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Sonzaishinai

Sonzaishinai

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Sonzaishinai
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  • See the problem your facing isn't the 99% exit gate.

    It's that nobody stayed with it to open it if the killer comes.

  • @Warcrafter4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2166971#Comment_2166971

    If its a 3 gening legion/doctor why would they ever open the gate? Them dragging it out for a slow win means that they are winning so...

    I mean killers opening the gates has already failed as a stalemate stopping mechanic.

    Also the if the killer is successfully stopping the survivors from doing the objective then why punish them?

    The op suggestion was that the survivors all just die when the 20 minute mark hit. Which would just be abused by doctor or Legion holding a thight 3 gen untill the timer hits zero. We really don't want killers to be able to kill everybody without actually engaging in chases

    Where did you get the idea that the legion or doctor would open the door when they are 3genning?

    Also how has the killer being able to open the door fail? I have never heard complaints of survivors refusing to leave after gens are completed since it was implented. The only way it "failed" is that survivors can just delay the game before the gens are done which my suggestion fixes

    Also also how does this punish killers that can stop survivors from doing their objection? Are you just saying things for the sake of saying things? Nothing i said punishes killers in any way.

    It's just a way to end games that are otherwise stuck. Nothing more nothing less.

    Think you miscomprehended what i said cause your responses make no sense

  • @deckyr said:

    https://forum.deadbydaylight.com/en/discussion/comment/2166971#Comment_2166971

    the legion or doc in this situation are actively doing their jobs by patrolling the generators and preventing them getting fixed. it's The Point of that role. your answer is literally the same as a forfeit button, when survivors shouldn't have "being boring" as a route to victory in the first place.

    Job of the killer is to kill, preventing gens from getting fixed is a way to achieve that but not the main focus point.

    You really really don't want to make it a viable strategy to just hold a 3 gen untill match time runs out. That would just be the same being boring to win problem.

    I still think the killer should be able to open the doors after a set time to prevent hostage situations such as glitched survivors or survivors who refuse to do gens when they vs an inexperienced killer who can't catch them.

    It would just be a really nice addition without any downside whatsoever.

    Afk crows could work a little better ofcourse but my idea fixes a lot more then just survivors hiding all day

  • Allow the killer to open the exit gates after 20 minutes.

    Ensures games never last too long and can't be used by 3genning legion or doc to get easy kills

  • Entity is not angry, just dissapointed

    Entity is cutting your allowance

    Entity is supportive and knows you'll get them next time champ

    Entity sees you as a friend

    Entity think you did a pretty good job so far

    Entity suggest you try playing civ 5

  • A bug or spiderhybrid.

    Like miss annity from crypt tv

    This game needs more creepy crawlies

  • The reason people complain about gen speed is momentum.

    Right now the killer has zero pressure at the start of a match. 4 survivors can just blast gens. Then when you find one and chase them 3 survivors can do gens.

    The second someone goes down a lot changes. Suddenly a person is down and another has to go save them, if in that time you start chasing another survivor only one can be on gens and the game slows down massivilly.

    A genrush typically happens because that first hook is denied/delayed. If your first chase as killer is bad then it's very hard to recover.

    And with matchmaking the way it is. Having a inexperienced killer go up against a good survivor and take too much time to chase leads to 3-4 minute games

  • As long as it's optional I would be fine with it. Just don't force me to listen to random strangers

  • I don't know, the 5 does look rather special but if it's actually a hint or just a red herring i'm not sure.

    I am also kinda curious about the zombie ( i think it's a zombie anyway) and the zombie noises from the teaser.

    is it just to show hey it's RE or will it actually be something relevant in game

  • I mean it's still 2-3 chases that you can very easily escape. And it's active at the start of the game.

    Denying the first hook of a killer cause you dissapeared when you took a hit after looping for a while is still pretty good.

    Not overbearingly must have good, but i'm sure it will end up in builds now

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2161549#Comment_2161549

    For an iri, it should at least work all the time and not rely on whether or not the survivor's asleep. It's already a situational addon that may give you no value based on how the game plays out; it shouldn't have a counter baked in so that it can be bypassed in the situations where it would be useful.

    It's an addon to stop a resque at the end game. Hit the unhooker, walk to the exit gate, everybody but the unhooker can get out. Still a practically free kill.

    Situational? Yes but when you block a teabagger at the exit gate you'll feel great.

    Imo this is what addons should be. Things that create funny scenarios and less things that you need to be able to perform

  • I don't understand the hate for this addon.

    With how survivors always 99% doors and especially against Freddy i feel this will catch a lot or people off guard.

    Like not the most powerfull addon but it's quite interresting tbh. I honestly like it. Mini bloodwarden but without the weakness of 99% doors

  • There was a bug where if you blinded a legion the moment they swung at you while in frenzy you got insta downed. The pallet tech is still here as far as i know

    @jakesotto said:

    https://forum.deadbydaylight.com/en/discussion/comment/2161021#Comment_2161021

    It can be a benefit or a detriment. I've blinded them while running at 3 healthy people on 1 generator and it allowed my team to make distance without giving him 3 free injures

    It can't really be a detriment cause all you have to do is just look down like you would normally and all the flasher is doing then is making it easy for the Legion cause they are not making distance.

    You will not blind a competent Legion out of their power unless they want it

  • Intentional and actually a benifit for Legion.

    Let's just say to never try to blind a Legion at a pallet if you think they have their power

  • It actually isn't that bad against medkits as losing even a single charge of a medkit makes them lose the ability to finish healing one healthstate.

    What it really needs is the lingering effects that survivor perks like streetwise have

  • I wasen't sure the wah wah was to imitate crying survivors or to imitate spirit.

    It really could have gone either way

  • All communities are this thirsty, dbd is just more vocal and less ashamed of it

  • They tried making the hitboxes rectangles and then you had awkward things like hatches clipoing through survivors vaulting a window

  • If what you say is true... hmmm

    I know how we can stop the teabag.

    We must find teabagger zero. The original teabagger who infected the others. It's the only way we can save the world.

    Let's go

    unnamed.gif


  • I had an adept attempt foiled cause of 2 survivors named m0onso0n and mo0ns0on wearing the exect same outfit.

    Did not remember which one of the 2 was on death hook and i chose poorly. Came one hook to short for adept

  • That many people want this just clearly shows that the devs are doing a good job not obeying feedback.

    How people can't see how this just can't work with how the game functions now just shows that most of the community doesn't have a clue how this game works

  • 20210501_081037.jpg

    The percentages on both Stridor and its Survivor-pendant Iron Will 

     are misleading in their interaction with one another, as contrary to the popular perception of percentages, they do not represent actual percentages in the Game code, but rather numeric values that are combined additively.

    A good analogy is a volume slider ranging from 0 to 100, which can also go above 100 if necessary.

    • Positive values move the volume slider upwards, increasing the volume.
    • Negative values move the volume slider downwards, lowering the volume.

    Source: wiki

  • It's all psychological warfare.

    Doing this makes you hate your teammates in the future which means we have it easier

  • @th3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2152881#Comment_2152881

    It was 16m in the ptb which actually was kinda op

    Woops typo.

    I meant 16 m, yeah it was bassicly mapwide aura reading

  • It was in the ptb when the range was 16 meters

    Edit: typo

  • Most horror icons like leatherface and freddy were featured in a mk game so it would be cool to have a mk character in the smash bro's of horror

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/2150164#Comment_2150164

    The Anti-dote Makes hook travelin' Faster.

    Plus since i'm using both Reload and Feather, it just makes bottle tossing / reloading no hassle and only two Seconds max,

    With less than half a second of recovery with the Yellow Feather

    It's an incredible tiny bonus though.

    Example:

    You downed a survivor and the next hook is 16m away from the downed survivor.

    16m : 4.6 m/s = 3.48s

    16m : 5.06 m/s = 3.16s

    That is a difference of about 0.3 seconds.

    But you also have to account for the time it takes you to throw the antidote (0.25 seconds) and the cooldown after the bottle throw (1 second or 0.5 seconds with the yellow feather)

    3.48s + 0 = 3.48s

    3.16s + 0.25s + 0.5s =3.91s

    As you can see,using an Antidote for faster hooking is completely useless.

    You only lose time and waste ressources doing so.

    Same goes for using your bottles for mobility (meaning outside of a chase).It's a bad use 99% of the time.Your bottles are meant for chases and chases only (Except maybe some situations).

    Do note that carry speed is slower then walking speed

    So it's 3,68 without sonic tonic and about 4.05 with.

    Still doesn't save any time at all but do notice that it makes you (slightly) faster then a survivor which means any would be bodyblockers/flashlight savers can't outrun you.

    Especially fun with agitation, starstruck and the addon that gives aura reading to your inviguration

  • The only tierlist that i even remotely agree with is Raging Ryuga's and even that's not 100%

  • Kidnapping Victor is only a good idea if the rest of your team is injured to prevent the snowball. Other then that it's hoping your teammates can loop the killer well and nobody should have faith in their teammates if they are playing solo

  • Survivor

    Gone in a flash

    after blinding a killer, leave no scratchmarks for 10 seconds. Gone in a flash has a cooldown of 120/90/60 seconds

    Uno, dos, gone without a ... tres

    Occult Rejuvenation

    the first time you cleanse a dull totem. It will respawn as a hex totem after 30/25/20 seconds and alert the killer. Whenever a survivor cleanses this hex totem they are healed for 1 health state

    As long as it gets nourishment, the entity doesn't take sides

    Killer

    Hex: Malicious Malady

    While the hex persist all negative status effects timer is increased by 80/90/100%. Survivor scream and reveal their location whenever a status effect ends

    Survivor hit with a basic attack suffer from the oblivious status effect for 10 seconds

    I will make you ... crumble

    Deceptive Demeaner

    After hitting 2 basic attacks, the next hit will cause your terror radius to reverse for 20/25/30 seconds

    It seems to be everywhere and nowhere at once

    (Bassicly map wide terror radius exept in your normal terror radius)

  • The incapacitated debuff from the twins is perfect for old freddy's transition time. No more gens getting done in your face

  • Would love kenny from the first and second tell tale game as a survivor

  • If you know what the word toxic means then yes dbd is pretty chill.

    If your view on toxic is so skewed that ingame mechanics like slugging or bodyblocking are concidert toxic then dbd is the most toxic game there is

  • Nurse, Spirit, Hag and the Deathslinger don't have special attacks

    Their power resolve around moving themself or the survivors into position for a basic attack.

    I agree that it is a bit confusing about what counts as a basic attack and what doesn't but that's the jist of it

  • @Ashlich said:

    https://forum.deadbydaylight.com/en/discussion/comment/2148244#Comment_2148244

    And sadly that's how a lot of game developers do things. They ask for feedback, practically begging for it but end up using none of it. It really feels pointless when you do have people giving detailed, statistical breakdowns of why X would be more beneficial over Y, how changing this one simple thing would appease everyone etc but it all just falls on deaf ears. Then when they DO make a dev blog or something and show what they're changing it's the most head scratching nobody ever asked for this kind of changes.

    I "try" to be realistic myself but after so long of just never seeing results other than "we put out more DLC for you to buy" it really grates on your nerves. I don't know if it's the developer complacency or what, but even Cotes comment of "Just go play Civ if you aren't happy" just irritates me. It feels like a cop out comment like "Yea we know things are broken, we'll get to it whenever, don't like it? go play something else".

    Cotes comment about "play something else" was about people getting frustrated with the game and is actual real good advice. Really wish people would stop quoting that out of context

    Half of the balance complaints about this game are people who get frustrated about every little thing because they let all the tension this game has build up. The balance really isn't that bad for a assymetrical game

    Other studios tried to make games like this and they failed time and time again.

    BHVR is doing a pretty good job unironically.

    It's not perfect but what game is?

  • @glitchboi said:

    I'm not sure about this one, it seems kind of odd. How about just make it an instant-activation perk that activates when a killer lunges at the survivor at a particular distance without needing to press anything, and counterable by going close to the survivor and hitting them?

    Just make it one-time use and bam, you got yourself a balanced version of DH!

    Funny thing is that having it activate automatically would be a huge nerf. Killers would wait right before you can throw the pallet to swing causing you to dart past the pallet and allowing the killer to body block it before you can go back to throw it.

    It's funny how a automatic miss is weaker then a meter distance whenever you want it but it just is in this game

  • Personally i would make it so dead hard gives you the doctors shock effect for like 2,5 seconds.

    So after you dead hard you can't vault or throw pallets for 2,5 seconds. If the killer misses their swing you can throw the pallet before they can swing again.

    And while it could still be used for distance you need to do it in advance which allows killers to abandon the chase instead of having to do the entire chase and then be denied by dead hard. It will actually require some forethought and a brain

    Imo best fix for dead hard

  • https://youtu.be/X1p42KtZOCw

    3:25 is the example

    Dead hard reminds me a lot of the base jumper of TF2.

    People who end up exhausted on the ground is the person that got shot out of the sky easilly

    People who use it for distance are the people who are dodging all the rockets.

    When people complain about a perk it's probably best to look at the best players and how they use it. And as it stands DHforDistance is just an extremly safe option every chase that the killer most of the time can do nothing against

  • Problem with this is how do you play around it?

    What stopoing a survivor to just start working on a gen mid chase. The endurance effect is a cool idea but it really shouldn't be that easy to activate

    What i would do is make it so protection hits give you the endurance effect and slapping a cooldown on it so it isn't abused too much.

    That fits with Davids whole theme of protecting others too

  • @MrDardon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2146201#Comment_2146201

    She snaps their neck at the end of the Mori si yeah... pretty sure it's lethal.

    Ow never noticed that.

    Then I'm changing my answer to Trickster with Memento Blades.

    He throws 9 daggers in total and sometimes the mori is bugged which causes the last knife to miss.

    And with the momento Blades he needs the full 9 to be able to inflict injury

  • @jakesotto said:

    https://forum.deadbydaylight.com/en/discussion/comment/2145905#Comment_2145905

    You're just saying nonsense at this point. I know that I'm right about deathslinger because OLD pyramid head had the EXACT same power and he got adjusted. Now pyramid heads judgement is balanced because you have to make predictions instead of faking your power. Deathslinger, again, does not. You can fake your shot and get a hit either way. That's not fair.

    P-head is 115 and has timesaving with his cages for pseudopressure.

    Deathslinger his chase is all he has. They are not comparable

  • @TheRockstarKnight said:

    Personally, I'd rather we get something else for theoretical spin-off.

    I think a puzzle based game where you're in the role of Vigo, or someone like him, would be really interesting.

    It'd be cool to explore more of the Entity's Realm and see it from the side of characters who are, at least somewhat, outside the Entity's control.

    -

    But if we do end up with a Dating Simulator, I'd hope they play it straight.

    No meme-y, alternate reality, cutesy nonsense. Make it about romance between characters who are trapped in an endless hell of life and death that they can never truly escape from.

    They could, and should IMO, even feature little trial minigames between dates, where you and the other Survivors can get brutally murdered depending on how well you perform in the minigame.

    With the consequence that the dating sequences get harder the more you and your romantic interest get butchered by Huntress, Wraith, or Trapper.

    Or easier if your actions during trials are things the character appreciates (maybe one person likes it if you save them from a camping Wraith, maybe another would prefer it if you just did the gens and saved everyone else, maybe one person likes to get chased and appreciates you being fearless too, etc.).

    Ideally I'd also rather most of the main cast weren't involved in the story.

    Sure, Dwight, Meg, or etc. could, and should, pop up for a cameo or in the trial minigames, but for the actual dating sequences I think it should be mostly all new Survivors specifically for the game.

    That way the characters can continue to endure the trials or end up succumbing to despair depending on your choices and minigame performance, to keep some semblance of the survival horror vibe.

    And they can also give a variety of LGBTQ+ options without needing to change the main cast's lore.

    Honestly a horror visual novel based on dbd with dating options would be kinda dope.

    Like The Letter but then DbD

  • Everyday I am more inclined to believe that the entity feeds of thirst instead of hope

  • Yeah nurse, unless she actually crushes the survivors windpipe. 5 seconds of choking is not enough to kill someone

  • Sluzzy x Lord_Tony

  • While i agree he needs buffs if you constantly depip with him it most likely has more to do on your end. He's bad but he's not that bad. Unless your region just is hell you should be able to play against the avarage survivor just fine.

    It's impossible to get less then iri if you can reliably hit knives so you need to be doing really bad for it to be a depip.

    Try playing a bit with the dpi of your mouse. Trickster matches went a lot better for me after getting a mouse with adjustable dpi settings.

    Other then that Trickster is an almost entirely mechanics based killer. If you don't get atleast 3 healthstates with 60 knives you need to be more concervetive and precise with them. Despite having 60 knives you really can't spam them

    Don't throw knives unless you know you can hit the survivor. I see a lot of tricksters just holding m1 throwing knives at debris while looping but that slows you down massivelly. Only throw when there actually is a chance to hit them.

    The perfect buff for me would be that there is zero slowdown while aiming the knife but not throwing. That would make the hell tiles a lot more playable

  • Guys his chaser emblem was fixed. You don't need to play a 110% ms m1 killer to get his adept.

    It's actually a bit overtuned now. It is practicly impossible to not get iri chaser right now even if you never m1. Since the change I've had only two times i had gold chaser and that was with his addon that exposed people and his other iri addon that bassicly just sucks.

    Trickster is one of the easier adept to get in this game right now. Just one survivor squad that's a bit slacking on gens and you have it

  • @Bard said:

    https://forum.deadbydaylight.com/en/discussion/comment/2145883#Comment_2145883

    Honestly I think it would feel more natural for survivors to spend 8-12 seconds performing an action than spending 30 seconds faffing about waiting for a bar to go down.

    Idk, the thing with a 8-12seconds action is that it takes you out of the game completly.

    Having to wait to touch gens still leaves the survivor to do chest or bones or something.

    It would be a lot more liked by survivors while actually providing more slowdown

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