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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/1296862#Comment_1296862
TAKE AN L.
That's all there is too it. People DC to avoid feeling like they lost.
If your wife has a heart attack that's an emergency and a legit reason to DC.
If you have lag or you're getting less than optimal framerate, sorry that's not a legit reason to DC.
You are defending people that don't want to lose. No other way to say it. They do it to ease their egos. Saying "well lag" or "muh performance" is a cop out honestly. ######### happens. Take an L.
If I am suddenly and unexpectedly called away for what I expect to be an extended period of time and I know there isn't a way I can wait until the game is finished to tend to the matter, I'm not leaving my computer running. I will quit the game, explain, apologize, and shut off my computer.
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@Fibijean said:
In the tier list, or in my heart? 🐷❤️
On your plate.
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Not the WORRRRST, but not very good in my opinion. Her ability to slow down the game is wildly inconsistent, and her ability to challenge loops hinges way more on your opponent making a mistake than on the Pig's skill (even when you play a loop very well, it can very realistically not matter if your opponent just makes the correct read). She's got a lot of not great tools as opposed to a small number of good ones.
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@Todgeweiht said:
How the hell would that work? You write the survivors name in the book and bam! they are downed. Doesnt seem very fun
You gotta run around finding ink stations to refill your pen, and sometimes gusts of wind will blow your book away so you gotta chase it. The ultra rare add-ons will be Iridescent Paperweight to keep your book from flying away and BIC Long-Lasting Ink Pens that never run out.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1293373#Comment_1293373
The (barely) stylized number 4 in the anniversary banner is referencing Candyman's hook and not Pyramid Head (whose head just looks like a number 4 all the time, because that's how triangles work) or anything else people have been saying.
I can't say I see it. I don't have any sort of belief over whether he might or might not be the next killer, but the alleged reference just isn't there for me.
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Someone ELI5? I don't understand what I'm supposed to be seeing.
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I stand by my belief that they should allow the RBT timers to auto-start once all the gens are finished again and simply pause the EGC timer as long as someone is wearing an active Trap.
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By this point, my only real argument against the Xenomorph was obliterated when they added the Demogorgon. There's still the whole thing BHVR has said about its movements and whatnot, but at this point, I'm an open mind.
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@Chatkovski said:
https://forum.deadbydaylight.com/en/discussion/comment/1291644#Comment_1291644
So, if the survivors are not being aggressive with saves, staying close to the hook is the wrong move. It would make sense to punish the killer for not playing smart. (and no, in the eyes of the camped survivor, the killer is in no way punished because the other survivors can repair generators quietly and probably also escape without any threat from the killer. This is otherwise abnormal)
A simple rule: if the killer stays close to the hook while he is not in chase, he is punished, because his presence is not justified. This punishment must guarantee a safe hook rescue. If the killer wants to know if a survivor is already close or going to the hook, there are multiple perks for this. And if this rule is imperfect, I am sure you can make it so.
The killers must hunt, they must not force the survivors to come directly to him under the blackmail to ruin the experience of a player. This is the role of the survivors with the generators: they force the killer to come towards them, and this is perfectly normal and logical: they work to escape but the killer is there to prevent them. Let's not reverse the roles.
Okay. Let's reverse the roles... Give survivors the ability - basekit, not perk, of course, exactly like camping - to force the killer to flee from repaired generators. These will be safe areas where survivors can take refuge for as long as necessary.
What? The survivors will stay there doing nothing? It is unfair ? No, it's a strategy. These survivors are safe, for now, but do not repair any other generator. You see, it doesn't benefit the survivors, in fact. The killer just has to walk away and chase someone else (tip: he's probably repairing another generator). Don't be silly, and adapt.
These killers don't want to look for the survivors, they don't want to hunt the survivors: they want the survivors to come directly to kill themselves or to escape for free, but it is the survivors who are the problem! I am hallucinated by such nonsense.
Give survivors the ability - basekit, not perk, of course, exactly like camping - to force the killer to flee from repaired generators. These will be safe areas where survivors can take refuge for as long as necessary.
We've already has that sort of thing in the form of ultra safe loops. :P
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@coppersly said:
https://forum.deadbydaylight.com/en/discussion/comment/1291921#Comment_1291921
I've had a killer idea similar to this.
Power: Walk through a wall. Recharges every 3~5 seconds.
Like an m1 walking Nurse that would make Tinkerer the single scariest perk in the game.
Seems like it would be pretty tough making add-ons for such a power.
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I'm personally in favor of hiding Survivor names from the lobby.
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How mad would you be if the devs suddenly started going to random players' houses and throwing bricks through their windows?
It's kind of a no-brainer answer. :P
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It's a tie between self-unhook attempts and the struggle phase. I don't like how RNG-heavy self-unhooking is, and I don't like how tedious the struggle phase is.
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Many recent Tweets also seem to suggest heavily that our next killer is going to be out of this world and very much from the cold depths of space, where no one can hear you scream.
I find it hard to believe that the tweets would be that specific without the devs saying "I WON'T SAY THE NEXT KILLER'S NAME...BUT I WILL SAY THAT IT RHYMES WITH SHMENOMORPH."
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/1289025#Comment_1289025
They still lost one or more teammates and while it is not super fair - looking at gameplay mechanics - the killer has in my opinion way more unfair strategy’s to use that should be looked at before this. And that is without a rare or super rare item and only using basekit.
The fact that they lost one/two teammates isn't a suitable tradeoff IMO. The fact of the matter is that they were still able to just randomly and suddenly end the game, almost regardless of how much momentum the Killer had at that point. There are some Killer things that need to be nerfed too (most notably moris), but that is a different discussion and shouldn't distract from Keys. Keys are still OP and should be nerfed IMO.
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Fine when not used with extra hatchet add-ons; OP when they are.
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/1288999#Comment_1288999
They have still done enough gens to get the hatch to spawn. It is not super fair but the killer already got a kill, no one is on a hook and assuming it’s not SWF the others had to „meet up“, get everyone to know that a key is here and find the hatch.
it is another discussion if it is SWF, especially if it is a 3 man SWF that got the random killed for this purpose. The normal mechanic is not that serious.
"They have still done enough gens to get the hatch to spawn."
The point/problem is that the key cuts down on the number of gens needed for multiple players to escape, which, as you said, is not super fair.
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The whole "can't look behind them" thing seems super difficult to implement.
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@MiniPisa said:
https://forum.deadbydaylight.com/en/discussion/comment/1285329#Comment_1285329
coughs Slippery meat is a thing coughs
Which should also be reworked for this very reason.
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/1288988#Comment_1288988
That was not a serious question right?
they still need to get the required gens done and assemble together. I am not sure but you can close the hatch also in between survs, can’t you?
it was a serious question. What about those games where multiple people are allowed to escape without having done all the gens?
You can, but you have to have already found them before they use the key. If you are even a little bit further away, everyone there is probably making the escape.
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@Mooks said:
You are not cheated out of a win just because someone escapes through the hatch.. and if all survs escape this way they already got the gens done and were not outplayed the whole match
What about when 2-3 Survivors escape?
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@Ghostwithaface said:
https://forum.deadbydaylight.com/en/discussion/comment/1287333#Comment_1287333
Yeah if the match is recorded and a person is overlooking it. Yeah fair enough. Since i was thinking more along the lines of it being done by a machine, who might have a harder time telling the difference between someone killing themselves on hook for a more legit reason vs simple rage quit.
I mean, a machine should be able to tell how long a match has been going, how many Survivors remain, hook phase, etc. etc., no?
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@Ghostwithaface said:
https://forum.deadbydaylight.com/en/discussion/comment/1287222#Comment_1287222
Yeah number 4 is the real tricky part right there. How do you know it someone who doing it on purpose to avoid say a dc vs someone who is doing it, to say give their team mate the hatch due to being in a bad position that would lead to both of them dying, if they when for then hook?
https://forum.deadbydaylight.com/en/discussion/153846/something-to-discourage-first-hook-suicide
Yeah i seen this more times than i care to count as both a survivor and killer. Like i been in survivor games, where i was the last person left. Not due to being a master looping god or anything. No, everyone else simply kill themselves on their first hook. Than i die or if the killer is feeling very merciful today, they will let me escape. That or the random person who will kill themselves on hook, i place them up there on hook. I clearly start to move away from the hook and they kill themselves. Like after that, the match doesn't feel proper after that. I will hook everyone once for bbq and than just run around chasing people to help give everyone some points. That way they leave the match with a fair amount of points and hopefully get in another game, where they have a full team and can play a proper match .
"How do you know it someone who doing it on purpose to avoid say a dc vs someone who is doing it, to say give their team mate the hatch due to being in a bad position that would lead to both of them dying, if they when for then hook?"
Generally, the context of the game should make it pretty obvious. Has only a minute or two passed in-match and the person "attempted to escape" straight to phase 2, only to die after one hook? Pretty obvious ragequit. Person is on struggle phase with only one other teammate left? Probably safe to assume the game is lost anyways, and that person letting themself die at that point isn't really an issue.
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Myers is obviously Clown.
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Diversion. I would give it a straightforward cooldown instead of that dumb condition of having to stay in the Killer's TR. It's already a gimmicky perk; the TR thing is just overkill.
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@SmarulKusia said:
https://forum.deadbydaylight.com/en/discussion/comment/1276502#Comment_1276502
You shouldn’t be hooking too far away. So they realistically wouldn’t have crawled too far away.
he decided to slug, and he got countered and lost out on a 4k, not anyone’s fault but his at that point considering Adrenalin is only activated when gates are powered
I mean, if you go looking for the fourth after slugging the third, you don't really have a lot of control over where you'll end up finding them. It's not like you can just camp the third and consistently expect the fourth to come to you like a lemming.
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@SmarulKusia said:
https://forum.deadbydaylight.com/en/discussion/comment/1276485#Comment_1276485
Why were you leaving them slugged though? Adrenalin is a counter to slugging, and you got punished for playing that way.
4k? Slug the third, hook the fourth, look for the third who has crawled away, coincidentally find the hatch, close it, Adrenaline?
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@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/comment/1272953#Comment_1272953
I just looked at the picture by booper and it seems like your correct. Any chance a license has a teacher involved?
https://forum.deadbydaylight.com/en/discussion/comment/1272962#Comment_1272962
Yea we know this now. It's more about why was it on the devs computer in 2020? Could have been an easter egg but it's hard to know.
https://forum.deadbydaylight.com/en/discussion/comment/1273012#Comment_1273012
Hey could be our licensed chapter lol
Wait I thought of someone. Iconic, scary and a mysterious survivor..
https://us.v-cdn.net/6030815/uploads/697/matilda.jpg
Mrs Trunchbull lol
Please god make The Trunchbull happen.
@Kabu said:
https://forum.deadbydaylight.com/en/discussion/comment/1273379#Comment_1273379
Oh my gosh... Her mori would be shoving a giant chocolate cake down their throat.
Nah, it would totally be hammer tossing them into a wall like with the girl with the pigtails.
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Reverse Bear Trap timers automatically starting after all the gens are finished. Obviously I would modify the way the EGC timer functions to make sure RBTs during the end game aren't overkill, but yeah.
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I personally think so. Just expect to fight a decent number of uphill battles.
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She still weak in my eyes, but I still love playing as her. Hopefully some day the devs change stance on her and give her some much-appreciated buffs.
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Skill checks should be put in for Killers to be able to use basic attacks. Gotta be able to skillfully aim to land a hit after all. /s
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I think it's a little of both, personally.
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Thanks for the recap of the stream. Had no idea there even was one.
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I'm totes in favor of re-working NOED completely. Didn't need a streamer to convince me otherwise.
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I support combating early hook suicides, but this is a flawed execution.
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@Leachy_Jr said:
https://forum.deadbydaylight.com/en/discussion/comment/1206084#Comment_1206084
Then you had a choice:
- Bail the chase, and sleep and hit someone else
- Keep chasing if you know they're about to go down because of a deadzone
- Go back to someone you hit earlier and hit them down.
That's just M1ing with the potential extra step of having to put someone to sleep first if they're not already asleep. It still ran into the same issue as most M1 Killers, except Old Freddy had absolutely nothing to assist him in the chase. Most other M1 Killers have something to assist them with that problem, even if it's something that won't come up often like Bear Traps. Old Freddy had nothing.
@Leachy_Jr said:
https://forum.deadbydaylight.com/en/discussion/comment/1206267#Comment_1206267
New Freddy, yea ok, but Oni doesn't for the start of the game, Demo has very little unless you are running rat tail and Doctor has barely any.
I think you missed the point i was trying to make that newer killers are too focused around the chase and not pressure. The last actual good pressure killer we got was pig who I think has the perfect balance between pressure and chase.
Pig is better than old Freddy, but I wouldn't call her good. Neither her pressure nor her chase are anything I'd write home about.
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@Leachy_Jr said:
https://forum.deadbydaylight.com/en/discussion/comment/1206066#Comment_1206066
Good point, but he had a few things to help him. In the dream transition you could mindgame the survivors at pallets, getting a hit as long as you did it correctly. When visible, go around a side of the pallet, when invisible, double back and get the hit. This could be done in many ways such as pretending as though you're leaving an area, just to appear right back.
The reason this wasn't used much is that there was no indication of when you were invisible. Only the good Freddys memorised the timing for this and was a reason his common block add on that reduced the transition by 0.5 seconds was so good.
Also if he got pallets down he could herd and force people going into deadzones if the game was lasting a while (which it should).
Again, what do you do from there after you waste your time mindgaming for the first hit? Old Freddy had absolutely zero tools to assist him in a chase, meaning he is entirely at the mercy of both the skill level of the opposing team and the layout of the map.
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@Leachy_Jr said:
https://forum.deadbydaylight.com/en/discussion/comment/1206021#Comment_1206021
Failed skill checks have a 10% regression penalty + 3 second pause which adds up to 11 seconds. Assume it takes 4 seconds to get the skillcheck (which is quite fast). Then, in 15 seconds, you have only made 2 seconds of progress. Now assume you put a survivor to sleep twice who is soloing a gen and you find someone else. That gen now lasts over 100 seconds to complete. All Freddy had to do was press M2 twice and find another survivor (which was easy for him).
Also you got unlucky with that 4 man.
All that stallin' don't mean much if he has nothing to aid him in downing people within that time. Sure, he can get the first hit pretty easily if you mindgame correctly, but then what? At that point, he's a Pig with no ambush.
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@xEa said:
https://forum.deadbydaylight.com/en/discussion/comment/1202015#Comment_1202015
No offense but there are only 3 options
Some changes were done
There is a bug you are not aware off
8 Pallets on Gas Heaven was always standard
Which one is it?
Probably the last one.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1200215#Comment_1200215
Perhaps it doesn't work for everyone 🤷♀️ I never said it was exciting, just more exciting than just sitting there. If that's not the case for you, that's fair, but I think it probably is for a lot of people, as much as we might despise the mechanic itself.
I'd want to find someone who genuinely believes "button mashing adds a non-negligible amount of excitement to the struggle phase" for me to believe that might possibly be the case for a lot of people.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1199231#Comment_1199231
It's more intense than just sitting there watching your character die. It may not be the most immersive solution, but I do think it succeeds to some extent in what it sets out to do.
It's really not. Never once have I felt anything resembling an "intense" feeling from the struggle phase. If anything, I feel "tedium", which is the opposite.
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@Fibijean said:
For me, there isn't anything like that in the game. I can think of a bunch of things that I personally think the game would be better off without, but none of them are objectively, irredeemably bad. The struggle mechanic, for example, I think ought not to exist, and in my opinion that hook phase should be automated. However, there is a valid counter-argument to be made that the struggle mechanic assists with immersion by keeping the player engaged with their character's physical struggle (although in this particular case, I personally feel that the negatives far outweigh the positives). There have been a couple of features in the past that I looked at and thought, "I have no clue what the devs were thinking there", but those things either turned out to be bugs or never went live.
However, there is a valid counter-argument to be made that the struggle mechanic assists with immersion by keeping the player engaged with their character's physical struggle (although in this particular case, I personally feel that the negatives far outweigh the positives).
I think the near universal consensus toward button mashing not being immersive would make that counterargument not valid. :P
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@Carpemortum said:
https://forum.deadbydaylight.com/en/discussion/comment/1198662#Comment_1198662
The way I read it definitely says it's being increased to 2% from 1% to "compensate" the 15% slow. Which as I said and you ignored, woll encourage MORE gen rushing, which is what their stab in the dark is trying to fix.
I also never said I had ANY issues with the loops or wi dows being changed, I actually said they were decent changes.
So go over what I ACTUALLY said, and respond to just that. I play both sides, more survivor, and I think the gen changes are going to cause more issues than they fix. They're promoting the problem they want to fix, with their "fixes".
The way I read it definitely says it's being increased to 2% from 1% to "compensate" the 15% slow.
Am I missing something? This is what it says in the patch notes:
Great Skill Checks while repairing now give 1% bonus progression (down from 2%).
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Complaining about camping once the last gen is done is silly. At least if the Killer does it early, you could certainly argue that the Killer is not allowing a Survivor to play the game and ruining the experience for them. Complaining for camping at the end of the game just means you're salty that you (or the person being camped if not you) aren't escaping.
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@5courseNeal said:
@TAG That's where they could make the checks more difficult, longer, more penalizing for missing etc.
I mean, people were more than capable of hitting pre-rework DS skill checks (which were more difficult than current DS skill checks, IIRC). How much smaller can you reasonably make them?
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@Maelstrom10 said:
https://forum.deadbydaylight.com/en/discussion/comment/1183411#Comment_1183411
I thought thats what i said though..? that outside of 16m of the basement, the perk reveals the auras and grants undetectable?.
https://forum.deadbydaylight.com/en/discussion/comment/1183465#Comment_1183465
This... THIS IS PERFECT. this change could be in addition to the one i proposed... allowing you to essentiallly activate and use the basement on your side of the map, making it convenient for the player, if the basement has multiple spawns. it also takes away the op side from my hypothetical proposed change of making all basements active when using the perk rework.
https://forum.deadbydaylight.com/en/discussion/comment/1183622#Comment_1183622
Honestly this is the best response as to why monstorous shrine is bad. i do believe the math is off on the unhook chance but yeah
The way I understood it, it seemed like it read the aura of any Survivors 16+ meters away from the basement.
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@1MillionPalletsToGo said:
https://forum.deadbydaylight.com/en/discussion/comment/1183964#Comment_1183964
because i dont want no freakin penalty. if i didnt care about incurring a penalty THEN I WOULD QUIT and do it everytime i dont want to play with them anymore. why put myself in an even more crappy situation after just dealing with one? please stop replying to me. i really have low patience. the point of this whole topic was about survivors not being toxic when thats wrong. they're more toxic.
You're not really making sense, though. You don't want to end the game by exiting because you don't want to incur the penalty. Fair. But then you don't want to end the game without incurring the penalty through opening the gate because you're done with the game. It kinda just seems like you're deliberately inconveniencing yourself.
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@1MillionPalletsToGo said:
https://forum.deadbydaylight.com/en/discussion/comment/1183942#Comment_1183942
it does make sense..when i quit, i quit. survivor is toxic , idc if i can end the game myself. thats not the point though, TC tried to refute survivors not being toxic, thats false theyre worse than a killer could ever troll.
Then why not just exit the game at that point? Doesn't seem like you'd care about incurring the penalty if you're just done.