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SleepyWillo

SleepyWillo

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  • @Zeus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1605036#Comment_1605036

    Ghostface should have been a paragraph. They were wrong to call it a chapter. It's not even the entire killer license. It's just the outfit of the character.

    it made no sense to me that they could make him an original character but couldn't throw together a map and survivor to go with him...

  • I will dump all my saved BP to unlock the teachable. Then I unlock them on characters with all perks (i typically have them with 99'd bloodwebs).

    This time I'm gonna try and use up BP offerings before prestiging- I'm not usually patient enough though =./

  • It would be interesting if you could take protection hits for healthy survivors also...

    But yeah - games ranges are a bit insane. I get Assist points when someone across the map gets hit?

  • I reported a player for racial abuse/slurs over a month ago. I had screen shots, etc and the other players said they were reporting them too.

    1 month later I get an email saying "sorry for the delay" and that "it would be looked into". Immediatedly followed by an automated response saying the matter was now "closed".

    TLDR: No, I guess not.

  • @ZaKzan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1603825#Comment_1603825

    Not really. Survivor isn't challenging and frustrating enough for killers to really add fuel to the fire. I play survivor at high red ranks solo and most of my games I'm mad at the other survivors rather than the killer. My last 100 games at rank 1 have had 5 moris and 3 tunnelers / campers. I very rarely run into toxic killers, and if they are being toxic, they are ruining their game. You just don't get killers that want to intentionally ruin their game at the highest ranks. It's part of my point. Survivors can be toxic while also easily escaping. Not saying there's absolutely none, but they're few and far inbetween that the few games per 100 that I get aren't that big of a deal.

    Meanwhile, like I said, within the first 2-3 killer games I get toxic survivors at rank 1. When I was in green and purple ranks I did run into quite a few toxic killers, though. It just gets rarer as you go up the ranks, the inverse is true with survivors. I don't start my killer sessions wanting to be a jerk to survivors, but survivors quickly change my mood. I imagine this is true for many killers.

    Amen to getting more annoyed with rando teammates at red ranks.

    I do feel that it comes down to a lot of perception bias. Take Otzs vid. The poster is saying how survivors are toxic, etc. From what I could see it was only one Claud using the FL macro. 1 toxic survivor and you get the view that all the survivors were toxic.

    When you play killer you go against 4 survivors - 4 times the chance of encountering toxicity than when you play survivor and encounter 1 killer (and to an extent 3 survivors but we'll ignore sandbagging/trolling for now).

    Add to that survivors who are toxic like to play with friends and tend to also play with toxic survivors. Playing against 4 toxic survivors is a lot more infuriating than playing against 1 toxic survivor and 3 others.

  • @TheMonadoBoi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1602560#Comment_1602560

    For some reason the devs are happy to give survivors powerful perks with little to no downsides. The perfect example are exhaustion perks; you basically get one free escape every 40 seconds and the only "downside" is you can use them once per chase. Can you imagine the if killers had something like that? Like once per chase you may double the reach of your lunge, or break an unused pallet, then you become fatigued and have to wait a 40 second cooldown.

    If killer perks have strong effects you need to work for them (Pop, Thrilling, etc) and if even when they're "passive" like Thana, and Coulrophobia they're absolutely useless.

    You want something like an exhaustion perk for killers? Something that "once per chase" you get a speed boost with no "downside"? Something like Bloodlust? That doesnt even take up a perk slot?

    Or were you thinking of more like ANY of the mobility killers? Spirit, hillbilly, legion, etc?

    What do you actually want at this stage? Survivors to spawn on hooks?

  • TBH I feel on the balance of things moris should probably be nerfed before keys. Given how BNP and medkit addons got nerfed, it would be logical. I honestly expected a mori nerf when medkits were getting done as I felt they were the same - a one time use that gives/takes a player from the game...

    That said it depends on how badly they gut both moris and keys... I dont know what they can do to them that doesnt render them useless...

  • @ZaKzan said:

    Games are too easy for survivors at high ranks, once you reach a certain level it's just child's play to run any killer at any skill level in the game. Hexy's tournament even showed this. It's just not a fun game at high levels, and survivors that reach higher levels of play need something to keep them occupied, so they figure out ways to abuse the killer, since wins are too easy. Nothing is done to help keep this in check.

    People like to say there are toxic players on both sides, but really there isn't. If you see a toxic killer, chances are they are that way because of survivors. There's just nothing a killer can do against survivors, and survivors are allowed free reign to rub their superiority in the face of killers. The two things killers can do against survivors is camp and tunnel, but those two things are severely limited due to perks like BT and DS. Meanwhile survivors can bodyblock, they can teabag, they can relentlessly blind the killer, they can hold the game hostage, and they can do this all while effortlessly doing the gens and opening the gates because the game gives them the time to do so, there is no sense of beating the clock.

    I can go hours and hours playing survivor games with no toxic killers. It only takes two or three games as killer to find a toxic survivor lobby, that then sours my mood and makes me play more ruthlessly as killer. There's just nothing the killer can do to survivors that's really toxic without sacrificing the game as a result. I think that's the major problem. Survivors can be super toxic and do this to one of the strongest killer players in the game while also doing their objectives. Most of the time if you choose to tunnel or camp survivors as killer, you're likely not going to 4k.

    Though you make some good points you lost me pretty early on:

    "People like to say there are toxic players on both sides, but really there isn't. If you see a toxic killer, chances are they are that way because of survivors."

    You dont think toxic survivors are made by toxic killers? I never played with DS until crossplay (aside from Laurie adept achievement) due to the amount of camping and tunneling crossplay killers. I'm apparently toxic because I run this perk. But I wouldnt have run it if not for tunneling/camping killers. I've only ever teabagged/BMd a killer if they BM first - teabagging pig/GF or tunneling/camping.

    TLDR: To say only toxic killers are made by toxic survivors is false. Toxicity is on both sides and both sides feed into the other.

  • @Rivyn said:

    https://forum.deadbydaylight.com/en/discussion/comment/1603729#Comment_1603729

    It's not that he lost. It's that the other side was toxic with the taunts, let alone being SWF.

    I mean as toxic survivors go this was pretty light. No teabagging or pointing. Yes they did macro clicks which - why is that even a thing? But as toxicity goes this doesnt even register - at least not that I've encountered!

  • Usable until Monday 7th iirc

  • Red ranks for both and getting around 80% globes and 20% PC in my matches....

  • I have gotten stuck again tonight but was eventually able to nudge myself out. Takes a bit but I've found if you run up the hill while turning it sometimes let's you out. takes a bit of doing but keep at it and eventually you'll be free.

  • Can't imagine why a swf would have 3 OoO. I could understand maybe 2 but even that seems wasteful. You sure they were swf and not just a highly coordinated solo team?

    why have multiple OoO if they're on voice comms?

  • Have you played F13? Thats a nightmare! You have 13 year olds screaming down their mic or wannabe DJs blaring the melody of dolphins in an organ-grinder. Thats a pass for me, fam.

  • @Xyvielia said:

    Is Trapper really Jason Voorhees undercover as Evan Macmillan, keeping busy killing in DBD ‘til he can go back to Hollywood and continue slashing?

    Wasnt this confirmed?

  • @NaughtiusMaximus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1576565#Comment_1576565

    That's all good and well but most of what you said doesn't have anything to do with him being able to do architecture. Lol.

    He's a good guy , sure, I don't say he is not. But I don't see any connection between that and being "smarter than most".

    🖐️

    You commented that he is "not smart enough" to be an architect. My point was that he is clearly able to do almost anything he sets his mind to and I have no doubt he would be "able to do architecture" if he decided to. He's made video games, chairs, headphones, etc. without any qualification (that I know of).

  • The general rule for hatch spawn is: Gens required = Number of Survivors + 1

    ie for 4 survivors to escape via the hatch it requires 5 gens done.

    3 survivors = 4 gens done.

    Keep in mind that a purple or pink key will be required to open the hatch when it spawns (unless only one person is left) and that you can close it when its opened.

    You should be able to tell when it gets opened by the hatch icon beside the generator counter.

  • I'd include the Self Care nerf as one of the worst things. It pushed a "no heal meta" among survivors making games rush by so much faster.

    I get that the devs were aiming for survivors to spend longer healing but this didnt really happen below rank 15 and should have been reverted imho...

  • @NaughtiusMaximus said:

    Pewdiepie is not smart enough to be an architect

    Given how he has grown his brand from streaming video games into a multimillion dollar business, generated millions for charity (not to mention his own donations), and generally uses his platform and reach for generally positive things I'd say he's more intelligent than most...

  • @ScaryTerryTM said:

    This is something I remember someone brought some time ago, it never really bothered me because, why not? It would also make the perk never used Wake Up slightly more useful, slightly.

    I know after reading the first few comments, it really seems Survivors do not like this and mostly have stated because the Devs are fine with it, get over it. Seems pretty silly too me, after all, things change and players find new ways too best use something. So why not recommend some ideas for older concepts now finalized.

    In my mind the best thing that could be done about the Exit Gates is pressuring survivors whom lift it into leaving, and making a hard choice about Saving or Dealing with the Killer any longer.

    For example, now please hear me out.

    Once the Exit Gates are Powered too at least 25%, they will continue to power until opened, the rate at which they power will depend upon how many Survivors remain in the Match. Just a concept idea so don't get your panties in a bunch.

    I actually like your idea. the main issue I have with regressing gates is that it would make being the last survivor virtually unwinnable. but your idea actually makes that better.


    At the end of the day I still agree with the devs - it shouldn't be used to give the killer free kills (which it still does). It should only make it so the game isn't dragged out forever when its over.

  • I feel it should be a daily reward of a smaller amount - preferably Auric cells.

    Youre going to get people who derank just ranking up the day before and then deranking again after...

  • @Zozzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1560836#Comment_1560836

    4 survivors 5 gens 1 killer 12 objectives. the math doesn't add up.

    "Gen rush" is the term used to describe the fact that gens are just to fast to do. What else would you call it?

    There are no slow down perks that don't require the killer to do something. This means the killer can only pressure a single generator at any point in the game if survivors are not urban evading in a corner because they heard a heart beat.

    Pop, i need to reach the gen to do anything with it, something that 2 man gens prevent way to many times.

    ruin, does nothing if you don't let go. The killer can't force 4 survivors off the gens at once can he?

    Corrupt intervention can be completely ignored if survivors are not stupid (sadly they are)

    Thrilling tremors requires the survivor to let go of the generator and is short.

    Tana requires all survivors to be injured and is still negligible even during the rare moments it is at full strength.

    Nothing forces the gens to slow down.

    You have one survivor downed and hooked and find the next.

    That leaves 2 survivors - one to go unhook and one doing a gen.

    You should never have all gens remaining - the best thing you can do is plan ahead and prepare for which gens youre willing to sacrifice so you can aim for a good 3-gen.

  • They will never bring back its stagger reduction and, to an extent, I can understand it. Aside from Haddonfield, Hawkins and Midwich would be broken with it too (the Game to a certain extent).

    That said, it does need an added benefit to be useful. I think that its current secondary action could be enough to make it worthwhile to some players - silent falling/landing without a cooldown (the speed boost keeps the cood down obvi).

  • @BananaBlooD95 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1558748#Comment_1558748

    Midwich is full of god loop till the killer break a pallet or a wall and those loop lead to mindgame-able loop. It's a balanced map to survivor sided. If survivor play their loop well and use second chase perk a killer's gonna sweat to get a 3-4k.

    There is one god pallet that I know of - by the stairs. What other god pallets are there?

    Its a horrible map for both sides and just plain boring. Long halls with pretty much nothing. For most killers its an easy win. The only time I've ever had any issues has been when survivors had OoO and I wasnt playing a stealth killer. Still can get 4ks easily with it though - it just drags.

  • @johnmwarner said:

    https://forum.deadbydaylight.com/en/discussion/comment/1558848#Comment_1558848

    I never said they said that, please point out where I did? I simply asked if both versions were ready Tuesday why was the older version released?

    In regards to a tweet about it being ready that’s would have been on his stream when he was playing as the killer.

    If it was ready wouldnt they release it? I think its rather obvious that it is in fact not ready.

    You said "Shouldn’t that [Blight changes] be tested too?". This sentence would imply that the aforementioned changes would not likely be tested. I merely clarified that they would not release changes without testing, and asked for you to support evidence of any claims which state otherwise.

  • @johnmwarner said:

    https://forum.deadbydaylight.com/en/discussion/comment/1558818#Comment_1558818

    You do realize the way their coding works any changes to the release, killer or otherwise, could cause bugs in other ways. Changing the way the Blight charges could inadvertently impact Bubba or billy for example. Shouldn’t that be tested too?

    I love how people complain about the hill bug but are for some reason okay with the devs not testing the most up to date version of the game before releasing it. I assume if the patch hits and your character gets stuck on a hook for half an hour and you are forced to DC to get out of the game you will not mind or complain about the DC penalty?

    I must have missed where they said they were going to release the PTB with changes without testing. Can you link me to the tweet/post where they said that?

  • you do realise the PTB has changed more than just adding one killer, right?

    This is a substantial PTB with many changes.

  • @Zani22 said:

    Ngl he's a qualified Chad

    Let me explain

    *explored ruins when he was a teen with his freinds

    *his dad fights the entity with

    *draws Chad buildings for a living and strives to do better

    *learned how to overcome his problems

    *planned to inspire his unborn son just like his dad

    *only got taken by entity.. Because nea was pretending to be his dad (its easy to figure out that happend when you read the lore)

    This therefore puts him at a higher Chad level than ace or David

    (Bill and Ash are excluded because they are licensed, Meg in zoeys outfit doenst count either)

    "*his dad fights the entity with"

    with what? Money?

  • They defo will make more. The Alchemist wasnt the only one harnessing the pustulas. So too did the survivors. And there is also a Doctor on the killers roster who would be more than willing to do further experiments.

  • Sidney.

    She's the only one I want now...

  • when you say healing do you mean healing yourself or others? or both?

  • disable cross play. mostly console killers doing it...

  • The only difference I've seen since cross play is a lot more tunneling and camping console killers - which I understand due to it being difficult with frame rates, etc but its getting old fast

  • @eurotophobia said:

    I don't know if anyone's thought of this yet, but I think it's a good balance. We all see the threads saying hatch should not exist, keys should not be found in chests, or it should allow just one survivor to escape via hatch per key.

    Consider this: The key still unlocks it for everyone to use, but escaping is a two-step process. First, the unlocking itself is a process. Even if it's only 3 to 5 seconds. And all that does is *unlock* the hatch. It doesn't open it.

    The second step is to actually open it. I think this is super easy, too. I'm thinking they don't even need to make a new animation for it, too! It'll be a relatively quick action. 1 second or so, but the survivor opens the hatch and then gets out. They can recycle the animation for opening chests.

    Here's the crucial part, the hatch closes after the player escapes, but it does not lock. So another player can open it and get out. So, it doesn't necessarily destroy the mechanic, just slows it down tremendously for multiple survivors to escape at a time.

    The killers' counters to this is two-fold: they can re-lock the hatch, thus triggering the EGC; and they can grab/interrupt survivors who are in the animation of unlocking or opening the hatch.

    What do you guys think?

    This isnt a horrible idea. I still think that after how BNP and Syringes were gutted that Moris should be fixed first...

    Personally, I find playing killer far too easy these days. Loops and pallets arent what they used to be. Theres no mindgames anymore. I dont think I'm a good killer but still get on average 3k per game and give the last person hatch/gate if I deem them worthy. I wouldnt mind a bit more skill being required for both roles tbh...

  • Licker skin for Demo!

  • Googled for this! Thanks again dude! Awesome work!

  • Ranking system.

    Far too many potatoes at red ranks on both sides.

  • @leatherfav88 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1532464#Comment_1532464

    Well the big difference between jane and zarina is that jane is a talkshow person or actor, where as zarina is a filmmaker/journalist

    "The Jane Romero Show, which was broadcast nationally and covered tabooed topics". To me having that kind of tv or radio show would imply that you'd need to speak on some form of current affairs or at least relate them back to actual events. She'd have to either collect, write, photograph, process, edit or at the very least comment on news or other topical information to the public To me that would make her a journalist?

  • I think she looks like an off-brand Meg/Nea love child.

    Her backstory is meh. I feel like her journalistic career is too similar to Jane (as I have a lot of media overlap in my mind with her radio and tv show career).

  • I've played a lot on both sides so dont find much toxic. If something has a purpose, I dont find it toxic.

    Teabagging and clicking by a survivor to get the killers attention may seem toxic but they're doing it for a reason. I find if you ignore that survivor they will follow you while you chase other survivors so meh.

    Teabagging at gates can mean anything from "GG get a free hit for points" to "I'm gonna waste your time and make you hit me so my team has more time to get out or open the other gate"

    Killers camping and tunneling may be annoying but I can see it being beneficial in certain situations so I cant criticize it.

    Slugging can be advantageous at times so cant fault it either.


    I only find a few things actually toxic and thats when theres only 1 survivor left in the match:

    The survivor waits and teabags at the gate but leaves before allowing a hit. That does nothing to effect the game or points and is literally pointless.

    The last survivor gets slugged and either left to bleed on the ground as the killer follows, picked up and hooked just before bleedout (which could have been done as soon as they were downed), carried to the hatch and then the hatch is closed in their face as soon as they crawl to it, or finally - GF or pig teabag the survivor on the ground while they bleed out. Again, these are all fine if theres anyone else left but when its 1v1 I just find them toxic...

  • MMR for individual killers was a bad idea. The basic skill for killers are the same across all the killers (yes nurse is the main exception). Looping, mind games, pathing, basic decision making, etc. are transferable across most killers. Its the same reasoning as asking for a character specific MMR for survivors because not all survivors have the same perks,etc. They're basically all the same with minor playstyle adjustments.

  • I have to imagine that it was solos and not SWF. (Though they likely co-ordinated offerings in pre-match chat)

    If it was a SWF they would have all DC'd at the same time or nobody would.

    If it was a SWF they would have gen rushed while you camped your only hook to second stage (the kobe attempt in your scenario screwed over the team).

    You just punished Solos for not playing SWF and for not running the basic meta build... Congrats, I guess?

  • I would love it. Would love the Licker from RE but it'll never happen. They'd need to rebuild every map from the ground up...

  • They cant fix everything at once. I'm relieved they're releasing fixes in small bunches rather than waiting 6months to release large batches of fixes.

  • @TheCrazyOfTheVillage said:

    https://forum.deadbydaylight.com/en/discussion/comment/1529268#Comment_1529268

    yes?

    i do not see grace.. chasing survivors to make the objetive is bad?

    Pallets have already been nerfed significantly in the past.

    If youre still having issues while tunneling then that seems like a "you" issue and not a DBD issue.

    MMR should at least make it so you'll get survivors more to your... skill level...

  • @[Deleted User] said:

    4 years that we are whining for another objective for survivors, 4 years. Can you see where I'm going with this ?

    When the MM decides to work and you see 3 people glued to 3 different gens farthest from you at all times not even bothering to do totems/chest or even give you a fun chase I just leave.

    If thats what you encounter than why no NOED? If they're glued to gens and not doing totems it seems like an easy solution.

    We've seen what happens when survivors have another objective and it was a complete disaster for everyone involved and made kills way too easy when playing killer. I dont think a second objective is the answer.

  • @MigrantTheGreat said:

    https://forum.deadbydaylight.com/en/discussion/comment/1526249#Comment_1526249

    Killer: *Doesn't camp or tunnel and actually plays fairly and hooks 2 other survivors*

    Survivor's: I'll just give myself to you because I have DS! You've already hooked 2 other people and your not tunneling me, even though your playing your cards right and capitalizing on our mistakes, i'll hit you with DS for being a fair and nice killer!

    Please continue to enlighten killer's that play fairly that DS is a necessary perk?

    3 downs in 60 seconds doesn't sound like one DS is gonna be much of a setback. In that case its working as an anti momentum perk (which is what the deva have described it as instead of an anti tunneling perk)

  • @Susinagi said:

    Why is that a thing? Why is killer subjected to kicking a gen for ten seconds but a survivor can cancel that kick in the killers face by touching the gen and running away?

    My suggestion the moment you get on a regressing gen get a skillcheck that if you miss it (or get off it) you automatically regress the gen 2-5 percent. I know thats overcharge in a nutshell but gen tapping seriously shouldn't be here

    you've basically described Overcharge...

  • @JHondo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1526249#Comment_1526249

    I'm sorry but if a killer finally snowballed in the end game and the Survivors only managed to escape through the use of a crutch perk then they ######### up. EGC, unless triggered by a hatch close, is entirely Survivor sided meaning if they got three active DS's the Survivors intention was to force use from their perk and BM the killer instead of just leaving and letting the killer secure their one pity kill.

    Also, some killers don't get pressure until mid to end game, some players have problems with chases and rely on altruism to get their downs, and some players with the new MMR are being absolutely screwed right now.

    Survivors only go for saves in endgame when they can rely on perks like ds. otherwise they'd just leave and the killer would get a fraction of the hooks they'd normally get. Survivors trading hooks with BT and DS gives bad killers a lot more points than if the survivors just left.

  • @ Antares2332 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1526238#Comment_1526238

    No. The real pandemic is the speed of gens when there is a 4 person SWF team.

    If gen speeds are to be changed they also need to buff hook stages so camping isn't a certain way to ensure easy kills. as it stands the only counter to camping is gen rush and even then the killer would likely get a 2k or more if they have noed....

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