Sonzaishinai
Sonzaishinai
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- Sonzaishinai
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Comments
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1660679#Comment_1660679
It's one tap every 0.4 seconds, Almo confirmed that in a thread a while back. Do not tap once every second or you will die.
Aah ok thanks for the exact numbers now i don't have guesstimate as much
All i knew was that you really don't have to really buttonmash
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The trick is to not mash. A gentle tap once every second or so is actually enough. If you do it too fast it sometimes doesn't register.
Either that or bind it to your mouse wheel
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@HungTop said:
https://forum.deadbydaylight.com/en/discussion/comment/1660615#Comment_1660615
Damn ur pfp fits because u sound just as edgy as Frank
Lol nice
I only bait people cause i crave human interaction
#thatssodeep
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He has a ugly personallity too, no wonder his girlfriend left him
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@Ghoste said:
It doesn't show to Survivors before 1 stack anymore????? Can someone confirm? That was not in the patch notes. I've been asking for that change for a LONG time...
It was in the patchnotes. People just don't bother reading the whole thing before throwing a tantrum.
It's in bug fixes
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@PyroGL said:
Your idea has some good ideas, but it really doesn't need to be that complicated. Simply add a timer 20 or 30 min long, and if it expires, all survivors get immediately sacrificed. Or, if a survivor has not performed any actions towards their objective (repair gens/heal teammates) for 5 min, they are revealed to the killer.
I used to think a timer would be an easy fix but then I realised Killers would just hard defend a 3 gen which would result in boring gameplay.
The other idea can be circumvented by tapping a totem now and then
The afk crows could use an update though they are way to easy to surpase
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I mean, making cosmetics for a person that's already butt ugly is bound to be ugly too
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If they unhook instantly when you hook then just slap down the unhooker, slug and hit the unhooked one to trigger deep wounds if you can and then return to hook the unhooker. They just gave you a free hook.
If they keep doing it then DS doesn't matter because of how much momentum they are giving you for free. Just slug them, unbreakabill only works once and if they rush unhooks like this they aren't being efficient on gens
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@DanielPaint said:
This game has many problems...Many people with 1000 of hours giving good ideas to fix them... But no. The team is ignoring every idea and making more and more discussions that bring even more problems.
Why do you want this game to die Dbd Team?
The truth?
Half of the game "problems" are in players heads
The game does not have many problems. It has some like every game but everyone is so overdramatic about them.
Over half the things they are "ignoring" are fixes to problems that don't exist.
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@Mikeasaurus said:
I never really understood the whole 'Gen rush' arguments. I mean, survivors are just doing their job. And before someone calls me a survivor main, because it ALWAYS happens for having an opinion, you could say the exact same for killers. Are they 'kill rushing' if they down everyone fast? No, because it's their objective. We can't be at 4 places at once, so gens are going to get done regardless. It just depends on how you play. I notice when I play survivor you'll see the killer just focus soley on one survivor for far too long, then when 2-3 gens are gone before they've even hooked, they complain. I've done it myself in matches as killer, but I've learned from that mistake. If you focus far too much on a single chase, of course gens are being done because what's stopping them? But, let's face it. People will always find some way to complain over things in this game for both sides. There's no pleasing everyone unfortunatly.
The mistake you're making is that you think the survivors are to blame for the genrush. It's not that we don't want survivors to do gens. it's that when they do them efficiently that the gens pop faster then the killer can gain momentum. It's the numbers that are to blame not the survivors. If the gens took 1 second to complete it would also just be the survivors doing their objective. but i hope you can see why that would be problematic.
I do agree with op that it's not something that happens often and is often used as an excuse. and it often stems forth from a mistake a killer made at the start. People also have a tendancy to go nuts about the first gens. They need to learn they don't matter.
The whole games revolves around momentum and generally once the killer get's the rhytme going of hooking injuring and chasing survivors the gens slow down and once a player goes the gens grind to a halt. It's just that when played optimally by the survivors it's difficult to reach that turn of momentum that makes for great games
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Honestly i think it will be a pretty fun perk now.
Undetectable is a pretty powerfull, but more importantly fun status.
And it combo's nicely with pop, dragon's grip. blindness.
Not Meta defining but powerfull enough to play with and have fun with. And those are the best perks tbh
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Honestly the best way to change is to just remove the penalty of missing skillchecks. If it's going to be a training wheel perk let it be good at being a training wheel perk.
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If you got to rank 8 in a week you can't be that bad
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1659390#Comment_1659390
Zaitsev clearly seems to be jabbing at people who are more culturally sensitive by implying they get offended at everything for no reason, and I'm not here for it. There's no can of worms. I see no issue with making a killer based on Native American mythology.
Ow no don't get me wrong. I wouldn't mind either. A shapeshifting killer sounds really cool tbh
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@Boss said:
You guys have friends?
SWNF :(
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1659384#Comment_1659384
Why is that any different that teabagging or bullying any of the other killers in the game?
Are you sure you want to open that can of worms?
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I feel the devs are pretty capitalist sided
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1659324#Comment_1659324
"You don't use brutal strengt to save time, you use it for getting hits between tiles."
I know, that's the time I was referring to.
Aah okay my bad
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@Blueberry said:
Faster breaking or a slightly faster regress on kicked gens. Feels like a pretty overrated perk to me. The amount of time you save currently is milliseconds.
You'd save substantially more time just throwing another gen regression perk like Pop or Surge on.
Most the games "chase" perks are pretty underwhelming imo.
You don't use brutal strengt to save time, you use it for getting hits between tiles.
It suffers from the same issue thana has and that it can stack with other perks so it and fire up have to be relativelly weak on their own so they don't become overbearing when stacked. It sucks but that's the way it is
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@Robotman200 said:
Just so I get my facts straight thanatophobia got a 1% increase in addition to removing it from effecting healing at all right?
Im not going to actively search for my teammates to heal them instead of gens when the penalty is 5% instead of 4%. A 1% increase just isn't enough incentive to do that.
The penalty should be like 7-8% and then maybe Ill start using empathy more. Until then thanatophobia just got weaker.
Not really weaker. the extra healing time just got shifted to the gens. it's not really a nerf or a buff it's more of a sidegrade, unless you value the extra totem slowdown then it's a buff.
Problem with that is that you bassicly bring forever freddy back if you increase the percentage to much.
They just need to make it that it can't stack with other slowdown effects and then they can make it more powerfull
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Personally don't really like those changes.
The blindness change will make it so that you can die from one hook simply because people couldn't find you unless you're in a swf. Just makes the gap between swf and solo even bigger
A better way to buff blindness would be to make more powerfull aura perks tbh. And that's already happening.
Between countering maps to protect your undying totems and trail of torment blindness is already more usefull. Not to mention blinding a OoO is hilarious
Your hemmorage change just sounds like a more powerfull version of old Legions mending. There was a reason that was changed. What would a survivor with your hemmorage do when chased? You'll notice hindered often only last a very short time. There is a reason for that
I do agree hemmorage should be changed. Giving it the Bloodhound effect on top of more bleeding would be pretty nice. Then you can change Bloodhound to say it gives Hemmorage on attacks
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If i would change it at all i would make it so the killer performs the break action in one kick.
Don't change any numbers or anything. Just make it visually more powerfull
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It's good to be aware that everything has an effect on mental health. Both positive and negative.
It's a good habit to find where the negative effects are coming from
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@Buttercake said:
https://forum.deadbydaylight.com/en/discussion/comment/1658409#Comment_1658409
I just search "dead by daylight redeem codes" on internet every now and then. 🙂
Doing gods work, Ty 👍️
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1658182#Comment_1658182
Exactly. If a survivor finds themselves injured against Undying, Ruin, and Thana, and they have self care, and the killer is doing a good job of getting survivors off of gens, that survivor is going to heal before attempting to touch totems.
Probably a pretty good build for Legion. Ruin already was pretty good on them with all the mending and they usually have no problem keeping atleast 2 people injured
Add in distressing and then even ganging up on a generator doesn't work. As long as you can keep the pressure and don't overcomit to a chase i think you could really have survivors in a chokehold.
Especially concidering that getting hit by feral frenzy deletes all progress you have on a totem so your mobility actually matters before the year long cooldown sets in
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@Bard said:
https://forum.deadbydaylight.com/en/discussion/comment/1658170#Comment_1658170
Not exactly.
Franklins wastes time by forcing somebody to run into the middle of bumfuck nowhere to collect their item and has the added threat of destroying it entirely.
Say you're on Rotten Fields. If you put your Medkit by Shack, you can access it quickly from basically anywhere on the map.
Hell, you can even just put it by the generator you're working on. If you get interrupted, your Medkit is waiting for you next to a generator. Go there after you lose the killer (or get unhooked) to heal and immediately start repairs again.
Sure it's possible for ######### to steal your items, but if the killer has Franklins it's not like you were carrying that out of the trial anyways.
Aah i see what tou mean. It does give you control of where the medkit is dropped
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People also seem to forget that they also added totem clean reduction.
I can agree it's not a big buff. A marginal buff at best. But people who say it got nerfed just suck at math or never bother to calculate it
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@Bard said:
https://forum.deadbydaylight.com/en/discussion/comment/1658052#Comment_1658052
I mean, yeah, but it's really easy to counter.
Drop the Medkit on the ground at some accessible. Go get it when you need to heal.
Failing that, have an ally in your SWF pick up/drop the item when you get hit to cancel the consumption.
So you counter the perk by doing what it does before it does it itself?
You still have to waste time to go get your medkit. Not the mention that if you're solo changes are high a random passing survivor nabs it.
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@ThePolice said:
thana was a nerf 4% gen slowdown vs 16% heal slowdown is worthless
80/(1-0.04) = 3.33 seconds vs 16/(1-0.16)= 3 seconds
It's litterally the same with the exeption that they can't ignore the healing one now. Not that big of a buff but it definitively isn't a nerf
I'm with the op on this one. People want this dream like balance state but in a assymetrical game with this much viarity it's a fool's errand.
It really isn't nearly as unbalanced as some people here claim
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There actually was a decent amount of compitition
They just all couldn't compete
It isn't really a lack of compitition it's more that dbd crushed them all so hard that it was like they never excisted
I know some of you would hate to admit it but dbd isn't nearly as bad as some would make you believe
For being a assymetrical game it's crazy how balanced it actually is. People just have this weird dream scenario of perfect balance that a game with this much viarity just can't achieve
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If you notice the killer constantly starts to beeline towards you when you start cleansing then you should try to start cleansing, count to 5 and then move.
If you force a killer to constantly go out of their way to defend totems that aren't even in danger you make ruin useless.
Ofcourse the killer can adept again to ignore you but that kind of back and forth is healthy gameplay IMO
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If this is your idea of playing nice i'd hate to see you playing not nice
Also using items as intended isn't toxic, no matter how powerfull those items are
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@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1655780#Comment_1655780
By this time if you down someone and DS is still active, that's YOUR fault for not paying attention.
This DS rework has been out for a very long time, enough time for you to learn, if you've only have left them slugged for 10 seconds, 5 or 3 seconds before you picked them up you could have avoided the DS stun.
By THIS time, it's more your fault at not being able to keep count on who's been unhooked than the survivor.
We're heading on 2 years of this rework, at some point you have to take a good look at your IQ levels.
Yes cause everybody has a perfect mental clock of 60 seconds over multiple survivors while also playing a game that requires constant focus
I don't think DS is that big of a problem but that statement is simply ludicrous
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Big difference between thinking about it and theorising and actually doing it.
It was a fun thing to do but I'm positive half of these would be horrible changes once they are implented or tested
Gamers aren't game designers. No matter how much we would like to be
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@Xyvielia said:
https://forum.deadbydaylight.com/en/discussion/comment/1655651#Comment_1655651
True, tho that’s IF 4 ppl bring DS
1 killer always guarantees the possibilities of Pop.
Not really.
There is no way of seeing if a survivor has ds or not, and it's such a momentum killer that you can't afford to get hit by it
If there is a obsession you have to assume they all have ds
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@ToxicMyers said:
https://forum.deadbydaylight.com/en/discussion/comment/1654555#Comment_1654555
Don't worry
He knows about him now. After Laurie he is next
Lol old age will get him before Myers gets Laurie
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@Sciffer said:
I do agree but correct me if I am wrong. It don't get any harder the lower your rank gets, no? Like piping takes same amount of effort on rank 20 as it does on rank 1? Which basically means it's already badly balanced since there is no increase in difficulty. If thats not the case and it does get more difficult, scratch that out.
Regardless of that though, a 3k game should never be unrewarded. I absolutely hate that as a killer you are at survivors mercy the entire game. If they go down too fast it's bad, despite what game likes you to believe, if you chase them too long then gens pop. If they die on hook cause no one came to rescue even if you are like 20+ meters away from it then you don't get enough points. If someone decides to dc and it forces others dc or suicide then you might as well depip too.
I get that we don't want killers face camp, it is pretty much not fun and kind of just stupid but I think it has been taken to extreme. I don't feel like the game is balanced on how much killer has to do vs how much survivor has to do. I have tried playing by survivor rule book before and it well, don't go too well. Last time I had a game like that I had 1 kill, 3 escapes with all of them being 1 hook away from death but just because I did not patrol hooks enough nor did I tunnel, that costed a game to me. You got to patrol and even tunnel at times to get something done as a killer yet game punished you for even as much as coming near hooked survivor, like #########? Why? I just got to leave them every time? Even if I see someone clearly here? Just ignore them too? Ok game, I guess.
The amount of emblems you need to pip does increase with rank.
At rank 20-15 you can't even lose pips
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@AntiJelly said:
https://forum.deadbydaylight.com/en/discussion/comment/1654025#Comment_1654025
so then why are you complaining about it?
For example on T L walls if you don' t see the red light and the perk lights up you know they are doubling back so you don't vault
If you don't see the red light and the perk doesn't light up it usually means the killer is hiding it's light by looking away and is very likely to keep going so you vault
I think that's what the op means in a nutshell. Probably gets worse the longer the loop is
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I feel like it wants you to toy with the survivors before it allows you to pip.
You can't outright destroy them. Which is good for my playstyle buy i can imagine how it can be annoying for someone who wants to be optimal
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1653684#Comment_1653684
20% - not 25% - is a difference of 20 seconds. If you think 20 seconds is OK, then the current PTB numbers are exactly what you want.
Huh? I never talked about seconds. Did you mean to quote the person above me?
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I mean the numbers can change it's more the concept that I'm getting at
That these kind of perks will never be able to be strong without making them overbearing when stacked and that adding a cap gets rid of that issue
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@Eredin_Bréacc_Glas said:
The concept isn't bad the numbers are 25% is a difference of 20 seconds if you solo a gen... And how often do you even get everybody injured? I think making a max slowdown of 32% and giving thana 8% for each dying 6% for each and maybe buff freddys slowdown Addons again since they won't be oppressing anymore if the numbers are capped
I feel that 25% would be fine taking into account that you would only need to use one perk to get to that point
Freeing up perk slots for other things
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@Lucas96 said:
https://forum.deadbydaylight.com/en/discussion/comment/1652323#Comment_1652323
Oh really? Well I’m already maxed out on my favourite survivor, so that doesn’t bother me too much.
Welcome to the forum btw. Enjoy your stay.
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Technically they increased the grind as they cost more bloodpoints now
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I still think thana go a buff. Even if it's just 1%
With old thana the healing speed penalty didn't matter cause it was faster to do the gen injured then it was to heal up and then do the gen
Now it's better to heal up and then do the gen which is kinda your goal when you use thana i think. To try and force people to heal
So yeah not amazing or anything but i think the 1% extra reduction to gen speed is worth more then the healing speed debuff
Still not really that amazing
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"all the killer has to do is wait till end with noed and bloodwarden, hook someone halfway through EGS and thats it any surv in trial is dead"
Is that all? All you have to do is hook someone a minute after the exit gates are open. 2 minutes if you're slugging. during which every survivor can just leave. including the slug.
After jumping through so many hoops i want, nay earned my 1 minute victory dance while the survivors realise they are screwed
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The only thing that i will take of this is that the creator of the term whataboutism instantly did it themself the second a nerf came that they didn't like.
It was already hard to take that term seriously. Now it lost all meaning to me.
As for the nerf I don't care that much. From my experience it really won't effect it that much.
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The nice thing is it doesn't always have to work.
Spinechills effect vs stealth or to know when a killer is coming to you when in their terror radius is also strong
And in a meta where cranking out the gens is often more effective then healing you can't go wrong with resilience.
If those 2 combined save you a hit like once every 5 games that's just cherry on top
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In my experience people who complain about lack of skill are usually just people who are salty they can't beat a specific strategy
I don't know if it's just me but whenever i see the phrase "doesn't take skill" i instantly stop taking that person seriously
Not trying to attack the op but are there any others that find that such a meaningless phrase
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A spanish inquisition chapter