Reinami
Reinami
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- Reinami
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@bigbeefynacho said:
one word: representation. I'm straight but I feel why they are frustrated. Consider if you were/are black and all they ever offered was white or asian players? It's the same principal. I'll stand with them by wearing the charm when it's released. I feel like everyone deserves a voice in this world. We all share the planet.
I do consider it. And i don't care. Hell some of the games i enjoy the most are games where english isn't even the primary language of choice and there are no non-asian characters.
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@JudyIscariot said:
https://forum.deadbydaylight.com/en/discussion/comment/2167665#Comment_2167665
I don't know how having level 1 doesn't give you at least a starting point. Believe me, I'm 100% with you on reducing the grind but even having level one on a lot of perks is significantly better than not having anything. It hasn't seemed like the devs have had a major appetite for reducing the grind, but hopefully they do something because it does absolutely get worse with time at a pretty major rate. I can't remember where I saw the calculations but every character added to the game is literally millions of BP to grind. I didn't start until late last year so it's a pretty huge mountain to climb.
I'm looking forward to (hopefully) an anniversary event, but events are really only a bandaid.
Because many perks aren't good until level 3, or the level is vastly superior to the others to the point where it doesn't even make sense to use the perk. Like, Iron Will for example, basically does nothing until you get it to level 3
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@JudyIscariot said:
Otzdarva had an interesting suggestion that I liked which would solve a lot of headaches: If you get a teachable perk unlocked, it's unlocked on the rest of your characters at level 1.
@TauNkosi said:
I prestiged my claudette and I had two possible perk builds in mind for her. Needless to say, due to the sheer amount of perks I have unlocked, I wasn't able to get a SINGLE one I wanted for said builds and have no plans to keep spending BPs on her, seeing she's already way past 50. So I'm forced to use a healing build, a build I do not want to use. Honestly, the blood web needs a major revamp and here are my suggestions.
1. Reduce the price of everything by 1000 BPs.
This will help reduce grind and save you a little extra BPs for other purchases. Need I say more?
2. Perks you don't pick up in one bloodweb do not show up in future ones.
Dear game, if I really wanted no mither, I would of picked it up 3 bloodweb ago. I'm only picking bit up now because you're forcing me to and it's the perk you decided to not consume.
Seriously, a perk you don't immediately pick up should NOT appear in the bloodweb for a long while. We should be getting different options every bloodweb.
3. More perks appear the higher you level up.
I am aware this already happens, it takes too long and happens far too late into the bloodweb. You get like, 2 perk options until you reach 25 then you'll get 3 options until you reach 45 until you finally get 4 every bloodweb after.
Here's my suggestion:
Levels 1-15: two perk options every Bloodweb.
Levels 15-35: Three options every Bloodweb.
Levels 35-50+: Four options every Bloodweb.
What do y'all think? I feel this would reduce the grind a lot and make leveling up a less miserable experience.
These types of suggestions don't solve the problem permanently though. They only solve it for now, but as more chapters get released, and we get more and more perks added. The grind will still get longer and longer.
What they need to do, is create a system that lets you pick the things that you want, that way you can get working builds for your characters whenever you want rather than having to wait for RNG to hit. And then, if you are missing a perk you want, just grab it.
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@Grandpa_Crack_Pipe said:
Real gamers complete every tome challenge.
Even if it's totally not worth it.
Especially if it's totally not worth it.
I mean, i do complete them all. But i don't turn them all in until the new chapter comes out. I already have every perk on every killer and 2 survivors with all perks and basically infinite addons. I have nothing else to spend bloodpoints on.
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@TMCalypso said:
https://forum.deadbydaylight.com/en/discussion/comment/2167358#Comment_2167358
I am curious if they just lump each kill together on a specific killer or actually differentiate between them. What I mean is, for example, do they separate the actual kills from the people who kill themselves on first hook cause they don't want to play against a specific killer or don't like their team? Cause, if they don't separate those first hook suicides, then that would skew the results.
This type of thing is exactly what i mean, saying "72% kill rate for freddy at red ranks" doesn't mean anything when there are so many variables at play. It's funny, when almo even talks about it he says stuff like: "We looked at the top 1% of players for that killer and they are overperforming" But did you look at the games where those top 1% of killers play against the top 1% of survivors? Matchmaking is a joke, we all know that. How much of some of those kill rates is matchmaking?
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@GodLikeTerror said:
https://us.v-cdn.net/6030815/uploads/MPS74IZC9NV1/dwqdas.png
There is 3 of us that play him hardcore does that count? We main him lol. So your number off of 3 is pretty much exact. I wouldn't even call him my main. He's my 2nd character actually behind clown, but still. I kind of main him.
Where are you getting those stats from?
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@Dwight_Fairfield said:
https://forum.deadbydaylight.com/en/discussion/comment/2167358#Comment_2167358
I don't disagree for the most part. At least in regards to the kill rates. There are lots of factors that raw data like this doesn't show. But talking strictly in terms of performance, which was the point that was raised in this thread, those killers including Mikey are performing well with kills rates in their matches in red ranks.
In the case of the Nurse her low kill rate makes sense because she has such a high skill cap. Many people try and don't do well with her. Especially on console.
Except that nurse isn't that hard. That is my point on the data. Red ranks are the majority of players who actively play this game and aren't a good indicator. Looking at the top tier players vs the top tier players would be far more interesting.
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@dbd4life said:
u can see on the achievements on steam how many percentages of people got to rank 1 :) not much.
That isn't quite relevant though. That also counts people who bought the game and never played it, or bought the game and only played for a few hours and then stopped. I am quite guilty of buying things on a steam sale then never playing it and i'm sure it happens quite often, especially since DBD goes on sale usually for <$10.
What is more relevant is, what percentage of "ACTIVE" players are red each rank.
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@skyguys said:
Killers, of course, would be more than delighted unless the No Mithers intend to abuse known bugs or exploits such as the Breakdown bug or extreme lag that prevents them from being picked up.
But for survivors, are you surprised? Angry? Or you just don't care?
"Oh good, a chill game".
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@Dwight_Fairfield said:
https://forum.deadbydaylight.com/en/discussion/comment/2167025#Comment_2167025
https://us.v-cdn.net/6030815/uploads/YBY9KF5AXM5Q/kill-red-rank-2020.jpg
But that's not true. Bhvr are number crunchers and Mikey is one of the top performing killers when it comes to kill rates. Right in between Spirit and Oni. He's also got a pretty healthy pick rate, too, showing people are still playing him.
That doesn't mean he couldn't do with some love from the Bhvr team, but as far as this thread topic goes he is neither 'dead' in terms of being played nor is he under performing with the kills.
Wanna know how i know their data isn't worth a damn?
Pig/Doctor/Bubba having a higher kill rate than spirit.
Nurse being the worst killer in the game.
Data only tells part of the story, but it certainly doesn't tell you the whole story. I'd like to see the same data they have but when you only look at the top .1% of killers playing against the top .1% of survivors.
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@Yamaoka said:
https://forum.deadbydaylight.com/en/discussion/comment/2167174#Comment_2167174
Yeah let's allow Myers to get all his Infinite Tier 3 + Tombstone stalk on that one single survivor who doesn't look around whilst working on a gen so Myers can instantly kill all the other survivors without even hooking them once despite them avoiding his stalk successfully.
What could possibly be wrong with that? Sounds like fun! (for 1 single person that is)
There really isn't a need to get so damn aggressive. I feel like you'd be a fool to not think he needs an addon pass either. His addons are as old as huntresses old ones.
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@DistortedDream said:
https://forum.deadbydaylight.com/en/discussion/comment/2167243#Comment_2167243
I'm not really sure. Maybe because Hag's Birch cosmetics look similar her other cosmetics? Like I said, I'm just guessing.
Knowing BHVR it is more likely that it's a bug.
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@piggygooik said:
Billy used to be so much fun but apparently, he was over performing. It's not even about the overheat mechanic its all the other things like (if you did not know) his chains saw collision zone is increased( which makes it so you hit objects more, the controller sensitivity inaccuracy( which is basically a nerf to his turning overall and those cool flicks), his addons suck so much I know instasaw was broken but still his add ons are basically useless ( you don't even have to make Really good addons just fun ones). also, there is this weird thing where if a surv vaults a pallet and you chainsaw no matter how close the surv is to u while valuing you still break the pallet first. I know he isn't that weak to most people but it was just a small overheat ( which was added to reduce chainsaw camping I heard which if true is absurd since NOONE unless you were a baby killer, did this.) it would be fine but all these FOV and other different types of bugs( ort shadow nerfs who knows) hurt him so much
this sad part is that everyone( expect rank 20 surv) said he was fine even the devs said he was good and balanced in the exact same patch notes they nerfed him.
i just miss old billy all they just need to is fix all those bugs s( or shadow nerfs) and he will be fine, I hate the overheat mechanic but I can live with that, but not the other things.
i hope he gets looked at again but I don't think he ver will
BHVR: We like the way hillbilly is performing. He is great to play, fun for both sides, and has counterplay.
Also BHVR: Let's nerf him.
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Red ranks is not top tier.
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@Drixpy_Jayyy said:
Just wanna know you guys answer...
Nurse only.
There are a few tiers of survivors i think and there are the SWF and solo groups within that.
Tiers:
- Bad
- "Normal"
- Good
- Top Tier
Then there are solo and SWF.
Against Bad Solo/SWF survivors, every killer is OP.
Against Normal Solo/SWF survivors, every killer is viable and the "top tier" killers are OP
Against Good Solo survivors, probably like, half the killers are viable, with Nurse and Spirit being OP
Against Top Tier Solo survivors, only Nurse and Spirit are viable.
Against Good SWF, only Nurse/Spirit/Hag/Blight/Bubba (yes bubba) are viable with Pyramid Head/Deathslinger/Huntress having a foot into that.
Against Top Tier SWF, only Nurse is viable.
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@Drixpy_Jayyy said:
I kinda enjoyed facing myers but now hes just dead sadly (outdated in others terms)
He needs a rework, but not a super heavy one.
I'd find it more interesting if each tier on their own was viable in some way without having meme or gimmick builds. Then he could be like an MMO boss where he has "phases"
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@Trickstaaaaa said:
What do you people who are killer only or once In a while killer players get more satisfaction from. Do you guys have a goal of 4k for each match, or trying to get max hooks. What makes you happy. Me personally I get satisfaction from getting as much hooks and mind-gaming, that is what makes me feel satisfaction from this game. Even if I get 1 or 2 downs in the whole game .
Hooks is more fun and interesting. Additionally i don't like eliminating anyone before 6 hooks.
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@unluckycombo said:
https://forum.deadbydaylight.com/en/discussion/comment/2166605#Comment_2166605
I mean, that wasn't my entire argument as to why I don't think they'd change keys- just a popular reason as to why your particular suggestion for keys probably wouldn't get implemented. (Along with my other point of encouraging the 'Lone Wolf' gameplay with keys *even more* then it does already, which will just make the matches just as miserable for everyone when a key is involved.)
And yes, I know they can change achievements. It's just that it's an absolute pain to do, and I can see why that function of keys wouldn't be something they would want to change. Achievement aside, a 4 man escape through hatch isn't exactly the worst thing in the world when you consider what all must be done to reach that point. (And, you know, the fact that you can play what people would call 'Scummy' to counter keys if you see them in a lobby, and if you don't, then they most likely gave you a good chunk of time to exert pressure while doing side objectives, and probably using perk slots to do it insteas of running a full metal build of DS Unbreakable with Dead Hard and Borrowed Time.)
Idk, I think if anything keys and moris are on a closer level now with both the reduced hatch timer and the older mori nerf, and I think the only other things that should really be changed about it is the add-ons, because they're wild.
They are only a pain to change if they are still technically possible to achieve. Otherwise, it is super easy to change achievements. It isn't a technical problem, it's a policy problem.
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@YourWifeSamantha said:
I am here to suggest some sort of penalty for the wannabe killers who face camp. Literally face camp. I have several screenshots/videos/ tickets i sent about this. It's frustrating to see how the new matchmaking gives me the same killer for 4 consecutive games(today alone i played 4 matches against Bubba,in a row, although was 4 different players behind it, the strategy was the same: sit in front of the hook, not engaging in chases, etc). Since they all use the universal build(NOED, BARBEQUE, RUIN, +/- Franklin's), i kindly suggest you implement some form of penalty for that outrageous gameplay. You nerfed DS like no other, you keep nerfing left and right.. yet this is not gameplay. What;s the point in solo queue-ing public games, since the killer won't move from hook, the teammates(some don't really respond to my attempts of strategic unhook) etc. Makes me lose interest in the game altogether and is a shame. I am starting to do some noob achievements(ADEPT etc) because i lost my interest in playing it seriously. I hope you consider this. (e.g if they sit in front of the hook for more than 10 sec there will be some sort of penalty) . I am simply suggesting , based on my personal frustration. Don't attack me for it.
Also imagine having so many perks out there, but not being original in any way and build your own killer . Copy paste the same 3 perks for any killer..sad.
Sammy
I'll say this. I agree that camping like this is frustrating. The problem is, camping like you just said, is bad for the killer. They will get 1 kill, but they will lose the game.
The reason people get upset, is when the camping works. Why does the camping work? In my experience, it is because the survivors have put themselves in a situation where camping is the most viable and correct strategy. Let me explain a few situations i have been in, where survivors put me in a situation where camping was the best play, and allowed me to win a game:
- Chasing the first survivor, and just as you hook them, 3 gens pop. Now, i'm not saying "well i lost because goodbye 3 gens" is why i camp. I'm saying that it is the best play. The survivors now have to come for the unhook and they just finished 3 gens. So i know that the other 4 gens have no progress. Most likely, the 3 gens are on the opposite end of the map, so now i'm near 1 or 2 gens along with the hooked survivor. The survivors now have to come to my side of the map. In this case, it is the best play to make. What they should have done instead, was not pop all 3 gens, and leave them 99'd and then start pressuring for the unhook, or spread out more so the other 4 gens aren't so close.
- 3 gens. If i hook a survivor near a 3 gen, why would i bother leaving? I'm doing my objective by defending generators, and you set me up to be able to camp and defend the generators.
- The other 3 survivors are injured. If all the survivors are injured, the pressure is on them to get the unhook. They can't do the gens, because they have to stop and heal to come for the unhook which means gens aren't pressured. If they do gens instead, i can often wait 1 hook state, lose a gen or 2, and then be able to down multiple survivors and slug them for a win if they aren't careful.
- If you instantly immerse and hide as soon as you hear the terror radius and i have nobody else to chase, i'll go back and check for the unhook. If i spot someone, i'll go chase them. If i don't, then i might hover a bit, because at that point i just checked gens, i know survivors aren't on them and are hiding and i can afford the time to wait for a hook state.
Often times camping is able to be done because survivors put themselves in positions where camping becomes the good strategy to employ.
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@unluckycombo said:
https://forum.deadbydaylight.com/en/discussion/comment/2166547#Comment_2166547
I don't think they'd do that. Not because 'Devs prefer Survivor' nonsense or anything, but just because of the whole thing where 4 survivors escaping through hatch is still an achievement, just like Left Behind- and changing keys like that would make that achievement near impossible. (Afterall, they can't just change achievements like that on consoles.) Plus, it would just encourage a more 'Lone Wolf' and 'Let your entire team die to escape' mentality that you already see with keys when they're brought in trials.
Imho keys just need an add-on change more then anything. I think that+this new hatch change would make them much more fair. (Afterall, I think some people like to forget how nasty key add-ons really are just in themselves.)
Terrible argument, and it is made in literally every single thread about this topic:
- Achievements are able to be changed as long as it is no longer possible to obtain the achievement
- When they talk about achievements changing and how they can't, they were talking about the huntress one that was like, "land 200 hatches from more than 30 meters away" or something. They changed it on steam to be like 10, but PS4 its still 200 or w/e the number was. Sony said that even though it is hard, that is fine, as long as the achievement is still possible they aren't allowed to change it./
- Lastly, and most importantly. Sacrificing gameplay for the sake of an achievement is stupid.
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@Cornpopers_Evan said:
I would absolutely love to see Dracula(or Vlad, seeing as that who was in the cutscene) but, after what happened with the lady who fed people to pigs from the tomes(Revelations) and how a LOT of people thought that was going to be a future killer, I sadly just think it’s for a lord expansion perspective. I’d be happy to be wrong on this one though, like I said, would love to see it added eventually.
Dracula is public domain too.
There are a lot of "licenses" they could use that are actually public domain now that would be great. I'd love to see something from the Cthulhu Mythos show up.
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@[Deleted User] said:
There's a bit that goes into healthy tracking and Iron Will tracking.
You can still hear survivor breathing, but it has a hard cutoff at 8 meters if they're healthy and not running. The quality of your headphones will go a long way in this regard. There are also tweaks you can make with spatial sound and equalizers depending on how far you want to take it.
Then there's the actual technique aspect of it. Spirit is a killer who sometimes has to go slow to go fast. Healthy survivors and Iron Will users often make a series of moves to try and juke you. Spirit can simply stand and watch the first juke and then begin her phase. I like to also trigger her idle animation reset at this point because a very small portion of survivors know to look for it. Just tap M2 and immediately let it go, then phase once your power is back.
During the phase, I like to kind of stutter step instead of going full blast in any one direction. Because breathing is intermittent, you can blow right past a survivor between breaths and not know it. If they didn't leave scratch marks, they didn't go far.
Pay very close attention to any visual indicators. Grass, corn, dust on pallets, crows, etc.
Spirit takes a lot more skill against good players than people give her credit for. It takes time to develop your phasing techniques and learn the audio queues and subtleties.
You cannot hear survivors breathing who have iron will and are injured. It has been bugged for like years now, but they make literally 0 noise if they have iron will.
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@Ryan489x said:
https://forum.deadbydaylight.com/en/discussion/247658/saving-bloodpoints-tome-7-level-1
when do you collect the ones you save? once the page is done? or after then entire tome?
The idea is to have more than the 1 mil bloodpoints you can have banked. Generally i spend it on the new chapter killer first then survivor as i'm mostly a killer main.
Between saving bloodpoints on the tome, daily challenges, having 1 mil saved before launch, and spending 8k shards on 600k bloodpoints you have enough to generally get the new character to level 50 and have a decent build to start with, or if you are like me, i usually:
- Get new killer to 50
- spend all the green bloodpoint bonus offerings and survivor puddings or get to 1 mil, whichever happens first.
- Prestige
- Cash in the bloodpoints saved in a few levels of the tome to get to level 50
- Spend all green bloodpoint offerings.
- Prestige
- Cash in the rest of the tome and cash in daily challenges
- Spend bloodpoint offerings
- Prestige
- Cash in 8k shards for 600k bloodpoints and have ~1 mil saved before the prestige
- Get killer to level 50 again.
Usually i can have at least 1 or 2 workable perks and then from there it's focusing on getting a good build with them as fast as possible.
This makes it so when the new killer comes out i can usually get them to prestige 3 and have a decent build with them in the first week. Then by the weekend being over, i can have every perk on them. Then i just save 1 mil for the survivor, get them to 40, get their perks, and get them on my main survivor. Then i spend the last level of the tome on getting the new killer's perks on the rest of the killers.
I also exclusively play the new killer usually with no addons until i max them out so i have spent a lot of time getting a good feel for them.
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@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/comment/2165818#Comment_2165818
Thank you Mandy lol it's nice to see that so many people like me doing this 🙂
Now you can never stop. Else the Entity might come for you.
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@VSchmitt said:
https://forum.deadbydaylight.com/en/discussion/comment/2165905#Comment_2165905
Snares wasn`t what made him a strong killer. Stacking slow-down add-ons and perks was what made him go well against SoloQ since the lack of coordination (and since most players don`t know that spreading and genuinely gen rushing was a hard counter the slow-down freddy).
Snares was just a "clown" with less steps, the gameplay stays the same, pre drop pallets and try to connect loops.
Snares is part of the reason he is strong which is why dream pallets are a meme. Snares were just a better version of clowns power but he also has a gen teleport and the sleep/terror radius shenanigans. That's the point i'm making though. It doesn't change anything, hes slower when placing snares so you can't spam them, but the gameplay is still the same. get to a pallet, put a snare on one side, double back to the other, place a snare, then they run into one of them and you get a hit. Or, they predrop the pallet and many of them you can still do the same thing but just weaker.
The slowdown while placing snares and reduction in snare count, does nothing to change this gameplay. The fact that they even nerfed him at all is stupid, especially given that, at high level play, only nurse and MAYBE spirit are viable killers.
The fact that almo said on stream that they don't know why freddy is strong but just that the data shows that he is, and that he thinks dream pallets are stronger then snares tells me that they don't know what they are doing.
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@VSchmitt said:
Freddy got a HUGE nerf and if you don't think so you really don't know what made him strong.
He really didn't though. You just can't spam snares anymore. I'm a killer main with almost 2k hours. Freddy nerf didn't really change much.
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@horsegod386 said:
this lucky break change is the worst thing BHVR has dropped recently, im not a killer main but as someone who plays mostly survivor, when I run lucky break with iron will and the killer hits me, then I force a pallet break and then ######### off and the killer cannot find me because I am giving no indicator as to where I am? whats the counter play? the killer loses everytime and they cannot do a single thing about it unless they want to dedicate an entire perk slot to using stridor, seriously BHVR ######### up hard with this one and I know it won't get patched out for at least another 2 weeks at the MINIMUM. I want the devs to know im going to be running lucky break iron will every game and also trying to run SWF where we all run this perk because it is that abusable.
what the ######### BHVR
With the timer being at 45 seconds now, it is much more manageable. It requires 2 perks combined together in order to basically give yourself 1 extra health state in the game and isn't even guaranteed to work. Now dead hard for distance on the other hand....
Also, i'm a killer main with almost 2k hours. Lucky break is fine now.
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@Zixology said:
https://forum.deadbydaylight.com/en/discussion/comment/2165774#Comment_2165774
Guess you didn't read the post then... at all.
https://forum.deadbydaylight.com/en/discussion/comment/2165779#Comment_2165779
It works pretty well for the mobile version without causing issues. Plus it would be a good buff to solo survivors without at all buffing SWF.
https://forum.deadbydaylight.com/en/discussion/comment/2165783#Comment_2165783
You do realize that you're promoting farming someone off the hook, right? Something that is bannable under the griefing section.
No, i'm promoting you all getting banned for leaving the game before it is finished like literally every other team based multiplayer game. You can report and punish farming separately.
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@Mr_K said:
Devs thought this was going to be a hide and seek game where survivors would be scared of being found by the killer.
It didn't work out.
If only it stayed that way. I'd much prefer a game where there are way more places to hide and no running circles multiple times around a pallet. and instead throwing it down in desperation to get away and go hide somewhere else. HSH plays like this somewhat when survivors run out of stamina.
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@Drixpy_Jayyy said:
I cant imagine playing survivor in first person I bet it would be scary though. Now for killer I don't think survivors will be able to mind-game you anymore but will probably be hard lol what do you guys think.
Note: This is just a random question
Having it both be in third person like HSH could be interesting but first person survivor sounds terrible.
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@Zixology said:
Someone sees me being camped on the hook (still quite common), and they bum rush it and unhook me in the killer's face, only to get me downed again.
Before the struggle change, I could just let go, die, and the farmer would get downed as consequence for their actions.
Now, there's nothing I can do about it.
Like I've said before, we NEED a way to kick people away from the hook to prevent this. Yeah yeah... "It'll cause trolling" Not as much as the farming that's going on.
Someone not letting you unhook them when the killer is nowhere nearby? Leave them!
Someone trying to farm you off the hook? Too f-ing bad.
How about, stop trying to leave the game the moment it stops going your way? You should be the one who is banned for leaving games or suicide on hook.
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@Tillablerhino44 said:
The problem is tunneling fed ranks who kill survivors to quickly who don't want to play the match in the first place.If killers were banned for tunneling then gen speeds would be fine.
Sluzzy is getting better.
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@Mew said:
https://forum.deadbydaylight.com/en/discussion/comment/2152279#Comment_2152279
the survivor will end up bleeding out, so technically not
more or less i wish they would just disable the bugged perks/add ons/offerings when they do break, it’d just be so much easier
and they 100% can do it, since there are retired offerings and add ons
Not when running no mither, tenacity. etc. 4 survivors can literally take over an hour to bleed out if they just keep picking themselves up and staying in one part of the map.
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@PlunderingPanda said:
I mean, sure the perk is broken. So what, is BHVR supposed ban everyone who simply equips the perk they broke?
If it was actually a big deal to BHVR they would simply fix it. Same with the chest loot bug.
Regardless of how anyone feels about it they definitely won't be banning 10%+ of their customers, that's just bad for business and for the overall health and longevity of the community and the game.
Better would be to just disable the perk for the time being.
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@Mew said:
just like how the pallet stun bug, which is game breaking, had been in the game for a month?
or when the huge desync was in the game for 3 weeks? which only benefited killers?
like, can we stop with this us vs. them mentality. the legion blade add on exploit was the only bannable exploit for killers- and it was only because it took the game hostage since it took so long to mend
The breakdown one can also hold the game hostage, survivors all running no mither and hang out in 1 corner of the map and they become unhookable.
The legion one arguably does NOT hold the game hostage, because the survivors can just let themselves die.
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@Trickstaaaaa said:
All you killer only players how do you guys play mostly killer. I feel it's very stressful. Like I can only play 2 or 5 matches before I just get stressed out lol. I can play survivor like 5 to 10 or even more matches. But killer is just stressful, even if I'm winning matches. So all you killer mains I thank you for keeping this game rolling, because I'm pretty sure that is why there is lack of killer mains.
As killer your mistakes are more magnified and more punishing.
Make one bad read in the first chase and extend it by 30 seconds? You just lost 3 gens.
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@Blazelski said:
With the rise of Wraith, Undying + Devour Hope, and Starstruck, would you be interested in a perk that is meant to address these in any way? Assuming it's 'balanced,' it seems like a great time to introduce or rework a perk that deals with being Exposed. It feels like an empty space right now in a world of redundant perks. We have anti-tunneling, anti-camping, and anti-slugging, but no anti-instadowning. I can also see an argument that all Exposure perks are healthy for the game and discourage camping and tunneling, so maybe they aren't making counters on purpose.
What do you think?
Not sure what wraith has to do with exposed.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2136159#Comment_2136159
You're still limited to a 4-minute bleed out timer regardless of which perks you run.
Bad reason when compared to the legion bug, the mend bug didn't stop you from just dying and bleeding out. Not saying it is a good thing but it still is comparable here, if the survivors all run no mither you literally can't pick them up and you can't leave them and they can effectively extend the game well over an hour and you have no control over it. You could run to the basement and do nothing and its all in the survivors control. The legion bug was still in survivors control, because they could choose to just die.
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@Mandy said:
This isn't the definitive answer (because the Legion issue was 2 years ago, and things have changed a lot since then) but from what I remember with that particular bug, the matches were effectively held hostage as it took so long to mend. In this case with Breakdown matches can still end, the player will still bleed out even if they can't be hooked.
Legion can still end the game in that case, either by the survivors falling down and bleeding out, or them being hooked. Its not like it stopped the survivor from dying so the game was not being held hostage.
The same is true with this bug, especially when survivors run No Mither. If all of them are running No Mither, and they have eliminated hooks from one side of the map, you literally can't pick them up and you can't leave them and they can effectively extend the game well over an hour and you have no control over it. You could run to the basement and do nothing and its all in the survivors control. The legion bug was still in survivors control, because they could choose to just die.
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@DrJohn said:
The pig, also known as La Puerca, also know as Das Schwein, is without a doubt the most op killer in the game. No killer even compares when it comes to her lethality. The most recent stats showed that she is the most picked killer in the game in red ranks, and because of this she deserves a nerf. First off, instead of killing a survivor, which her reverse beartraps always do, they should just explode with confetti and give the survivor a speed boost. Secondly take away her ability to crouch, just no, it's gross and unladylike, especially for a well off Lady of her status. To think she would mingle with the common plebeian near the ground, preposterous. Third make her move at 20% movement speed. Lastly take away her ability to infect survivors and break them by vomiting and forcing them to cleanse, I don't remember this ever being part of the saw franchise and should just be removed because it's stupid.
Sluzzy is getting better, now he has accounts with 100 posts so they seem legit.
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@RenTheCat said:
- why not ask the community
Tell me a single game, ever, that improved because the devs listened to the players.
- No Man's Sky
- Stardew Valley
- Eternal Return: Black Survival
- CS:GO
- Skullgirls
The list goes on.
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@vladspellbinder said:
So I just had a game as Deathslinger on Coal Tower. I've got Barbecue, Ruin, Thanatophobia, and Tinkerer so nothing to help me find that first Survivor out doing nothing.
I get lucky and find one pretty soon, get into chase and get my first hit. As I'm going for the down Tinkerer procs on a gen not too far away. So I drop chase, I don't need a hook this early and could get some Thana value by hitting the two on that gen, because it's GOT to be at least two on the gen for it to be this fast.
Gen pops before I can get to it but I do get a hit in, pretend to chase and loop back around for another hit so three stacks of Thana value.
Game goes along, I have decent pressure and keep constant Thana deff on people, I'm getting my hooks but it's pretty obvious I'm outclassed by at least two of the Survivors, they are coastally giving me struggle in chases. And when I'm not chasseing one of them Tinkerer keeps going off so I drop and go bother the gen and let it run down but gens keep going when I'm only around one person so I think to myself "At least on of them has to have Prove Thyself, these gens are going too fast."
Well, get to the score screen and not a single Prove Thyself, gens were just going by that quickly. One yellow toolbox for the lot of them, no other gen perks like Stake Out or Fast Track, just pure brute force on getting them done.
I know there are a lot of Killer Mains, which I am, that complain about gen speed but so far I've never actually seen someone ask "What can we do to slow things down a bit that is fair to both sides?"
Which is what I'm asking.
Buffing base regression on kicking a gen might help somewhat, but that's not the main issue.
As a Sometimes Survivor I also don't want the time it takes for gens to be completed to be raised. They already take so long to finish and "M1 Simulator " isn't fun.
I think toolboxes are fine as they are, they have limited charges and if you devote your whole build to it can be super powerful but not broken. At least solo. If the whole team does it then... well SWF is another problem and not the topic of discussion here.
I do sort of like the idea of having to find something in the environment to be able to make progress on the gens. Someone brought up the idea of "wrenches" needing to be found to able to make repairs and while I don't like the whole of their idea it has merit. I don't think you should require anything, be it a toolbox, Perk, or special item found in the trial, to start working on a gen. I think that you should be able to not have to go looking for something to get started. But maybe once you hit 50% you do need something to keep going, be it a "wrench" or "gas can" or what have you, just something more than a toolbox or a Perk, nothing pre-trial, something that has to be found. Maybe the gen could be locked at 50% until that item is brought, no up or down on it, can't be kicked or worked on at that point. And when the item is brought to the gen progress unlocks in both directions. To prevent people from just locking all gens at 50% before unlocking them, because you know Survivors will do that, maybe have a limit to the number of gens that can be locked.
I really don't know how something can be changed to make it at least fair to both sides, if not fun for both sides. Right now generators "take too long" when you play Survivor but "go by so fast" when you play Killer. I know this is something of a matter of skill but you shouldn't have to have Perks to stand a chance of winning, no matter what side you play.
So while I may not know what can or should be done to make things more fair and fun I do think something has to change.
I'd like to see something that slows down the early game, fixes 3 genning, tunneling and camping and overall makes the game better.
Tweak numbers, but:
Double or even triple the time it takes to repair a generator
Give survivors a stacking buff that increases the speed of repairing a generator by 1%, call it "Hope". Cap it at 150 stacks. Survivors don't gain stacks until either:
- the killer has hit any survivor
- The killer goes within 6 meters of any survivor
- The killer "powers up" in any way (oni, myers, ghostface, etc.)
If a survivor is being chased, they don't gain stacks. If a survivor is hit, they lose 50 stacks. If they get hooked, they lose all their stacks and don't gain any until they are unhooked.
This would slow the early game down. It would also highly discourage tunneling, because the guy who just got unhooked has 0 stacks and is repairing generators extremely slowly compared to the other survivors that might be capped on stacks. It discourages camping for the same reason. This also makes 3 genning weaker. Because survivors could go to the other side of the map, and gain stacks, then go start repairing the generator much more quickly. This forces the killer to leave the 3 gen to go after the survivors, or stay and risk them repairing the gen much more quickly.
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@piggygooik said:
https://forum.deadbydaylight.com/en/discussion/comment/2126077#Comment_2126077
although i don't really agree with your oni change overall
I love to see a Michel rework to make his their a different play style
The problem with oni is not that he isn't good, it's that he is too punishing on either side. 1 mistake on the killer side in the early game basically costs you the game, and if survivors play super safe and just throw pallets down, you have no power. On the flip side, if survivors make a small mistake, and get his power rolling, he can snowball to downing all 4 people in a few seconds.
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@piggygooik said:
Everyone knows that trapper is a real weak killer so he needs a buff but who else needs a buff/rework the most after him. tell me ideas of how you would rework/buff different killers. oh ya if you want to suggest ideas for a trapper buff go a head id like to see your ideas
- Pig could use some normalization of her RNG and some addons be made base kit along with an addon pass.
- Myers needs a heavy rework and addon pass, (personally i'd like to see them do something that makes all 3 tiers a viable thing to build around, but tier 1 is useless outside of meme builds on specific maps.)
- Ghost face needs his Cooldown addons to be base kit and then an addon pass to make his addons fun.
- Hag could use some changes to make her less boring to play against.
- Legion needs a full rework imo, boring to play as and against and in general weak.
- Plague could use some tweaks around survivors having full control of her power.
- Oni could use some tweaks to make his early game better while nerfing his snowball potential.
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@AVoiceOfReason said:
We really need to bump it up to a faster pace than what it might be currently. Spirit is the most braindead easy killer in this game.
Since devs like data so much, they won't do anything, her kill rate is middle of the pack i believe. But expect a nurse buff in a few chapters.
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/2121477#Comment_2121477
That seems like an easily fixable issue.
Just make a statement in the news section of the game when your in the main menu that breakdown is bugged at the moment and that using it will get you banned. That way people know of the issue and can't use ignorance as an excuse. If they didn't read the announcement and used breakdown and get banned that's on them.
You are complaining to the wrong person. I think they need to treat bugs the same. The last time there were bugs like this on nurse and legion that gave them huge benefits in the game, they banned killers for using it. But when a survivor bug like this comes around, they won't ban for it, even though it is also clear when it is being abused intentionally.
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@Peanits @not_Queen @Gay Myers (Luzi)
The logic you posted here:
@Gay Myers (Luzi) said:
Breakdown is not bannable - people who do not frequent the forums or social media might take it for a sabo build without any knowledge of it being broken, plus you can still end a game. That's also why the pallet stun situation isn't bannable either, which has been also requested to be bannable.
Please don't report people for it.
Is still true for bugs like the legion mend bug and the nurse spasmodic breath bug a few months back. Yet you still banned for those because they were clear exploits. How is this any different? It is pretty clear when survivors are exploiting this in a SWF squad and block all the hooks in a corner of the map. Saying "the game can still end" is also still true with the legion and nurse bugs. Everything about both sets of bugs is exactly the same.
You need to treat these bugs the same. And if you don't, it shows a clear double standard.
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/2121465#Comment_2121465
I hate this stereotype too as a survivor main. Yes some survivors are really awful and toxic but not all of us are like this. There are genuinely kind hearted survivors that care about killers fun. ( thank you for being one of the rational people on the forum)
https://forum.deadbydaylight.com/en/discussion/comment/2121464#Comment_2121464
Why did they say it was not bannable?
@Gay Myers (Luzi) said:
Breakdown is not bannable - people who do not frequent the forums or social media might take it for a sabo build without any knowledge of it being broken, plus you can still end a game. That's also why the pallet stun situation isn't bannable either, which has been also requested to be bannable.
Please don't report people for it.
here
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2120491#Comment_2120491
As you tagged a mod (Mandy) allow me to quote another (@Gay Myers (Luzi)):
https://forum.deadbydaylight.com/en/discussion/comment/2119150#Comment_2119150
Breakdown is not bannable - people who do not frequent the forums or social media might take it for a sabo build without any knowledge of it being broken, plus you can still end a game. That's also why the pallet stun situation isn't bannable either, which has been also requested to be bannable.
Please don't report people for it.
Also in terms of your other comment- BHVR have never banned for perks specifically, to the best of my knowledge. Add-ons, yes- infinite mending legion, fast nurse being the two that spring to mind- however never for perks.
Edit: Because I know someone will come here like "defending an exploit cause it's for a survivor so entitled"- it still has to be fixed ASAP and I completely agree it should be disabled until they can get a fix for it, however that's probably why it's not being banned for.
The problem here, is that their logic is faulty. The reason they don't want to ban people is because:
people who do not frequent the forums or social media might take it for a sabo build without any knowledge of it being broken, plus you can still end a game. That's also why the pallet stun situation isn't bannable either, which has been also requested to be bannable.
And yet, how is that still not true for the legion mend bug, or the nurse spasmodic bug a few months back? It is the exact same logic. And yet, they banned people for using those things. It is a pretty clear double standard.
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@syain said:
I wouldn't post this if this was the first time this happened to me. Match starts, I see two no mithers and instantly know what's about to go down. They stay in a corner of the map, I hook them, hooks are permanently broken once they get saved because the perk doesn't work properly, as soon as I see them the next time they run back to said corner and stay there knowing I can't hook or slug them.
Not like they're unkillable, I just have to continuously down them over and over until the bleedout meter ends but damn that takes a lot of time and it's very unlikely their teammates won't try to help because they either don't know better or are in on it as well.
I'm a new player who's only got a little bit over 100 hours in the game and this is the most game breaking ######### I've witnessed so far. This needs a fix, quick.
Also this says a lot about the kinda community this is. People will do this unfair and clearly broken stuff without thinking twice or considering the other side's fun. What will the people coming for RE think? I know if I had seen this during my first 20 hours playing I would've quit ages ago... Now I'm addicted. Love the game, hate most people playing it.
Best part is, devs said it's not bannable. Which is just wonderful, because SWF are now abusing the ######### out of it.