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ReikoMori

ReikoMori

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ReikoMori
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  • I think I'm all ears will actually be a pretty decent perk to run.

  • Most killers don't have any music linked to them. Myers has an icon piece of music linked to his franchise.

  • @Mc_Harty said:

    Fake pallets, Slows down survivors and Teleportation to generators.

    This is sounding good.

    It should bear in mind that none of these are fully confirmed to be what he finally gets it just three options of which they will choose one of. I would like to see Freddy players not get their hearts hurt multiple times due to overhype mixed with extra disappointment.

  • Nah, I play killer and the last thing you want is killers running around with their addons for too long. I mean sure it seems reasonable with low strength addons, but some killer addons get crazy.

    Say J.Myers Memorial for Myers, Imagine getting one and stalking rapid fire a team and getting to keep that and repeat the process. The game would fall apart. A lot of killers' best addons are not even their ultra rares. Plague's is a purple and green. Legion's is a yellow and green. Same for Hillybilly.

  • @rch614 said:

    My friend actually had the same idea last night. She wants them to make Head On give a passive benefit: you cant be grabbed while speed exiting a locker regardless of exhaustion or not. Like how Balanced Landing has the passive stagger reduction

    That is not happening. Unless you want Head-On to only do that and not have a stun. BL is a chase perk, but it has been made quite clear that Head-On is a perk that is meant to be a setup perk. Lockers are supposed to be risky plays.

  • @Chrisko said:

    https://forum.deadbydaylight.com/en/discussion/comment/494730#Comment_494730

    I have had the opposite experience. I have only escaped through the door 1/15 times approx.

    1. I have waited by the door and opened as soon as the hatch was closed
    2. I have waited for the killer to head toward the other door and started opening but was downed with 2 or 3 secs remaining on the door.

    The door opening time needs to be reduced by about 3 seconds IMO.

    The other idea is for the door lights to all be lit so the killer can't see if a door is being worked on from a distance and has to actually go near the door to see if a survivor is there.

    I expect a balance to be done once the devs get some escape statistics from the endgame gameplay. Hopefully the devs will share data with the community so we all know what other players are experiencing.

    We have a perk for that.

    Also if all lights on a door are lit, but no sound is heard and door isn't open then that is a dead giveaway that door ain't the right one. Also survivors stick out at the exit gate lever so you can see pretty easily their not there. So it wouldn't help you much against experienced players.

  • Well you have to understand how the game is trying to interpret what is happening. As a survivor you're connecting and sending data packets to the killer. The killer effectively has zero ping while you have whatever latency exists between you. The killer is playing in an effective "real time". The game tries to make everyone see the same thing and play actions are properly as possible, but when interactions overlap some times the game picks one over the other.

    Since the killer is in "real time" the game picks the grab over the rushed locker exit. You'd be better off trying to hit killers at the sides of the locker.

  • https://www.youtube.com/watch?v=X7ZaL0-YEtg Is the killer suppose to be able to do this?

    This is working as intended as you are supposed to DS off the killer's shoulder, but once you're in the hooking animation you're counter as being hooked. This is why you can't run towards hooks when you have DS. If you're close to a hook you most likely won't get your ds. The best solution is if you have ds, run at the killer and take the down. They either have to eat the DS or leave you on ground to wait out the timer.

    @CallMeSpidey said:

    They said the skillcheck should appear as soon as he hits the pick up button.

    But then again, they've said a lot of things.

    Skillcheck appears right when it is supposed to. You have to be fully on the killer's shoulder and it went active as soon they were. They've said this like 5 times over the years since ds was released, it isn't meant to break animations.

  • If you already own dbd the game will only 6.99 and for 1.99 you get the T-800 Terminator dlc.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/499120#Comment_499120

    "Why do you want to punish the killer for doing their job and mess with the game finally scaling up in difficult properly for survivor as more of them die off?"

    Scaling up the difficulty is one thing, making it absolutely impossible is another.

    "Survivors are the most dominate they've ever been."

    Infinites removes. Pallets reduced. Maps adjusted to have less cover. Strong perks nerfed. EGC. Yea, survivors are definitely more dominate than before SMH.

    "We now know that since egc came on that 41% of solo survivors are escaping on average. That is a pretty significant number considering the circumstances. That number just up by 7-8% if you're in a 4man swf. That is nearly 50% success rate for survivors."

    The stats were taken sometime around the first week of April. EGC didn't hit until a month later. What you say here is just flat out wrong in the current state of the game.

    "How are you rewarding the killers that have pressured the game early and gotten their kills to now be in a properly earned position of power?"

    If fake hatch was a thing, killer still has PLENTY of power in this situation. Only instead of a guaranteed 4th kill, they will need to actually outplay their opponent. Currently, there is no need to outplay the survivor, you just need to not screw up so bad you let them get out.

    You've already outplayed them and their whole team. The fact that they get an extra chance at all is good enough.

  • These be bugs that have been in the game for a while. Most of the time you can't make any of these specific ones into viable plays. I just sorta treat it as getting hits across the combines on coldwind. They can be done, but there is easier ways.

  • The biggest thing that has helped me is learning when to break off from bad chases and to not let anyone else's "rules" dictate what I do in game. As killer your only objective is to kill the survivors and you're free to do that however you feel works for you.

    If you're going to push up through the ranks then of course you can't get around having to play the way the emblem score needs you to. Though there are lots of what to met what it needs to get your pips without it being too much of an inconvenience.

    Playing survivor gives you a better idea how they run maps and deal with gen spawns, totems, etc. Taking that info back to the killer side helps with optimizing routes and choke points. Watching streamers and youtubers play can help you, but I personally think that the best place to learn from is yourself. Study better players to get an understanding of the things they see then think back on your worst games. If you've recorded them even better. Watch it back and make mental note of where you started to go wrong.

    More than anything though, just relax. If you come to dbd really stressed out or anxious then you're gonna make more mistakes. Also get comfortable with dealing with swf groups. A lot of those games are going to be very exhausting and stressful, but playing them every now again will help you. Also don't feel bad if you dodge a lobby when your not in the mood. If you can't have fun at all then your game will suffer.

  • @drunky26 said:

    Stop caring about winning.

    Seriously, I for example don't give a ######### if I escape or die.

    Just try and have fun, loop the killer, save teammates, that's the fun part. Escaping is nothing except 5k extra bloodpoints.

    If someone dc's early on, dc aswell. There's no punishment and why should you play a boring match because some douche decided to disconnect?

    I was sweating and tryharding every match when I actually cared about winning and when I wanted to rank up. Once I reached rank 1 I stopped caring about everything and I've been having way more fun since. After all it's just a game, who cares...

    You've reached rank 1, but maybe op hasn't yet and actually wants to go for. Hell I had wanted to push to red ranks until I was looking at my achievements page and saw I already had did that at some point. After that I relaxed a lot about what I wanted from the game.

  • The title pretty much says it all, Keyboard and Mouse support would be great for consoles because it's so hard to play killer on consoles, If you could add that , that would be awesome imo, PC players can use a controller to play, Why don't we get the same by using Keyboard and Mouse on Consoles?

    We can, but we don't because controller sucks for this game.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/498294#Comment_498294

    But it's so guaranteed is the thing. Like if fake hatch was a thing, then killers might want to consider other options if they want to avoid being at the wrong hatch. OR maybe position themselves so they can go to either hatch quickly. Or maybe make an effort to find the last guy before killing the third guy, at least to know he isn't by either hatch. That sort of thing.

    Like if you found the fake hatch as survivor, it's pretty much as it is now. The only difference is that, where before you had 0 chance to escape if killer knew where hatch was, now it's 50/50 and you could just luck out. As killer it might be lame to pick the wrong hatch but again you have control over the situation. If both hatches are in bad spots and you have nothing to find the last guy, you might want to avoid letting hatch open. Alternatively, if you hook the third guy and say see the last guy with BBQ you can focus on going for them instead of the hatch, because that's more efficient way to get the kill. It's not just given to you for making the obvious checkmate move. Like as Spirit, you literally cannot escape if I close the hatch. The only reason dudes escaped from me after I closed hatch was because I messed up, not because they did anything particularly skillful. Had I not made mistakes, it would have 100% been death for them. It's like, what even is the point of letting survivors open the gates if at the end of the day killer will get you anyway?

    Why do you want to punish the killer for doing their job and mess with the game finally scaling up in difficult properly for survivor as more of them die off? You're asking for a mechanic that punishes the killer for being aware of the map when survivors legit have access to actual maps and addons to track hatch spawns. This is like third or forth idea in this vein of "Killers can close the hatch now, but what if they also needed to do [insert extra nonsense] so that survivors had another chance?"

    Survivors are the most dominate they've ever been. I'm sorry that solo survivors are getting shafted in a lot of cases, but that is true. We now know that since egc came out that 41% of solo survivors are escaping on average. That is a pretty significant number considering the circumstances. That number just go up by 7-8% if you're in a 4man swf. That is nearly 50% success rate for survivors. Even the highest tiered killers aren't putting up numbers quite that good. Now not all survivors can take advantage of the things that are making survivors very strong. Maybe they don't have items and addons or haven't bought the teachables that make the stronger builds on their preferred survivor.

    What happens to the game if we add these extra mechanics for killers to jump through to do their job? How are killers that are already struggling because they aren't mobile and can't apply pressure to the game early on? How are you rewarding the killers that have pressured the game early and gotten their kills to now be in a properly earned position of power?

  • @BoredByDaylight said:

    I'm also now getting in the habit of dodging lobbies as soon as SWF players join. I know this sucks and is bad practice but it's just not fun for me and I don't see the point in playing when I know how the game will end.

    I've been doing the same for the past few days. Like, I just don't want to play in that kind of stress right now. It's fine every now and then when I'm in a place I can deal with it mentally, but I'd like to have fun for a while. Getting rushed then and ######### talked as I make my way to upgrade button isn't the sort of mood I'm in these days.

  • j-jonah-laughing.gif

    This guy!

  • @noneofyourbusiness said:

    https://forum.deadbydaylight.com/en/discussion/comment/497555#Comment_497555

    No, you're wrong, survivors are very strong but they can be beaten by skilled Nurse, as a Nurse only in your hands is the result of the match.

    First off, chill with "No, you're wrong.". I have an opinion based on how I view the game in its current state vs its past states. You have your opinion based on whatever you base it on. This isn't about correct or incorrect.

    Second, even the strongest killer can be made to look weak when the survivor team is playing at the highest level of skill. No one said she couldn't beat survivors. I just stated something that evidence seems to support which is skilled survivors can outplay a nurse. Getting outplayed doesn't mean anything more than they have clear and present weaknesses that can be used to an opponent's advantage.

  • I'm curious.

    The game has a problem with people trying to heal themselves too much and their teammates not enough. Autodidact is supposed to be another answer to team healing for those who don't want to run we'll make it, but the benefit isn't great and getting proper stacks is rng dependent.

  • @Laakeri said:

    https://forum.deadbydaylight.com/en/discussion/comment/497296#Comment_497296

    I understand why people DC vs Beads, Iri Head, +3 blink or Insta saw Billy as they are not fun to play against, but currently people dc against anything.

    I have played 12 games today (1 killer 11 survivor) and the only round where no one dc'ed was vs Trapper with bad perks and addons.

    Hell I even dc'ed today from 3 games and they were all vs +3 blink Nurses.

    I honestly do get the point of dcing against anything, but even I have been driven to dc a couple time. The times I've dc'd were just due to genuinely not wanting to deal with super aggro survivors who want to rush the game to hell and back then want to hyper toxic because I won't give them chase points because I've not had time to even play the game.

  • @Steve0333 said:

    When I first started using Freddy I would put one survivor to sleep and then just tunnel him and I would lose constantly. Freddy has taught me the importance of chase abandonment. And the good thing with Freddy is that you can abandon chases a lot easier than you can with other killers as long as you have multiple people to sleep . Let's say I put 3 people to sleep in the beginning because they were all near the same gen like they always are. I can hit one and then see he's running towards a looping jungle gym, so I can turn back around and see one of the other survivors running towards a gen so I abandon that chase and head towards him. Doing this constantly will put yourself all over the map and create a lot of pressure. The more you play with Freddy the better you will get at juggling survivors and knowing when to go for a kill and when to abandon. You don't have to get caught in a loop with Freddy, you can be all over the place.

    I just hope the rework doesn't destroy the way I play with him now. I've spent so much time learning to play with him that I have difficulty ranking up with any other killer.

    I would say expect a lot of changes to Freddy as right now he's not able to universally play the game with how his power is designed. He's got a strong gimmick, but no way to play the game without his power.

  • @Jonathanskilz said:

    https://forum.deadbydaylight.com/en/discussion/65179/sooldown-after-legions-frenzy

    Legion is in a good place and his power to use frenzy to hit a survivor then jump pallet leave frenzy and get easy down just a tip.

    Legion is in a good place right now.

    Legion's not in a good place if you're playing him. Having his TR increased has hurt his frenzy attacking potential. People equate the speed with a free hit, but what got you hits was more a combination small TR and the speed. The reduction in overall sprint speed combined with the larger TR means good survivors are already fanning out before you reach them. Vaulting is slowed by a quarter and the only thing that sort of helps with it is tier 3 bamboozle. That cuts it down from 25% to 10% vault speed reduction.

    When you jump a palette you have and cancel you have a 4s cooldown that prevents your attack. A smart survivor understands this and instead of going forward they just vault back over the palette. You can't do anything about it as you can't reactivate your frenzy. You now need to play the chase as an m1 killer. I wish I could get people to understand that the vault and cancel method isn't what it used to be. Most legion mains were already doing this with the old legion kit, but now it is more work for less reward.

    A big issue is Legion's addons aren't in good shape, cooldown addons got nerfed mid ptb which was a huge blow to all the planning we were doing to mitigate the nerfs. Pre nerf max cooldown build got the cooldown to 3s flat. Post nerf max cooldown now only goes to 3.76s which is not much of change. Considering max cooldown required purple and green addons. The pins could be the best addons, but you need to frenzy attack the same target twice for timed effects and no addition damage to mend timer.

    The addons that used to be fore speed are now for Killer Instinct, but they've done something to make those addons possible to use that makes killer instinct overall seem to breakdown at certain times. This one's hard to explain, but originally it was solely based on TR, but now it is disjointed and sometimes fails to work. Like it will proc of survivors who have been frenzied, but miss non-wounded targets.

    The speed reduction and recharge rate increase also removed any pressure Legion could apply to larger maps so in some places like shelter woods which is massive you're literally got more map than you can actually handle. Coordinated survivors recognize this and will often move in two man cells doing gens as far apart as possible so you never can get them pressured. Map RNG just hurts you alot when you can't cover the distance even if you know what their plan is. You've got no realistic way to fight it.

  • Unlocks potential in one's Aura-reading ability. Once all Generators  are powered, Exit Gates   are revealed to you when within 128 metres of range.

    128 meters is far too big. That is bigger than some maps and getting a buff to the actual effect of Wake shouldn't also come at the cost of messing with Blood Warden which is actual at a healthy place considering the conditions needed and the egc timer being what it is. Base 2min and when someone gets hooked or injured slows down to 4mins. BW only blocks the exit for a minute so if you don't heal the injured person you're not in a time crunch.

  • @Gardenia said:

    @ReikoMori where is Plague "Vommy Mommy"?

    Plague didn't have a picture, but I'd put her in C Tier. Plague's power is designed to have spikes rather than be consistently strong. If survivors don't cleanse you never get those power spikes.

    @Hag.is.Dtier said:

    https://forum.deadbydaylight.com/en/discussion/comment/497842#Comment_497842

    Huntress has "Average skill cap", I don't think were playing the same game. Spirit is not the same tier as Nurse and is the most overrated killer in the game.

    You are entitled to your opinion, but I will explain my reasoning for what I said about her. Huntress' power is to throw hatchets. You can get really good at them and make some amazing crossmap snipes, but that isn't standard. It doesn't really take too much skill to learn how to aim once you know where the center of your screen is. If you have an nvidia graphics card you can even use geforce to give you an overlay with a sticker dead center of your screen. After practicing for a while you can turn the overlay off and still mentally understand where the center of your screen is and line up your shots which will most times be much closer and easier than a cross map snipe.

    Overtime you start to understand what you can and can't throw threw. After that she's a m1 killer so not much meat their.

  • @Poweas said:

    https://forum.deadbydaylight.com/en/discussion/comment/497842#Comment_497842

    @ReikoMori everytime I see ur name, I think of Another XD.

    Billy and Hag have better pressure than Nurse and Spirit FYI also just as skilled. That's my opinion though.

    Billy has to fight the map a bit more than Nurse and Spirit due even though he creates a ton of pressure through sheer mobility. He gets destroyed by these tiny tile flaws that make terrain fat shame killers. Hag needs her traps to actually work to have pressure and mobility. If you've got a smart survivor with a flashlight or an immersed survivor using Urban she's not going to get the same value out of her traps. As far as skill I ranked the upper tiers more around what was needed most versus whether I though the killer was hard to use. Nurse and Spirit need an incredible amount of spacial awareness to be accurate. The spirit also needs audio awareness which is hard to come by due to the game's sounds being garbage. That does pull the skill cap up a bit.

    BIlly doesn't need a lot of spacial awareness because he's fairly easy to control during his sprint once you get a few games in with him. Not saying you'll snipe survivors, but you can definitely get place to place fine enough map permitting.

    I also didn't put this, but I took into account how destroyed the killer gets on Haddonfield.

  • You know @List_of_concerns you make the statement that you can't and others can't know certain pieces of information as facts. Now I posit to you that this community as 4head and toxic filled as it is actually has some damn good record keeping and information generating. Partly due to the devs taking time out every so often to actually give us their stats. Why they even gave us some going on three weeks ago now right on this very website. You can find past tidbits of information direct from them on their old stream vods as well.

    You've also got the wealth of players who are actually well known, played for thousands of hours, and at times even go out of their way to test and generate stats for specific situations. There is also the well maintained official gamepedia wiki which contains so much information about the game's and present along with the occasional specific number value change from certain perks, items, addons etc.

    There is a youtuber or two who've done history videos on the game from launch till present day.

    I think you would be best served going through this stuff and coming back.

  • j-jonah-laughing.gif

    @BeanieBoyBob said:

    @ReikoMori Where are Adam's base perks then? You start with those same perks each time regardless.

    I JUST NOTICED THEY WERE MISSING!

    HOW DID OP RESET THEIR SELF TO THE DARK AGES!?

  • Not even his perks are there... i have tried re logging and it still consists. Sorry to put this on General but it wouldnt let me click anything else.

    When you prestige a survivor or killer you are RESETTING ALL YOUR PERKS, ITEMS, and ADDONS.

    It even tells you that when you hit level 50. You will now have to get all of those things again, but everything is randomly generated in the bloodweb so you are not guaranteed to get the things you lost back in the same order or amounts or tiers you got them at last time.

  • I've been noticing alot of problems with the game lately, and I'm unsure if it's just lag or frame rate issues on my end.

    Lag is a problem that occurs when inputs are delayed due to latency. Frame rate drops are due to bottlenecks or complete lack of processing power.

    They have different effects on the gaming experience as well, but ultimately you game performs terribly.

  • It takes that long for a reason. You using self care alone should take the longest amount of time to heal. Self Care gives buffs to using medkits on yourself plus it wasn't made in a vacuum you've got botany knowledge to work with as well. The game is about team play so your team should be healing you more than anything else.

  • image.png

    This is my list.

    S Tier: High mobility, high pressure, and skill dependent.

    A Tier: "High mobility", decent pressure, not as skill dependent, but not brain dead

    B Tier: High pressure, decent mobility, Average skill cap

    C Tier: Average mobility, Average Pressure, Average Skill cap

    D Tier: Low pressure, Average mobility, low skill (Seriously, you're not thinking much here)

    F Tier: Decent Mobility, Questionable Pressure, average skill cap

  • @Hoodied said:

    @ReikoMori You can literally not tunnel and it will still work, believe me I have had it happen so much I was in pain every time

    I've had it happen to me as well, but that wasn't what the person I responded to said. DS does a great job at being a solid limited time counter to tunneling, but at some point if you're getting caught out you just need to get back on the hook.

    60s at tier 3 is a good feel as well. Enough time to know you're not going directly back to the hook and even if you get downed you're on the ground long enough to benefit from tenacity, flip flip, unbreakable, etc.

    Players just have to be more comprehensive in their problem solving. As killers we already know the best plays: Eat the DS to take it off the board early or slug and come back to them later.

  • Even though autodidact isn't a particularly good perk I feel like survivors have enough healing power as it is. I'm against giving them anymore power in that area when the amount of team healing is actually pretty high.

  • @Hoodied said:

    https://forum.deadbydaylight.com/en/discussion/comment/497742#Comment_497742

    @Dwight_Confusion I am not complaining, just angry it does a different job than anti-tunneling

    But it does exactly that. You're not always going to have a safety net. Look at the current state of play.

    You have I-frames till you gain control of your character when unhooked.

    DS gives you a 60s window where as long as you can hit a skill check you won't be in any real danger of being hooked again.

    Then you have your teammates to rely on with perks such as Borrowed Time, MoM, or good ol'fashioned bodyblocking.

    The game is meant to be a team experience for survivors and they don't take that into account when they ask for this stuff. You've got 3 other people in the game who regardless if solo or swf are supposed to be helping you. Killers don't get any help from anywhere else unless we have a perk that gives us a boon for a certain situation.

    It is a shame you can't trust your teammates to do more than just take you off the hook. It's also a shame that right now the best pressure tool for 70% of killers is having at least one survivor dead as quick as possible.

  • I play killer and I would like not to see survivors with another firecracker that throw down and fail to the blind with. XD

    Seriously, it's like they have no sense of timing and placement at all.

  • I didn't start playing until shortly after the Spirits release so I've no idea how the Last Breath DLC was received.

    On release came a lot of bugs, but once the actual bugs were resolved it became clear that the Nurse was actually very overwhelming in terms of game balance. Her kit originally came with 3 blinks at base, 115% movement speed, and her attacks had aim assist when done out of blink. Eventually she would receive nerfs over several patches till she became the Nurse we know today who is still very strong, but able to be outplayed by skilled survivors.

    If you want to know more about the early times of perks and the game in general. TydeTyme has been doing a video series about the subject.

    https://www.youtube.com/channel/UC7pdAc6VEvI5ePDy-sBe7-Q

  • You've got a few hurdles that immediately stick out to me. First off, the power is way more than the game can handle. Terrain is a big part of the game on both sides and being able to pass through it isn't received well. They auto deleted a killer prototype who could break terrain and the Nurse still gets a ton of hate even though she has plenty of counterplay to her. So imagine the ire that would come from SCP-106.

    Secondly, SCP creations are designed to be copyright free, but for a big budget studio game to come and use an scp we'd have to answer some questions. Who owns SCP Foundation? Who owns the IP to SCP-106? Can the game produced version in DBD be copyrighted? If so, how do we defend potential copyright infringement? Part of the appeal to the SCP Foundation is that it is a free writers' collective that anyone can join. People add to, subtract from, and even alter the content. Though with some semblance of moderation for consistency of style, but not necessarily of content.

  • @LastShoe said:

    Or when grabbed just make animation where the killer is hitting them just before mounting them on his/her shoulder... I see no point of making being grabbed by a killer better for survivors because allowing the killer to grab them while being in healthy state is just a huge mistake...

    The killer grabs them by the throat with inhuman strength and then proceeds to transition you onto their shoulder. All with one hand while the other brandishes a weapon. In reality that feat would hurt you.

  • @Mochan said:

    In no way has this been clearer for me that in the past night. For the last 10 hours or so I've been bringing nothing but Keys into the maps. I have a stockpile of 20 keys on one character with the purple addons and I used them all up just to test it out.

    I have never run across more Ebony Moris and Pink addons in my entire life. Almost every other game was a Iridescent Hatchet Huntress, an Ebony Mori, or some other really nasty Killer build. Something that goes way beyond normal play (I normally don't bring anything to trials since I collect gear using Plunderer and Ace).

    Killer prep to be honest is bad for the game and discourages survivors from bringing items into the game.

    I think what needs to be understood is that right now everyone is trying to push their rank as high as they can get it. Also killers and survivors are finally starting to get used to egc and how it normally shakes out. A killer is gonna be after you when you have a key. Keys can have very big effects attached to them on top of allowing survivor teams to escape the trial after 3-4 gens. When you have a key you're not just some survivor with a key you've got game ending power in your hands. That puts you as priority one for many players.

    You hatch out at 3-4 gen and killer closes the hatch or it closes by itself then we're suddenly in egc. That turns everything on its head. In the past it wasn't as big a deal, but now you gotta be ready to go hard if you bring a key.

  • Paulie Esther thinks June 18th based on the scheduling of past chapters if that helps you any.

  • @karbo said:

    I think this is in balance. 4 survivors will be able to build 4 pallets for the whole game. 4 pallets of equals 160 sec is the time for the repair of 2 generators, in this situation time is working for the killer. am i wrong?

    You are wrong, but not about the numbers.

    You're assuming that every player will rebuild a palette, which is an unhealthy design idea, while most players don't do anything that isn't going to push gens to completion. You'd be adding a time waster that if someone does it it hurts the survivors in the long run.

    Also killers don't have many ways to deal with palettes so the game treats them as important objects that need limitations. You've also not taken map layout into account as the ability to freely build a palette would mean that sections that should be unsafe can become safe. You could have people resetting double palette spawns, creating loops where they shouldn't be naturally due to how the map spawned.

    That breaks the majority of killers from being able to properly play through the game as it would be incredibly difficult to gain ground. You have to think around what exists in the game that could pose an issue.

    Do you build palettes with normal toolboxes or do you have to add an ultra rare toolbox? Toolboxes don't have 40s of charge by default so you need to use charge addons then do you make an addon so the box have a prompt to build or rebuild said palette? These are game design questions you have to have answers to for an idea of this scale.

  • Alright I dunno what happened this match but I was running bamboozle on legion, vaulted a pallet expecting for it to be slow, but out of nowhere I vaulted the pallet faster, I was confused but I think they may have shadow buffed bamboozle or this was a one time thing EDIT:

    This isn't blowing any minds. Tier 3 bamboozle is a 15% increase in vaulting speed. It gets legion down to only having lost 10% vaulting speed rather than the 25% they took from him. Been running it for the past few weeks now.

  • @darktrix said:

    https://forum.deadbydaylight.com/en/discussion/comment/492711#Comment_492711

    I've tried that. You might have a chance if you are a blendette with urban evasion, but you just can't make the other gate fast enough. After they are done searching the area, you might have just made it to the other gate using stealth by which time the killer has already resumed checking the other gate for lights from a distance. If the killer sees you or your scratch marks it is all over. They don't even need to catch you, just chase until timer ends.

    There is this lovely perk called Wake Up that opens gates faster if you commit to opening the gate and getting the hell out.

  • @Aven_Fallen said:

    If Nurse would have been released today, she would not see any Scratchmarks. She would have some form of Downside to her ability.

    But well, you cannot ask for Killer Nerfs in this Forum.

    Besides that, the Add-Ons need some Insight. Nurse does not need more than 2 Blinks and she does not need Omegablink. She is the best Killer without Add-Ons, even if others are using Add-Ons.

    She has downsides to her ability. Let's go over them

    Every additional blink adds 0.5 fatigue

    Lowest movement speed in the game. Physically can't win the game without using her power.

    Blinking can be hindered by the smallest irregularities in map tiles

    Can be burned out of blinks with flashlights

    Lets go over the nerfs the Nurse has had since release.

    Base blinks down from 3 to 2

    Aim assist removed from attacks from blink

    Movement speed lower twice to be where it is now

    Can be stunned by palettes while blinking

    Added flashlight burn weakness to her blinks

    After all of this she's still the best killer and has a high skill cap. You need to let it go.

  • It'd be nice if you could get a brief Borrowed Time effect after unhooking yourself as a "buffer" to face camping killers.

    If you agree that it is valid then you're also agreeing that it is fair. Something can't be both valid and unfair.

  • How big of a punishment is there for killer camping/tunneling?

    Camping doesn't have an effect on bp gain and bp score doesn't tie into ranks or pips. The camping punishment is linked to the chaser emblem score. Camping long term causes severe decay in the chaser emblem. There is not bp or emblem penalty for tunneling as tunneling is a strategy that some killers are better suited for when certain perk builds are used.

    Camping only has one build that really gives a reason to do it. There is also Leatherface who can be effective played regularly, but just tends to be at an advantage when camping. You're gonna see camping during endgame scenarios as there is no real justification to run all over the place. Though you should also be aware that you could just as easily be proxy camped by a killer who will incur little to no decay in their chaser emblem as the penalty is distance dependent.

  • This is for the developers The "DC" icon.

    The game doesn't do a good job of actually being able to monitor what type of disconnect happens. Part of that is due to the nature of p2p matchmaking and part of that is due to the fact the game isn't actually in a stable state. It would be pretty hard to decipher what icon needs to be used based solely on the info the game can use currently.

  • I tried getting the adept nightmare achievement for fun and I got a 4k with 28k total bloodpoints and ended with ruthless killer, should that not be merciless killer?

    At your rank you need to do these things to get Merciless Killer:

    Get 10+ hooks

    You need to get around 20+ plus hits

    4k

    Have at least 4+ gens protected for at least the first 9mins of the game as that time is weighted heaviest in score.

    Lots of short chases with hits.

  • The Battlepass isn't that bad just because we get FREE Items and MORE challenges. If you want to buy it then do it and if not then just don't buy it. IT IS !NOT!

    You forgot to talk about the actual downsides of Battlepasses.

    1. The segregation of a playerbase in which if you've got people playing for the same length of time, but suffers a huge disparity in content due to not being able to afford a battlepass when the entire player base could have been better served with short term events so everyone regardless of cash in had a fair shot at getting the free content.
    2. Battlepass gaming often can lead to player burn out as playing now has to happen on a more scheduled basis for longer periods to progress the battlepass.
    3. The pricing of a battlepass is almost always predatory as there is no way to roll battlepasses over from season to season if you were for any reason unable to play. I.E. you've invested the money, but couldn't get a return due to life issues, equipment failure, game failure which dbd has had issues with for going on 3 years.
    4. The same amount of content could be given to the players through subsidized brand promotions which wouldn't pass the cost on to the consumer.
    5. Often battlepasses reduce content put out for straight purchase and cause price increases on content that can be bought directly. The reason for the price increase is the addition of more currency being "given away" even though that same currency is gated behind the paid pass. So players who spend money in the ingame shop that don't want the pass can and have been hit with a price hike.
  • Ranks never were made with a proper indication of skill and now ranking in general is more luck than skill. Matchmaking and rank have never really been that meaningful as you can rank out of being able to find proper matches. Derank to which causes players to be in ranks beneath their ability. Finally, you can game the matchmaking system if you play in SWF groups and face literally anyone.

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