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Reinami

Reinami

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Reinami
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  • @GoodBoyKaru said:

    Sounds were fixed?

    They were not, they are worse than ever

    https://www.youtube.com/watch?v=EXjeXJiIzEA


  • @USELESS said:

    I Even lost the count of how many times killers get nerfed, or his power AND perks got basically thrown of the 5th floor. Play as Killer in this game is the most Terrible and unfortunate thing i can think on this world (at least in a top 5). This game needs killers buff and lots of pallets being removed because its unplayable

    Killer main here. The only thing that really needs to be done at this point is to "fix" SWF (i feel they should just buff all survivors by giving them more information for free and then buff killers to compensate) and to make the early game actually exist. The game isn't that far off from being pretty balanced at this point.

  • @Zwergz112 said:

    Just curious what both sides would classify as toxic? Survivors say camping is toxic while some Killers say it's a viable strategy given different circumstances, teabagging after a pallet stun could be viewed as toxic or a survivors way of getting the Killer to chase them. What do y'all think?

    Nothing other than people being "toxic" in chat afterward. Playing the game, regardless of how it is done is never "toxic"


    http://www.sirlin.net/ptw

  • @sizzl3 said:

    You think this is a good build? Also give your fav and or best legion build.

    Core:

    -bbq

    -pop

    Mostly used:

    -thata

    Exchangeable:

    -corrupt

    Legion is one of the killers i main, here is my build.


    BBQ

    Pop

    Corrupt/Monitor (Depends on addons, if i'm using the buttons, i'll use monitor as with corrupt people tend to spread out more early game)

    Thanataphobia

  • It didn't happen in another game flashlights felt normal. I think it might be that bug with the iri bulb making blinds instant again.

  • @USELESS said:

    I just had a Oni game and holy moly, YELLOW flashlights were blinding me in literally 0.3 seconds. Did Flashlights got a buff cuz it shouldnt be like that

    I noticed this too, someone insta blinded me with a single flashlight earlier today.

  • @SpiritLover1133 said:

    DbD is not supposed to be balanced around vetrean survivors. For new survivors, they need more time to think because they don’t know where pallets spawn or windows. So, people who don’t often play DbD struggle alot against legion.

    Every game should always be balanced around the best players. Otherwise the game isn't balanced. Imagine if Chess at a super high level had a 75% win rate for white, but at low level it was 75% for black. You'd still buff black, because at a high level the game is awful, and as players start to get better overall (which naturally happens with time) then the imbalance becomes obvious and the game is less likely to have staying power.

  • @ravekid said:

    PLS DEVs read this!

    If u think about it we almost have 20 survivors, and killers in game. So I really think its time for perk system evolution.

    Its time to introduce 5th perk slot for survs and killers, BUT with the restriction, that the 5th perk has to be a passive 1.

    You guys don't have to work on it too much. I don't want these passive perks to be separated. Just use different color for passive perks and add to the description that the perk is passive.

    What is passive perk? Perks that triggers only after the main quest is done or endgame collapse hits! So for survivors: Adrenalin, Hope, Left behind, Wake up!... etc. And for killers the same. If the perk meet its condition(main quest is done or endgame collapse hits), the perk become active. So for killers: Blood Warden, NOED, etc...

    Honestly for killers its not too much perks right now that can called passive, cause u want that gatekeeper emblem so you chose to play active perks like BBQ,pop and Thanatophobia. But if u add to survivors u have to add for killers too for balance.

    The main idea behind this, is that there is a lot of cool perks in game that u cant see cause everybody just runs the same perks from 2 years now. Maybe headone, or innerstrength, but nothing else. Nothing from Yui, or Zaria, nothing from Steve or Ash. YES some perks need rework cause they are just useless trash, but I really think that the whole perk system need a rework. Simple math: 20 survivors 3 perks, so 20*3=60 perks in total but we only can use 4.... 2 years ago when there was only 30-40 perks this number let say was fine, but the number of the perks in game will only grow, so the system behind it or let say the system that runs is has to evolve.

    Pls at least think about it devs. Thx

    Honestly i think they should just make a 5th slot for both, 1 slot on survivors which is for any exhaustion perk, and 1 for killers for any hex perk.

  • @OniWantsUrLocation said:

    Seems like the Devs really thought about the fact that many players might already be at the bloodpoint limit. Even if it's only 50k bloodpoints, it would still hurt a little if they were wasted.

    I had my BPs capped for the chapter release and got 50k can confirm that it temporarily put me at 1,050,000.

  • @thegatekeeper said:

    Played as freddy.level 14 . 5 rounds was boss all 4.fifth round got merciless. Under 2 mins.got achievement

    https://us.v-cdn.net/6030815/uploads/TMQAWKGK181Y/img-20200615-212729.jpg

    Ok.now .next 2 rounds.huntress.level 25.got nowhere All hotboxes.with tomahawks.nithing.my girl got nerfed. Something bad.what did they do to huntress.she used to be top tier .I'm sad they did her like that..and I'm huntress main.she got nerfed big time.why lol

    I have. no Idea. what. you are. saying.

  • @Saitamfed said:

    But it happens, it's not that big, that's why it's hard to notice but it has a boost.

    It does not. a 5% haste is extremely noticeable. I have almost 1000 hours on this game, i can tell the difference. You can also see in the video multiple times how it does in fact not give a speed boost.

  • @SpiritLover1133 said:

    Finally somebody reported it because I figured that out months ago and I was lazy to report it

    Yeah, i feel it has been this way basically forever.

  • @fate said:

    https://forum.deadbydaylight.com/en/discussion/154233/please-do-something-about-survivors-suicide-on-hook

    I agree with you Reinami.

    I feel this is a societal problem. I'm a competitive person and I've played competitive sports my entire life from pickup basketball to being a state champion in martial arts/football/baseball. So naturally I'm drawn to games like League, CSGO, Overwatch etc. and love playing them. One of the lessons sports teaches you growing up is how to be a good teammate. On this forum, we all love DBD and are passionate about it. We queue up because we want to have fun. I think there are various definitions on what "fun" is. For some fun is simply winning the game and doing your best. For others its making meme builds and tea bagging the killer, facecamp/tunnel/mori every survivor. You cannot hold people hostage to do your bidding to play a game, but I feel if you queue up for a game with others involved you should treat everyone with respect and early quitting because people are not playing how you want them to play is unsportsmanlike conduct. I feel people who do this: never played sport/were on a team in their life, because if they did their parents would be mortified watching them walk off the field and the coach would make them sit on the bench until they apologized to their teammates. I have a friend that back in the day we used play a ton of Maddon football, and he would always beat me. But when I finally did win, he would immediately quit. I eventually just stopped wanting to play with him. It's no different with online games. There is a lot of sore losers and unfortunately we have to deal with it. That's life. Yes life happens. Babies are crying, Pizza delivery is at the door etc. There will always be people who walk the line of what is bannable and what isn't. Well the Devs can't prove I rage quit or I had to pinch a loaf in the bathroom. That's why I think if it's a pattern for sure those people should be banned. But don't be that guy that just rage quit DC'd because "my teammates suck" Usually those people are the ones who are being carried and its their defense mechanism to save face. It's selfish and those people are never going to change. Why is the game over because you decide it is? You are letting your teammates down. It's a respect thing. Yes this is the internet, and there is virtually zero consequences to being a jerk online most of the time so that is why people do it. Devs have to say unsportsmanlike conduct is bannable because it makes some players think twice about trolling/quitting/being a jerk. It's like the gas station that has cameras but without any film in the camera. I used to get super upset about people that troll in games but unfortunately bro there is not a lot you can do. I'd advise take some time to do other things like workout, talk to your friends, read, rather than try to fight online trolls because they will always be there in their sad little worlds getting off on making people angry. Practice some zen meditation. If people are going to be jerks then just be the bigger person or just stop playing the game. If DBD turns into a terrible game then its on the Devs for letting it happen. Don't let your integrity diminish because some people just suck. Hope this helps you out.

    @johnmwarner said:

    https://forum.deadbydaylight.com/en/discussion/comment/1311556#Comment_1311556

    https://forum.deadbydaylight.com/en/discussion/comment/1317426#Comment_1317426

    yeah these people don’t seem to understand this is a multiplayer game and as a solo survivor I am well aware the random baddies that you could be teamed with. I still do my best, stick it out and Tru to get BP and pip

    Thank you

  • @JAZC_CR said:

    Damn, i just come back to the game since a year 0 playing and see the blinks need to recharge now!!!

    Like #########!

    Just why.... she got so many nerf ago.... dude i feel frustated... another innecesary change.... good job there DEVS kappa kappa.......

    Nurse main here with 800 hours in the game.


    She is still by far the best killer in the game. Whenever i play nurse, it's rare that i don't get a 4k with at least 3 gens still up. Probably 25% of my games end in a 4k with 5 gens still up.

  • @Icery said:

    https://forum.deadbydaylight.com/en/discussion/comment/1339881#Comment_1339881

    Yes, but if they are working on the same gen; this will apply to every survivor so you get maximum %12 decrease.

    That's still not enough. Keep in mind that survivors on the gen suffer a 15% penalty right? So if you had say this perk, this is what it would do


    1 survivor: goes from 80 seconds to 83.2 seconds

    2 survivors: goes from 47 seconds to 52 seconds

    3 survivors: goes from 31 seconds to 36 seconds

    4 survivors goes from 24 seconds to 29 seconds


    At most this perk saves you 5 seconds, if all 4 survivors are on the gen. And that's not enough to make any difference.

  • @Erk said:

    These are actually decent perks !

    Not really, the gen one is useless. 4% increases the time from 80 seconds to 83.2 seconds.


    The other ones are interesting but pretty situational, but i like that they are opposites. Generally you'd take the chest one if they survivors bring no items, and you'd take the other if they bring a bunch of items.

  • @Dzeikor said:

    Just a question if this ever gonna happen because the game already makes a lot of money from cosmetics and battle pass,like from an event or for a limited time to be able to purchase them with iri shards?

    @Lazerboy88 said:

    No because they are licensed. The owner of the character I assume would want profit from letting BHVR use their character, so they wouldn’t want their character to be earned with irridescent shards

    I'm guessing this. Part of the deal with the license holders is likely that they make a percentage profits from each sale of the character (probably skins too). This would mean that they wouldn't get that profit, or BHVR would have to pay out of pocket to the license holder for people buying them with shards.

  • @Desh said:

    So Mori's I can slightly understand the issue with. You'll get Killers who tunnel you into oblivion and kill you quickly. I think people have more problems with the Pink Mori than the Green Mori. Mind you, I only ever use a Mori when a ritual (or challenge) demands me to kill them by my hand.

    Keys however, I still to this day don't understand what the problem is. You don't suddenly win the game when you walk in with a key. You still have to play and do a certain amount of Gens before you can escape. And that amount varies on how many are alive. If you want to argue that Moris should similar to how Keys work where a Killer needs to do x for a period of y before they can Mori someone, then sure, depends on how you approach it. But I don't see the problem with Keys and people don't like Moris when a Killer goes full "toxic".

    Keys allow survivors to skip part of their objective, and moris allow killers to skip part of theirs. They are both pretty equal IMO.

  • @Rydog said:

    Moris would be fixed overnight if they only worked on survivors who are dead on next hook.

    This would make moris completely useless. Most Mori animations take longer than picking up a survivor and putting them on a hook. On top of that, you already miss out of perks like BBQ/Pop/Thrilling etc when using the mori. These combined make it so using a mori would be a net negative for the killer.


    While you are at it, just make the keys automatically end the game and give survivors 0 bloodpoints and depip, and give the killer 32k bloodpoints and a doublepip.

  • @Nebula said:

    Both of these items are extremely outdated and take the fun away from the other side when used. There's nothing enjoyable about getting tunneled off hook and taken out of the game right off the bat, or when you're playing killer and all the sudden the game just ends because they had a key. I know that mori's are big selling points for their new killers but I would not mind at all if they just deleted those and keys from the game.

    The way you fix moris and keys is to do the following:


    Keys:

    • Keys that can open the hatch can no longer be found in the trial and must be brought in, this means a killer can see a key before the game starts and react to it. It also eliminates that cheap RNG where you are going to win the game as killer and then survivors just RNG a key out of thin air and get out.
    • Keys now only allow 1 survivor to escape when using the hatch, after one survivor goes through the hatch immediately closes and is put on cooldown for 60 seconds, preventing anyone from using a key to open the hatch and also preventing the hatch from automatically opening when there is 1 survivor left.
    • Keys are now removed from the trial when someone holding it is sacrificed/killed, this gives killers a way to completely remove the key from the game if they see one, allowing them to develop a strategy around removing it. It could also lead survivors to sharing the key more often when they are on death hook for example.

    Moris:

    • Yellow mori is removed from the game and is now base kit, this mori realistically doesn't come into play ever and would be a fun way for a match to end if you can manage it, i don't see too many scenarios this would be a huge buff outside of like a DS near the exit gate, but even that is a stretch as it happens so rarely.
    • Green mori still allows you to kill 1 survivor, Ebony mori allows you to kill 2 survivors
    • Green/Ebony Mori is now tied to a charge/token system, killers now gain a token every time a survivor is hooked and killers LOSE a token every time a generator is completed. Once 3 tokens have been accumulated (same required for a sacrifice) the killer is able to mori someone which then consumes all of the tokens, This means that killers can't camp/tunnel someone down immediately with no counter play and requires them to earn the tokens. It also gives survivors a means to slow down or even prevent a mori from occurring.
  • @YaiPa said:

    https://forum.deadbydaylight.com/en/discussion/comment/1338807#Comment_1338807

    thanks for completely ignoring the proves I've brought. Anyways they stated that they can't do it, probably not even willing to do it.

    The "proof" you gave doesn't mean anything. Those achievements are still possible to get, so why would they change it? If they change something that makes the achievement impossible, they can change the achievement.


    Also while we are at it. Who actually cares about achievements? They shouldn't not change something that would be healthy for the game simply because there is an achievement which very few people actually care about or engage with. Just look at steam achievements and even some of the most basic ones like "get to level 10" have less than 40% completion rate.

  • @YaiPa said:

    https://forum.deadbydaylight.com/en/discussion/comment/1338798#Comment_1338798

    no they can't. They didn't change the 3 blink grab with nurse (despite needing now an ultra rare add-on, making it almost impossible after nurse nerf), or the left behind achievement (despite introducing the egc, which basically makes said achievement impossible).

    Yes they can. Games have done it before.

  • @YaiPa said:

    both are tied to vanilla game achievements, they might get reworked at best, but the effects will always be the same.

    This is not a good reason to not change things. Achievements can be changed.

  • @TheAngryPickle said:

    Over the past several months, Hex perks have been nerfed repeatedly, either directly, like Ruin, or indirectly, like with the Detective's Hunch buff and the introduction of Soul Guard. There is also the issue that BHVR promised to improve totem spawn locations, and have only changed a small portion of them, while some of the most ridiculous spots remain unchanged. Hex perks are largely no longer worth using.

    To compensate for these repeated nerfs, we could ask for buffs for specific Hex totems, but that process is messy, so I suggest a simpler approach. When a Survivor cleanses a Hex totem, they are cursed with that Hex totem's effects for the rest of the trial. There will need to be exceptions, for example Haunted Ground and Retribution would not work like this. Perks that generate tokens will have those tokens applied to the cleanser, but no additional tokens will be awarded afterwards. If you cleanse Devour Hope at 3 tokens, you are Exposed, but the killer cannot get more tokens to use the perk to mori you.

    This will create an interesting dilemma and change the dynamics of the trial as totems are cleansed, forcing survivors to change up their playstyle and think on the fly, depending on what hex they cleansed and their personal strengths. For example, if Devour Hope has 3 tokens, you cleanse the totem to protect your team, but in exchange you are now burdened with the effects. This would cause most survivors in this example to play safer and less aggressive. Another example would be Hex: 3rd Seal. Players who are aggressive on unhooking may find it necessary to instead focus on generators.

    Best way to fix hex perks is to make them not "one and done" Hexes should be at full power with 5 dull totems up, and everytime a survivor cleanses one, it weakens all of the hex perks you have equipped by 1/5th (obviously haunted/retribution/noed need slight changes)


    This solves 2 problems.


    Problem 1: Hex perks get cleansed instantly and become completely useless

    Problem 2: Hex perks don't get cleansed the entire game and become too oppressive.


    This softens the RNG element of Hex perks for both sides and evens them out a bit more, it won't feel as bad if you can't find that last totem as a survivor because the perk is only 1/5 it's power, and the killer won't get their perk immediately removed from the game due to RNG.

  • More games today, same thing, hook suicide within 30 seconds of a match starting twice.

  • I'd argue OP isn't naming and shaming. He is mostly talking about their perks, not about anything else.

  • @Dead_by_Gadfly said:

    It is just a normal m1, not a lunge, that said im forever missing it too soooo idk

    You can lunge with it, very far in fact, much much further than a regular lunge. Just hold the button down like you would any other lunge.

  • @Carpemortum said:

    https://forum.deadbydaylight.com/en/discussion/comment/1291088#Comment_1291088

    It's not a free DC. Its acknowledging your team isn't even working with you, so you're wasting your time.

    If I do 2/3 gens, save someone, and get hooked to see everyone else hiding or ALL swarming the killer, I'm done. Theyve done 0 work, and will likely get caught trying to rush to the killer/me. Resulting in still 0 gens, and 2 or 3 of us hooked.

    If someone farms me off hook and lingers to do it again, or gets me caught and then tries to come farm me, I'm not giving them the points. I'm dead either way.

    Theres a difference between not wanting to play, and realizing it's a fruitless endeavor. I wont DC, but in some specific scenarios, I'll absolutely kill myself on hook.

    Explain that logic to me. How is DCing any different then killing yourself on the hook? The exception being that you get to keep your bloodpoints and don't get a time penalty. Both take you out the game immediately.

  • @DetailedDetriment said:

    Parts of a free character are locked behind another character who is locked behind a paywall... What's up with that? Why would you lock the last piece of Dwight's memories, and therefore his cutscene behind a paywall?

    Dwight is the survivor mascot of the game and is free. His lore shouldn't be locked behind a Kate challenge, and a difficult one at that.

    The challenge requires you to escape on death hook, but not as Dwight...as Kate... What if Kate happened to be licensed? Then what?

    All this makes me think is that Nurse lore will be locked behind Clown challenges, or something of the sort.

    I know everyone is going to point out that Kate can simply be earned through account progression, but I have no intentions on buying her. I have the survivors that I want to play. Not to mention she has one of the worst perk loadouts in the game, only just beating Ace, Ash, and Quentin.

    They never make licensed stuff as part of the rift so there is no "what if" it won't happen, at least for the foreseeable future. You can buy kate for shards. in fact everything in the rift is purchasable with shards. The perks that are part of it always appear in the shrine as well during the rift at least once, so you can get them there.

  • Blindness can actually be pretty good, but only against solos. Against a SWF it's useless. Hemo is pretty useless though.

  • @dangitben said:

    take your kill and move on to the next game. I've suicided because i really REALLY had to poop. should i get banned for that?

    If you do it once? No, Games like DotA and LoL won't ban you for one game either, it's when you show a pattern of doing it. Which highly discourages people from doing it unless there really is a valid excuse like an emergency. Similar to the DC penalty, the first one is 5 minutes, usually enough time to hop back into a game, but if you make a habit of it, the timer increases longer and longer.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1307951#Comment_1307951

    You can literally do nothing and not help anyone and still escape. It's not a very good tactic, but a valid one.

    Also if it's just you and me left I can totally sandbag you or rat you out to the killer. Scummy tactic but also valid as long as I'm not explicitly working with the killer (as in pre-meditated and the killer and I are in voice chat with the goal to get everyone else killed and then he let's me go).

    Or if it's just the two of us and you get caught and it's your first hook I have absolutely NO obligation to save you. I can just leave you to die, which is actually the smarter decision considering that by saving you we are now both in the same place and the killer is more likely to catch both of us.

    DBD is not a team game. Survivors have the same goal but your success as a survivor is independent of my success as a survivor. It would be in my best interest to co-operate with you because the longer any individual survivor is alive the greater the chance each survivor has to escape, but I'm not forced to work together with you. I can (and will if necessary) let you die if it means I escape.

    If it were a team game then you outcome would equal my outcome. COD is a team game because if you lose, I also lose. DBD is not a team game because you can lose while I can win. At best it's a co-operative game, something like Minecraft, but I have the option to not co-operate and even do what I can to get you killed if I want or feel it necessary to my own survival.

    You can't rat someone out to the killer, that's working with the killer and its literally a report option and is bannable per the devs.

  • How is it not a team based game for survivors? Can they solo a killer and finish gens?

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/1306406#Comment_1306406

    Look at my picture again, its literally in the description of the addons that it only extends it the first time.

    https://us.v-cdn.net/6030815/uploads/3BG5LEW8UHNY/hair-bow-description.png

    @Peanits saw you posting elsewhere. Any additional comment on this?


    If it's a bug why is it in the description?

  • @RizeAki said:

    Cuz blendettes will still wait at that one gen for 2min so you have to go check them out

    This. Half the time I use CI survivors will wait out the timer and make it pointless. So I'll patrol the open gens for 60 seconds but if I see nothing I may as well go check.

  • @DrDeepwound said:

    https://forum.deadbydaylight.com/en/discussion/comment/1307019#Comment_1307019

    not sure how it works at the moment, I just took 10 months off, but it used to be if you stalked all 4 survivors at once, your level would go up really fast, I think it only stalks one survivor now.

    It stalks multiple I can confirm. Not sure with all 4 I can usually only manage 2.

  • After watching a day of streams it seems obvious that deathslinger should be made 115

  • @DelsKibara said:

    A rather simple question, but I'm sure there could be some interesting answers to this. Mainly because people often clamour how sometimes old versions of Killers & Perks are better (Like OG Freddy or OG Ruin).

    All of these things are changed for a reason, which is why I'm curious to ask what you would return to the game if you could and for what reason.

    ruin

  • @LALYTHIA said:

    https://forum.deadbydaylight.com/en/discussion/comment/1305224#Comment_1305224

    Dying in 2nd phase is not unsportsmanlike. There's no way you can prove it was intentional vs. a slip of the finger, so reporting is probably futile. But by all means, carry on. It won't result in anything. And people typically have a reason for wanting out of a match. Their own personal reason does not have to be validated by you. Everyone has a finite amount of time on this planet and especially to play games...so if they aren't having fun a match - in a game they payed money to enjoy - they should feel free to move on when given the opportunity to do so within the game's mechanics. You're welcome to think that's BS, but I highly doubt we will ever see suicide conditions implemented. On the flip side, it'd be great if they could inject a mechanic like that for when you're a slug. I'd love to just slit my wrists and bleed out immediately. Why should Killers get all the time saving buffs 👍️

    Also, correct, everyone has a finite amount of time. But why does 1 person then get to ruin the game for the 4 other people in the game. You ruined 4x the amount of time that you yourself "saved" for yourself.

  • @LALYTHIA said:

    https://forum.deadbydaylight.com/en/discussion/comment/1305224#Comment_1305224

    Dying in 2nd phase is not unsportsmanlike. There's no way you can prove it was intentional vs. a slip of the finger, so reporting is probably futile. But by all means, carry on. It won't result in anything. And people typically have a reason for wanting out of a match. Their own personal reason does not have to be validated by you. Everyone has a finite amount of time on this planet and especially to play games...so if they aren't having fun a match - in a game they payed money to enjoy - they should feel free to move on when given the opportunity to do so within the game's mechanics. You're welcome to think that's BS, but I highly doubt we will ever see suicide conditions implemented. On the flip side, it'd be great if they could inject a mechanic like that for when you're a slug. I'd love to just slit my wrists and bleed out immediately. Why should Killers get all the time saving buffs 👍️

    Yeah, you can prove it's intentional easily. They person got downed in 30 seconds of the match starting. immediately tried to unhook themselves 3 times, then didn't press spacebar. Pretty obvious what their intent was there.

  • @C3Tooth said:

    Make the trial starts with 5min count down for example, every 1 Gen done increase the time by another 5min (makes a trial maximum of 30min)

    If the time count down reaches to 0, EGC activated.

    This would hurt killers. Just hide for 5 minutes then open the exit gates

  • @IMhereRUN said:

    Wow, this got out of hand. Let’s explain in concise detail.

    If you’re using an add-on like extended T3 time, the downside of this add-on was that it took longer to reach T3 while stalking. However, the bug was that it DID take longer to stalk, but ONLY the first time you reach T3. When your T3 ran out and you were regressed back to T2, the add-on no longer required the longer stalk time to reach T3 because if the bug. Now it will, because it’s fixed. Hope this clarifies things.

    Look at my picture again, its literally in the description of the addons that it only extends it the first time.

    hair bow description.png


  • @Mak0 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1304687#Comment_1304687

    Wow killer mains jumping to conspiracy theories with the devs again. Not suprised

    I wouldn't call it a conspiracy theory. The addons literally describe it doing that, and they claim it's a bug though. But why would the description say that? Maybe you could argue the description is also bugged but i'd believe it more if like it was a number. The descriptions probably reference the same code for things like "10 meters" as the actual ability checks do in the game. But this one is written in english and seems to be part of the intended functionality of the addons.

  • @SurviveByDaylight said:

    https://forum.deadbydaylight.com/en/discussion/154233/please-do-something-about-survivors-suicide-on-hook

    there is no way to force someone to stay in the game. People don’t enjoy getting tunneled, Mori’d, camped on. To be honest I’d probably stop playing if they banned for that type of thing. It’s still a “chance” you can escape off the hook so they’re technically not doing anything wrong. Especially if you consider the fact that they could get Mori’d as soon as they get off all you’re doing is losing faster and wasting time getting that guy off the hook. Same applies if he’s camping the hook. This game gets really irritating sometimes because of the lack of chances survivors have sometimes despite all the whining and crying about second chance perks. These second chance perks don’t do anything for the camped tunneled Mori’d survivor. That guy is getting de ranked anyways for something that’s not his fault. How about that guy? You’re over here worried about something that affects you well what about him? That’s selfish. Just because you’re the one comfortably doing generators while he’s bleeding out on a hook getting camped on or Mori’d when he gets off that makes him the bad guy for finding an easy way out? Yeah okay.

    "There is no way to force someone to stay in the game"

    I don't know why people keep saying that, ever other game has figured out how to do it by giving steep punishments to those that do. And it works fine in those games, and in games like DotA where a game can last an hour they still somehow manage to keep people from leaving the game.

  • @FlamingkittyUmad said:

    https://forum.deadbydaylight.com/en/discussion/comment/1305975#Comment_1305975

    it blocks the gen and stops anyone from repairing it for 30 seconds, and pop can last 60 seconds. killer just needs to patrol the gen a little bit and it entirely negates the perk lmao

    And during that time, what are survivors doing? Staring at the killer while he does this? Or are they repairing other gens? It becomes less time efficient for a killer to do that unless it is some key gen required for a 3gen.

  • @FlamingkittyUmad said:

    https://forum.deadbydaylight.com/en/discussion/comment/1305834#Comment_1305834

    "Ok dbd forum, what's the counter to Freddy with Pop?"

    "Uhhh just rush gens..?"

    :^/

    They are making one, new survivor perk can block a gen to prevent them from kicking it. Sounds like a solid counter to me.

  • @FlamingkittyUmad said:

    Preemptive disclaimer: I'm not saying "playing survivor is too hard :((", I'm pointing out how unfair it is to play survivor in a lot of situations. The killer can have a lot of really dirty advantages but if all 4 survivors are experienced and coordinated they can still all escape.

    First: This game isn't in alpha any more, Even if you can't viably give survivors another objective other than "just rush the gens lol", I'm sure you can afford to give the survivors another tool to use (Waking up against a freddy is a lot more well-rounded now), or at the very least have The Entity step in when the killer is stomping the survivors at 4 gens left, because hatch is all but useless now and there's no way a single survivor can escape alone through the gates during EGC.

    Second: stop balancing the game entirely around stacked SWF groups. Unless survivors are coordinated to rush gens they have no chance against a half decent killer (depending on other factors). Devs are just now addressing the problem of deadzones- spots on the map which are completely empty of anything significant, and only after a long stream of survivor nerf updates (while pallets/ windows still have bad hitboxes)

    Third: Some killers, like Spirit, Doc, Deathslinger, Oni, just to name a few, have powers without any counter play to them, which is just another reason survivors have no choice but to rush gens.

    Examples: any spirit player with 20$ headphones can hear exactly where sounds of pain/ footsteps are and use it like a beacon to track the survivor; Deathslinger's shot can't be dodged, only missed, and unless there is a solid wall between killer and survivor there is no way to resist the pull since you bounce off every object like you're covered in grease, The Oni has a hillbilly chainsaw with 300% more turning and movement control that can insta-down multiple survivors around a corner or through a vault and gives the killer a boosted bloodhound into his default kit; and the new pyramid head killer has a mori built into it's power/ doesn't have to use hooks.

    First: I actually agree, survivors should have another objective

    Second: You are wrong here. Multiplayer games should always be balanced around the highest level play. Any good game does this. If they don't then as players start to get good at the game, they tend to quit because of the imbalance of the game, this slowly over time leads to the game dying off rather than growing and staying strong.

    Third: Spirit has no counter play? What is iron will? Or how about just walking so you don't make noise or show scratch marks. Doc has no counterplay? What is a locker? Deathslinger! has no counter play? Hes a terrible killer and has 110% movement speed, he is very easy to loop around, just throw pallets early so he can't hook you. Oni has no counterplay? His power only activates if you get injured and he has to charge it up.

  • @Peanits said:

    That's a bug fix. It was not working as intended before and now they are.


    Wait a minute @Peanits this is not a bug fix, it's a nerf. The addon literally specifies that it only increases it for the first time. Was it bugged so hard that it changed the description of the addon?


    hair bow description.png


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