANYTHING that could as easily be placed in the shop, given out during an event, given out as part of subsidized brand collaboration, or just added to the game as part of the existing progression scale. That just feels was less predatory and consumer facing than a battle pass. I'm against any sort of system that exploits people's psyche for monetary gain. We shouldn't be inducing long term FOMO into the playerbase.
The most reasonable way for this to work is if it is a one time purchase that you can work on at your own pace. That is the best way this set up could work. You pay in to get more, but everyone can still grind the game at their own pace rather than building unhealthy gaming schedules that lead to burnout.
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I keep seeing this pop up, but they never said that Ghostface moves at full speed while crouching. They just said he moves at full speed AND can crouch. The timing of the statements during the stream were even separated by a couple minutes.
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I mean it's just the killer but when survivor has to do something for not being killed, it looks toxic.
The game just has a lot of problems that are in general killing the experience. The further you go up in rank the more the game starts to break down. Honestly the game has gotten stale and everyone whose played long term knows all the layouts and the optimization tactics.
Since you talk about enjoying dropping palettes on killers I can speak to that. Killers don't mind the palette stuns, but maps tend to have so many palettes spawning in too close a proximity of one another. We're still reporting incidents of double palette spawns, but according the most recent stream they don't believe us even though multiple streamers have footage calling them out. There are less palettes than in the past where a map could have as many as 30, but it isn't the as lacking in palettes as some survivors say it is.
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Flip flop is a perfectly fine perk. They are looking into ways to make MoM healthy for the game.
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@Dr_Smith_ said:
https://forum.deadbydaylight.com/en/discussion/comment/502345#Comment_502345
So you think that the killer should have the 4-th kill/sacrifice for free and the last survivor deserves death just because his teammates screwed up?
By the logic of how the game is design to hinge on team work for survival...Yeah. That isn't an unreasonable suggestion to make especially when the kill isn't instantly guaranteed by game rule. When your team makes a mistake that snowballs into three people dying the fourth should be heavily pressured.
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@EnviouSLAY said:
cleansing the totems is a good strat..but if you are against a good killer it is not always viable. Going against a good killer makes it hard enough to finish all the gens, let alone find all the totems. The way the game is going now the odds have flipped quite a bit for survivors; by 2020 It'll be either completely balanced or killers have more power.
It's five dull totems that don't alert the killer when they're being cleansed. Ain't that hard to break them.
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Achievements break all the time in this game.
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First and foremost, I know mending is not a healing action (even though mending literally means "to heal", but whatever).
Sloppy applies from injured to healthy state.
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Can we make it where if someone has ANYONE in the lobby 200 consistent ping or above the game is cancelled, so we can't have laggy killers constantly?
If you are constantly getting pings that high that means you're playing killers outside of your region. Which depending on what time it and where you are is going to be the case.
@Judgement said:
Agreed. They should also revert the hidden ping indicator change that they made.
The ping isn't hidden, but it is on a delay so that it can show you the stabilized ping.
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Because apparently the loss in points isn't a big enough deal to stop them from doing so.
The dev team and us players have tested many anti camping measures. The results were as follows
We tested making times not count down and count down lower: Survivors developed a strategy to keep killers around the hook so they had near infinite time to make the save.
We tested bp loss and it didn't really work. We tested emblem score loss and it didn't really work either, but was a better idea than anything so that made it in. Recently increased the amount of emblem decay you get to the chaser emblem when camping and made the distance where your counted as camping like 16m big.
As you can see there is still camping. The devs aren't too keen on doing much else as while it is unfun it isn't an exploit and the game is designed with scenarios where camping is actually the optimal answer despite the emblem decay. People complain of facecamping still, but the actual action face camping is impossible as the hook was changed to swivel around when survivors are unhooking from an angle.
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@Karltastisk said:
https://forum.deadbydaylight.com/en/discussion/comment/502490#Comment_502490
No its not if you hook another survivor first it will cancel out DS, so lets say you down both the DS user right after unhook. And another survivor within 10 seconds, if you first hook the new survivor the DS user that u just had hooked won't get to use his DS because it was not tunnel it was a bad play on the survivors side that you should not be punished for, but with the current version. If we have the same scenario, you hook the new survivor then go for the DS user you will get stunned for 5 seconds, maybe even the DS user will run to the hook with BT and now you have zero survivors on the hook instead of 2. even tho you played fairly and it was the survivors that made mistakes.
It is only a straight buff if you indeed are hardcore tunneling. maybe the increase timer was to much, maybe just increase the time if you are being slugged?
Even if you aren't hardcore tunneling that is 2mins of time. You can do two gens in that amount of time as a survivor. As for the killer there is no guarantee you can get others on a hook in the team is strong. If you have one person on the team who gets caught out even after being unhooked then they need to get hooked again. You're suggesting nothing, but a buff with no downside to the survivor. If you were to have a 2min window of safety you better either be exposed or I better be able to see your aura for the rest of the match when you get unhooked the first time.
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@TheShape78 said:
I agree, but my understanding is Funworld not only has rights to the mask, but the knife and movie robe as well. We have the mask and knife, so maybe they'll add the robe. Also, there are a number of references to the Scream films in this Ghostface dlc.
Fun World just owns the Mask as they created it. The rest of the costume was made Dimension Films people. The knife is a custom model of the Buck 120 Hunting Knife, but Buck discontinued that model as customers complained it was too big for skinning animals.
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@Entità said:
@ReikoMori I don't think so... Which maps have you checked so far?
Nevermind you're correct it is only 3 by default. I am just used to players using coins.
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Ghostface's leaked mori shows him taking a selfie with the Survivor he just killed, and then fiddling with his phone for a bit before putting it away.
It is most likely that the process of photographing himself with the victim is part of his ritual. Most serial killers have patterns of behavior they go through before, during and after a kill. It becomes their signature and helps to increase the personal gratification from the act. Considering that the reporter has been able to somewhat make a career out of writing about his own murders. He pretty comfortable with his process and that means he has killed for a decent amount of time.
Another common serial killer trait is the collecting of trophies. You can see a textbook example of this in The Clown with is keyring of fingers and bird feather collection from when he was young. Ghostface could also take the pictures as his trophy of a successful kill. Photographs of victims either before their death or after their death have been taken as trophies in real life serial killings. The pictures are a way of reliving the memories of each murder until they need to kill again.
I am sort of a serial killer fan.
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If you want to give me things for just playing that is fine because I have no money to spend.
I don't like battlepass type monetization structures. So rather than going into that I wil say this. If the buy-in to the "Premium track" is a one time purchase of $20.00 or less then I would consider it. I've bought the game, all but one chapter, and don't really care for the store. I mean I still have to play and unlock everything so I think it is a reasonable price.
If it is a repeating purchase cycle every season then it isn't worth it. That is one of my biggest issues with Battlepass type monetization is that it if for any reason you can't make it through the pass during the season you've just lost money. That is what is weird to me.
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I think all maps have at least 4 chests by default already.
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It's not Ghostface if he doesn't have his classic suit.
You do realize that the Ghostface is the mask right? It's been around way longer than the movies, Even the Scream movies were built around the mask that Fun World owns. The film legit didn't even have a finalized idea of what the killer would look like in the film before they saw the mask. In the script it was just called "masked killer" and they had to make the rest of the costume up while filming.
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I love this game, and the things I'm about to say is for to see an improvement for the future, because let's face it, everything they presented was badly presented.
The stream was good. It was very informative of what is in the pipeline, what goes into making the game, and the general ideas of what to expect for the next year. If there is anything that is a downside it is maybe that the synth player in the band wasn't loud enough during certain songs. I think you're putting a lot of expectation and weight on a stream for no reason. Freddy isn't even going to PTB until next mid chapter so obviously their not done yet. We already know and have been able to see what Ghostface does. They even demoed his power in more detail during the stream so that checks out.
Also why all the complaining for 720p? You still got a hd stream so chillout.