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Saitamfed

Saitamfed

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  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/1208946#Comment_1208946

    Oh, that's really weird that it got translated that way. Maybe that was the original intention - I don't remember whether this is true or not, but it may have been that at the time of the Nurse's release, when that achievement was added, generators were the only thing you could grab survivors off, so the translators felt there wouldn't be any harm in making that explicit 🤷

    Perhaps... but now is done! 😁 Anyway I switch the translation to english very often due that in spanish there are some inconsistencies, like different names for the same thing in-game or a recent change of the name for a certain status effect. For example, at first the Broken status effect was translated very well (Ruptura it's the exact translation in spanish) but in the 3.4.0 if my memory doesn't betray me the translation team called it "Despair status effect" . At first I was like "What is despair status effect? BHVR didn't add a new status effect. Did they?".

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/1208420#Comment_1208420

    No, any grab will do. Gen, hook, totem, gate, etc. As I mentioned above though, vaults are usually the easiest.

    I just saw it in english. In spanish it said "chain 3 blinks and interrupt survivors while they're doing a generator" so I did in that way :( It was very hard.

  • What? So I didn't need to grab him from a gen? Thinking that I needed to do that, it was very hard. Bad translations doesn't help. :(

  • In short? Yes.

    Perhaps they will make bad choices along the way, but they're humans so it's underestandable. The upcoming patch is a good proof that they're starting to adress some real problems of the game.

  • Everybody. Please, this is an idea. The idea of OP is restoring pallets, everything else can be discussed. So don't think something is OP just because an user didn't have a better idea on how to implement it. That's how some good ideas are discarted because people doesn't take the time to see the big picture.

    Perhaps if it works just once per match and it obviously takes a decent amount of time, i.e 15 secs or so would be a nice idea. Also, it would be good if it's a dropped pallet that can't be lifted again. Meaning it couldn't be used to stun the killer. Also, when the restored pallet is destroyed, nothing remains (right now there are a few wood tables that remains when a pallet is broken) meaning it can't be fixed again.

  • The only time I think a key that spawn in a chest is unfair, it's when you got it with Plunderer's, I mean, even if you think it's just a 10% more, it's not hard to find at least a purple key. I do agree that it kills the momentum. Personally I think it should take 10 seconds or so to open the hatch and it will be fine.

  • Yes. Everybody should be able to play a game in their mother language. I understand that sometimes translate a game is not an easy task to do.

  • @Snowstruck said:

    https://forum.deadbydaylight.com/en/discussion/comment/1199707#Comment_1199707

    The thing is that her range is FAR, and I already do loop her around trees and stuff. She can just turn the corner and charge the vomit before I can get away and get me anyways. The only big issue is it causing broken status. If they fix that, she'd be fun.

    I think you need to keep practicing that, I can do very well against plague and yes, I do get sick. You can do it!

  • @lunaticlifter said:

    @Hag.is.Dtier i know of course i was prepared for that, but from what i'm looking, if it's the same as pc player right now, it didn't get that much better honestly

    The issue is not about sensibility, because PC has the same as consoles as well as before, it's because it's easier to slide a mouse than a controller stick. With a mouse, you can be precise and fast when you move, an example. You can move to the right with a mouse, and instantly go to left, with a controller you will have to get into the center zone and then go to the left. It might sounds like it's not a big deal, but actually you loss 0,5 secs more or less.

  • @Snowstruck said:

    https://forum.deadbydaylight.com/en/discussion/comment/1199636#Comment_1199636

    You can't loop her, she throws up around corners easily

    You can loop her, objects in the map are your best friends. She's not OP but seems you need a little help with her. I am not an expert but let me help you in what I can

    First, treat her like a huntress, the vomit might seems like it's nothing compared to a hatchet, but at diference from a hatchet, her vomit might come as a threat later.

    Second, Try to find a way between obstacles, trees or walls are your best friends as well, then she will vomit those instead of you.

    You can use the t walls with windows as well, if you see her charging her vomit, try to run into the wall instead to the window, in that way she will hit the walls instead of the windows.

    Third, If you manage to loss her, don't run, walk instead, in that way your sickness won't grow (if you are in tier I, meaning not broken yet).


    Fourth, if you manage to avoid her vomit in a long chase (because she's slower than you when holding her vomit and vomiting), it's probable that she would stop trying to vomit you and will hit you with the normal hit instead.

  • @Cheers said:

    The problem was against experienced survivors they wouldn't cleanse, making her a normal m1 killer in the chase.

    Now she has one corrupt purge use against experienced survivors, making her powerful for 60 seconds.

    She was never overpowered and has always been an average killer, even after recent changes.

    Excuse me, but... she is a M1 killer with everyone exposed, if they don't cleanse they are just one hit to be down, if they do you win the power. That's a win-win for me.

  • This is not a survivor nerf. Now the diference is that the toxic players who abused infinites and end in red rank because of it, won't be able to do anymore. The average survivor that knews how to loop and capitalize on killer mistakes will continue being good.

  • @jebbush said:

    https://forum.deadbydaylight.com/en/discussion/comment/1197377#Comment_1197377

    It doesn't sound like you are. If survivor is too hard for you, go play minecraft.

    You should calm yourself down. Sounds like you had some matches against toxic survivors and you're salty about it. We all have had those matchs but you need to calm down.

  • As a main survivor... it is great. I never ran into infinites anyway so it won't be an issue for me.

  • I really would love to see those changes, it will be a fair change for killers, infinites were a problem for so long and right now survivor will take skill. An infinite doesn't recquire skill and literally makes a killer loss the game, and the pacience.

  • @Traslogan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1192001#Comment_1192001

    So less gen-defense on our pips, just like how we lose our pips when 4-man SWF teams all take decisive strike to stop EGC kills and punish you for punishing.

    Survivors just spread out and each sit on a gen with the new hex ruin whilst the SWF team's designated chaser runs you for 120 seconds before 80% of the game is done right there and then.

    Seems you didn't get it. Sing with me! Hex: Ruin is a teachable for the Hag ♪

    https://www.youtube.com/watch?v=Bmz3KjuanQ0


  • New Hex: Ruin is good because thanks to it the killers have to kick no mo'

  • If you went through another gens that's not facecamping. I call face camp when the killer is literally kissing me.

  • @UntilValhalla13 said:

    I feel bad for the people who weren't taught cursive in school. That being said, it is really small on my phone to read. It's like it's almost fine print size text.

    But this is not cursive, it's really hard to read.

  • @Lexilogo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1185141#Comment_1185141

    No, it might break other stuff. If you remove the reference for "key" from your game, all the stuff in your game that references "key" will now cause serious errors or crashes because the game now has no idea what "key" is supposed to be and yet the code's telling it to get a reference to "key".

    Anyway, such a discussion isn't really the point. Disabling moris/keys would be a pretty simple endeavour from a work POV, but what about all the people who invested BP into them, use them, ecetera? There's a LOT of new design considerations.

    There's a reason why a game designer's solution to something is almost never "delet it!!!" and such an action is essentially the nuclear option for a feature deemed completely unworkable.

    The simple reason why these addons exist is for match variance. The idea is that URs are, well, ultra rare, but give a significant advantage and make you feel more powerful than usual for a match.

    The question is how much is too much, and what's tolerable for both sides. How do you make Ebony Moris feel like a powertrip for the Killer without making the Survivor feel like the match was pointless? How do you make Keys feel like a clutch escape and special without the Killer feeling cheated?

    Regardless of what you think the answer is, it's a discussion that goes deeper than "just remove them lol" and simplifying it to that will accomplish nothing except get people to rightfully ignore what you're saying.

    Disabling is not the same as removing...

  • @Liruliniel said:

    https://forum.deadbydaylight.com/en/discussion/comment/1182989#Comment_1182989

    Just a game I had a few days ago with a friend.

    Rank 1 Spirit who was actually really good dont remember map or perks. Had 3 or 4 gens left.

    In a 2 man SWF with a friend when killer who slugged me had 2 people on hook. As he picked me up I DS'ed him as his Devour Hope popped and than both survivors were saved. We went on to leave through the exit gate about 3 minutes later. DS was on a sliver almost thought it ran out tbh.

    The Spirit lost all pressure almost simultaneously due to a 5 second stun and picking me up. Went on to have the entire board reset within a minute. Had at least 1 more DS if not 3 more to possibly deal with.

    Ofc this is a "fine" situation because the Spirit was clearly in a winning position. This Spirit did not tunnel, camp, or in any way act toxic.

    This is not a common occurrence, but it's definitely not rare.

    For the way you're talking about, it was early-middle game. If spirit lost all his pressure in the early mid-game just because you had DS, perhaps it wasn't a good killer, or perhaps that spirit lost focus, a lot of people get angry just for being hit by DS just a single time.

    Unless you're in late game and EGC is on where the game is almost decided, well, it's not really a life-changing perk.

  • DS is fine (there are certain circumstances where it is abusable though)... some people just don't like because it changes their playstyle a bit. A doctor was hard camping me because there was a gen left and he didn't kill anybody. So a Bill came with BT when both doors were open and he saved me, I ran into the gates and I was in my middleway, then doctor hit me. So he deserved to eat that DS, no one asked/ forced him to tunnel and camp, if he miss three shots in a single chase without survivors doing 360° or looping then that's clearly his fault not mine.

  • @Micheal_Myers said:

    https://forum.deadbydaylight.com/en/discussion/140298/plz-stop-helping-killer-side-they-didnt-deserve

    If it was balanced the killers wouldn't tunnel and wouldn't camp. So if the Killers were to get another justified buff to their kits then it would be balanced.

    Plus tunneling and camping stated by the Devs is a "Legit Strat"

    Uhmmm no, even if the game were balanced the killers will continue tunneling and camping, because it's legal. Anyway... I know that killers needs buffs

  • Whether I think the comment was about someone being toxic for his/her loss and it is a bit scary but I think you should move on. Don't missunderstand me a threat is something serious, I know, I am not going to tell you that is not because my classmates tried to kill me at high school and I can understand that is pretty scary. Of course, threats shouldn't be treated so lightly and as I said, it is indeed scary but I think police would probably laugh at you.

  • @AddictedToMosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/1172311#Comment_1172311

    Exactly. I regret spending 9000 shards on him. Everything about him is so slow. Missing one shot can essentially cost you the game. In order to even stand a chance, you need to be really accurate.

    @Irisora said:

    https://forum.deadbydaylight.com/en/discussion/comment/1172285#Comment_1172285

    So true. Hes so slow that he lose chases despite still been following the scrathmarks.. All thanks to the slow cooldown of hell from miss+reload time and tiny hitboxes. One of the worse killers so far.

    It seems you don't know that spirit, hag, huntress has the same speed. If you lost all the chases perhaps you're doing something wrong.

  • It's not to hard to do it. You can block him in the after match screen.

  • @Deadman316 said:

    Seems like the devs have 2 errors, one with matchmaking and one with survivor ranking. The matchmaking is all over the place now, I've been in matches with red rank killers and I've been in some with rank 20. My rank fell from 12 to 16 in 3 days pretty much and I've been having some decent games overall, but I guess I don't get enough pip to increase anymore.

    As a red/purple rank survivor and killer... the problem is not that the red rank survivors are good, but they are bullies. Imagine wanting to train boxing and a pro boxer decides to punch you and mocking you, and when you complain at the trainer then he says you "Do you have a problem with that? Then get better".

  • @Tactless_Ninja said:

    So how do we improve the killer experience? The killers main resource right now are gens and totems. Those are easily expendable when faced against vaults and loops. So how do we tackle those?

    Gens go by quick but that's a precarious system that can easily be tipped in one direction or the other.

    So should bloodlust activate consistently and automatically outside of chases? It would definitely make prolonged chases more deadly if you didn't immediately lose it from stupid line of sight bs or pallets. And killer is supposed to be more deadly as the match goes on.

    Personally I would change this

    You don't lose bloodlust when you break a pallet.

    Bloodlust increase one tier from the current tier you're in when a survivor stun you. I mean it's logical, if I am in a bloodlust and that someone hit me, my desire to see his death would increase.

  • Lol. Playing one side or another doesn't mean you can't talk. That's subjetive if the point that an user is making has sense. I reach red ranks as killer where 2,3 or 4 survs get DS and let me tell you, unless we are talking about endgame when you have zero chances to counter it and another situational times, it's perfectly balanced. If you go to the unhooked zone you can't say "but I wasn't tunneling" because you went to where the unhooked is for a reason (yes, to tunnel), and if you by any chance spot him again in your normal playstyle you can slug them for the remaining 20 seconds of DS, but I read it a lot "They jump into a locker. Should I waste 60 seconds?". Let me tell you, the perk works for 60 seconds and the timer starts when you're unhooked, if you need to wait almost a whole minute, it's because you are indeed tunneling. If you're not, then the perk has no uses.

    I never had an issue with it except in the endgame collapse.

  • Personally he is better now that he has a rework. The only thing that I might change is... Iridiscent Queen. If someone is hooked, and you try to unhook them then you receive the shock after the person is unhooked, in that way you can still go for the save and not need to snap out of it while a person is dying on hook. Perhaps I would change the range add-ons as well, I would like that them increase the width but not like before the rework, just a little bit.

    Also, the add-on that makes you hear the TR when you're in madness tier III. If a doctor hook you, it's annoying to hear the TR non-stop I'ld rather not hearing any sounds at all.

  • @Rothul said:

    Hi, I've been using Geforce Experience for a bit now and I love it! I'm still trying to find a way to make my game look better tho, but I'm not sure what to modify with my Nvidia. So, if you are using it, please let me know your settings so I can try them and hopefully make my game look better than it is rn. Thank you very much :D

    You can use the brightness filter.

  • Not trying to sound rude but... Are you seriously trying to say the game is not survivor sided because you 4K with hillbily? As a main survivor I know that playing solo it's a pain but if you have a good team, in a map with a lot of loops and jungle gyms, and with a bad killer, there is nothing you can do. Don't missunderstand me, I am a main pig and a main legion and I can 4K with them but that doesn't mean legion and pig are OP. Of course there are certain settings (perks and add-ons) that will help you but you shouldn't need a perk or an add-on just to have a chance.

  • @Makizmo said:

    It's the one upstairs on the balcony of the saloon right? with the self-playing piano.

    Yes, that's the one.

  • @[Deleted User] said:

    It’s got pros and cons.

    The obvious con is the time wasted before BL1 kicks in, but after that it’s a guaranteed hit at on someone camping a pallet.

    True. Even if it's not camping a pallet it's useful in certain loops. And it's useful with dead hard users since most of them rely on the red stain and not the distance between the killer and them.

  • @IronyIsRich said:

    Deathslinger heavily suffers from big maps because of his slow movement speed and on top of that he needs to commit lots of time downing a survivor (Shooting, reel in, hit, reload, repeat) and that's if you don't miss or get owned by the map.

    It's very frustrating when you get some amazing long shots but still get NOTHING because they were too many structures or even small boxes preventing you from getting the down.

    The survivor needs to have way less control over the chain and deathslinger NEEDS to have more control over it, it needs to not break as easily or be faster to reel in.

    I have an idea that would make him a lot better, Deathslinger has a brand new ability added to his kit : "Sprint" basically he can sprint to get higher movement speed without any time limit, he can't attack nor use his harpoon while sprinting, he can activate his sprint after X amount of time on a cooldown similar to legion and get fatigued when you stop sprinting, even something like +15% movement speed would help him, not something major but this would help his lack of gen pressure and it wouldn't be usable in a chase.

    This is my suggestion for the Deathslinger, he is really fun to play with a few issues that prevents him from being top tier, sure he destroys inexperienced players but the lack of map pressure, even if you down people fast he can struggle if the survivors are well coordinated and focus solely on gens, and the frustration from unrewarding long shots breaking half the time is really unfun.

    Well... I do agree that small buffs won't be bad on him but... as any other killer, you need to know when is better to use his power and when it's not, otherwise you're wasting your time. If you're at a survivor's side you won't shoot them, you will hit them with your basic attack and then you will shot them if they are not that far.

    The chain is good so far, it's not to give you the chance to shoot someone at 40 meters, his power is to prevent survivors from running into a loop zone. That's why it's different from hatchets, hatchets are designed to hit someone even if the survivor is far away.

    I do agree that the hitboxes should be a bit bigger but just a bit.

  • Don't missunderstand me but I went through green to red rank yesterday and let me tell you, being rank 1 doesn't mean you're good. If I am honest, I found better players at green or even yellow ranks than in red ones. Of course, I don't think it's "fair" but being a rank one doesn't mean they are good in someway.

  • Where did you find that?

  • They nerfed a perk that's not even good?

    30 seconds makes it almost useless for killers.

  • Well, I think in your example of a survivor sandbagging, it's not technically bannable as it's not "working with a member of the other side". Now, if a survivor points to lockers and or lead the killer on purpose and the killer agrees then yes. I had a match were the survivor was friend with two of the survivor. Those two blocked us to get us killed on purpose and they did 32 K of blood points, except the killer, that's it. I was so angry!

  • I didn't know you could do something like that.

  • @Raven9 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1139593#Comment_1139593

    I am rank 8 in murderer, and after the ruin dies, I constantly encounter rank 1 survivor. I'm not sure, but I am missing my attacks using this method. In particular, they enter swf to reduce the likelihood of a report because it is often insufficient when only one person sends a report.

    Something like that happended to me as well and I reported him. I had the video evidence but didn't know how to hide names so I erased it. Anyway it was a Nea I think? She was running and when I attacked, she teleported.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/1133154#Comment_1133154

    I mean, if you're getting destroyed by the killer and you know for a fact that the game is already over (let's say 2 survivors with 5 generators) then of course, suicide, there's no harm done according to Peanits. 😃

    However, if the survivor AFKs or suicides first hook (when the killer got 2 hooks with 2 generator left), that's reportable because they are griefing the game when there's no valid reason to give up. They are simply sandbagging the entire team, if you have to actually leave (irl situation), DC so you get a timeout rather than a report from multiple players.

    Well... DC is reportable as well so... bad if you do and bad if you don't do. I guess.

    I don't DC or suicide but if, let's say there are no teammate who is going to save me or try to in a minute then I am not going to spend another minute just to check if someone wants to save me. It's just 900 BP. And yes, the situation where I waited 2 mins at hook with no one trying to save me happended to me so I'ld rather move on.

  • @Frankie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1127287#Comment_1127287

    Meanwhile, perks that encourage bad behavior, like DS, will also never get touched.

    Nobody trusts anything BHVR says anymore. They have lied to us on countless occasions.

    First DS doesn't encourage bad behaviour, discourages tunneling, and yes, I am aware some people doesn't use it like it's supposed to work

    Second the devs have stated that they are aware of the DS problem and will look into it.

  • The devs have stated that they won't touch BBQ because it's a perk that encourages good behaviour.

  • Well, the killer has a 5 second stun but the survivor get the chance to move after one second. Meaning they have four seconds to move. It was made so the survivor could have a chance to ecape a tunneling killer.

    @RobMeister88 said:

    In just two seconds (normal pallet stun duration), a survivor can cover 24 meters of distance, that's more than enough considering every map has pallets in close proximity to each other, not to mention windows as well. No reason as to why the survivor needs more time to run. They got the stun, that's all that's needed. Anything more than that and it's just a crutch hand holding baby perk. DS should have normal pallet stun duration, and let it be directly countered by Enduring.

    Hmm don't missunderstand me but Where did you find that data? If I recall correctly, the survivors move at 100% while running, wich is 4 m/s that makes 8 meters in two seconds, of course, the destroy animation last 2 seconds as well so it would be 4 m x 4 m = 16 meters in a straight line, and that if a survivor decide to cover all the distance, wich generally doesn't happen. If, the survivor has a perk like lithe after using it, the survivor would run at 6 m / s in three seconds wich is 18 meters in a straight line but for using lithe the survivor should vaul either a window or a pallet. Meaning the killer shouldn't be stunned by that time.

    DS shouldn't be countered by Enduring because you're negating the effect of being an anti-tunnel perk, because a Killer would have 1 second stun if the stun time were 2 seconds (normal pallet stun), and that's not enough for a survivor to escape the killer's grasp

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1126752#Comment_1126752

    The EGC thing is still dumb IMO because that could have easily been solved by just making it so the EGC timer pauses while someone is wearing a Trap.

    Well, the thing is you would need to stop the timer for every survivor, although they could make it slower, like if there is one person hooked. As a main pig, I am all for buffing Amanda, her ambush is good for a first hit but she could use some help in-chase I don't know, something like a short dash pressing a button.

    Although a lot of people doesn't know how to use her ambush properly.

  • @Beardedragon said:

    i see..

    and why is that tho? why doesnt the trap activate when they are no longer slugged or unhooked? why does a gen need to be done? and if its the end game, my traps are basically useless? because no gens can be done?

    Basically that was made precisely for the EGC. If I have 2 mins timer I can't go and try every jigsaw box, that would be a win-win situation for the killer. And about setting traps at the exit gate, that was made because some Pigs used to put a trap on your head and carry you to the exit gate so you would die for the trap timer. Wich was unfair for survivors.

  • @Seiko300 said:

    I think specifically I just hit level 32 or 33... Somewhere around that mark.

    I'm freaking out because I'm a bit behind compared to last time where I truly grinded out the entirety of the Archives ASAP. Hopefully I have enough time to get to the end but I'd be happy if I made it just to lvl 63 (the last Clown cosmetic is on that level).

    Really need that Ace cosmetic in the free track which is on level 50 something too.. I think it's like level 54.

    I swear the devs said that you'd be able to get to the end of the track if you finished every single challenge in the tome. Is that not how that works? Because I feel like I should be farther along than I am. I'm really not a fan of the idea of grinding out extra on TOP of going out of my way to do every challenge while the Tome is active, that's how it should be anyway, finish all the challenges and you finish the rift.

    I am sorry but no, the Tome archives are not enough itself, but you need to do the active tome, it will boost you a lot.

  • I do agree that DbD should be scary but... How? We are afraid or scared of the unknown basically. And I don't mean about the jumpscares. I mean you hear a hum... "oh, it's Huntress", you hear a bell... "oh, it's Wraith" How could you be scared of something that you already know? Let's suppose RE, you might know Nemesis will appear but you don't know how, when.And in the meanwhile you're focused in another task then... BAM. Nemesis appears through a window.

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