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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/740023#Comment_740023
What if you’re the last survivor and the killer has whispers?
Well, that's a different story altogether.
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@GH0ST3D said:
https://forum.deadbydaylight.com/en/discussion/comment/736571#Comment_736571
To me honestly it shouldn't, but it is what it is and I deal with it. If a killer is that bad or trollish then go for it. It's all apart of the game. As killer I never use Franklin's Demise except when I wanted the adept Leatherface achievement.
I didn't know using Franklin's Demise was a sign of the Killer being bad/trollish?
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/739179#Comment_739179
It isn’t always that easy, keys are hard to see on the floor, it doesn’t do much on an indoor map but on outdoor maps you might lose your team the game by looking for it.
Keys are honestly fine imo (I think moris, prayer beads and iri heads are fine too before anyone mentions them).
You don't have to go looking for the Key as soon as you first realize you dropped it. You can do so once the Hatch has spawned.
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Writing a strongly worded letter to the Entity on why her Traps were made worse with the EGC nerf. :P
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@WickedKatz said:
https://forum.deadbydaylight.com/en/discussion/comment/739149#Comment_739149
A generator with ruin takes 80 seconds to complete because there are no skill check boosts, so if you are complaining about genrushing while ruin is active you are garbage. Just patrol the generator
That's how long a generator takes to finish if people just aim for Good Skill Checks. That just means people who are consistently hitting Great Skill Checks with Ruin are the same as people doing Skill Checks normally as though Ruin doesn't exist at all. And this is assuming zero toolboxes.
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I don't think we should even have Ebony Moris as is, so the way I see it, giving Survivors their own ridiculous offering doesn't fix anything. I'd rather just do away with Ebony and have no UR offerings.
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@WickedKatz said:
https://forum.deadbydaylight.com/en/discussion/comment/738735#Comment_738735
The perk is designed to make people hit great skill checks, so that is pretty much counterplay
The perk is designed to counter genrushing by either significantly slowing down gens or by making people waste time trying to find the totem. If Survivors are just ignoring the totem and just powering through it to genrush, it's just not doing its job.
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@WickedKatz said:
https://forum.deadbydaylight.com/en/discussion/comment/736799#Comment_736799
Is that an issue?Counterplay?
That's not counterplay. That's the perk not doing what it's designed to do well enough.
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@PickCollins said:
https://forum.deadbydaylight.com/en/discussion/comment/736774#Comment_736774
Noed is designed to counter genrushing. So if Surviviors do totems then it should not take effect since they wouldn't be genrushing. I'm using your own logic here.
"Totems". As in multiple. You are suggesting that they do one. That is not countering genrushing. Having you go after one different person IS countering tunneling because it's only tunneling if you deliberately go after the same person after they get off the hook. Going after another person and then going back to the first person again is not tunneling.
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@PolarBear said:
https://forum.deadbydaylight.com/en/discussion/comment/736799#Comment_736799
It still slows down gen progress. Even if survivors hit all great skillchecks (which most don't) the perk will still be worth using.
I do want something to happen for Ruin. It isn't a fun perk to use or go against. It's mostly rng based. It ruins games for low ranked people and most important of all, it removes any possibility that the base length of a match is going to be altered. It isn't healthy for the game.
Eh, way I see it, if the gens are still going very quickly with Ruin up, it's not really doing its job.
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@DrVeloxcity said:
I got it on my second try by asking the survivors to farm and then gradually built up my stalk.
That don't count in my book. :P
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@fededog19 said:
https://forum.deadbydaylight.com/en/discussion/comment/736893#Comment_736893
well, they literally sent him an email asking for his signature, thus it is basically a contract to allow them to use the chase song... and they wouldn't bother asking for his signature if they were just going to share it on media
I don't really know how copyright stuff and whatnot would apply here, so idk.
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They didn't necessarily specify they were going to use it in the game, to be fair.
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I'll take a look at it, at the very least.
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The issue is that this doesn't solve the problem of Survivors who are good enough to just power through Ruin.
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@NoShinyPony said:
Could we stop calling DS an "anti-tunnel perk"? It's not an anti-tunnel perk, it's a one-minute-immunity perk.
Well, that's why we ought to modify it so it fulfills its role as an anti-tunneling perk.
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@PickCollins said:
https://forum.deadbydaylight.com/en/discussion/comment/736767#Comment_736767
Okay then Noed needs to only trigger if all 5 totems remain when the last gen pops.
It's a punishment for genrushing, and it should be a strictly anti genrushing perk
Spending 12 seconds on one totem =/= stopping gen rushing.
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@PickCollins said:
https://forum.deadbydaylight.com/en/discussion/comment/736688#Comment_736688
That's a crippling nerf.
Not really. I'd say it helps keep DS as a strictly anti-tunneling perk.
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@bomb1720 said:
just get rid of the ranking system. some people play to get to number 1. if it was gone then it wouldn't matter about sorting people out into matchmaking groups. people could play more for fun and then it wouldn't be so competitive. wouldn't really matter if we won or loose. surely games would load faster too.
Without matchmaking, severely lopsided matches are way more likely, causing people to have less fun and be less inclined to stick around.
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@[Deleted User] said:
I know I said I was done with the community, and I am.... But I thought I would give you the obvious answer.
They have crappy internet connections and probably also play using WiFi. They have done well in the past because as host they have reaped the benefits of their bad connections, but now their bad connections hurt only themselves, dedicated servers are doing exactly what they are meant to do, and it's a great thing.
I wouldn't say that dedicated servers are meant to prevent people from being able to properly play the game.
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@AngryFlower said:
Or completely rework it without killing it.
F.e. Successful hatchet hits refill your hatchets etc.
Still strong, but not OP.
But I like current Irid. head, honestly. It doesn`t make hatches be impossible to dodge or gives her infinite amount of them. You just can`t make mistakes and that's it. She still remains 110% killer. Just play carefully and you`ll be fine
IMO the problem isn't with Iri Head but the fact that you can use another add-on to mostly nullify the downside of it.
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@LordGlint said:
Ppl would STILL consider the addon OP. Tru3 put out a video the other day using only that 1 addon and no perks, and it still lead to instant DCes and salt in the endgame chat.
I would say that is more their problem than anything. One single Hatchet is not a problem, even if it is insta-down. The problem is when you are given access to multiple insta-down projectiles.
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You can make the add-on such that throwing a Hatchet causes you to lose all your Hatchets. That way, it nonbos with the extra hatchet add-ons without having to explicitly write that out.
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@Fibijean said:
Not that I'm actually, seriously condoning this - I'm just rather upset at the moment - but after the game I just had, I could almost get on board with this idea.
Why are four purple ranks paired with a green rank?
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"Pig's ambush successful attack cooldown is reduced, rewarding her for hitting Survivors with an ambush attack. Ambush will also count as a basic attack, inflicting status effects and granting tokens for certain perks. It is not affected by Save The Best For Last though. They do not stack."
If you are changing the method of attack, the start-up time of the attack, the duration of the attack, and the cooldown of the attack, what makes it a basic attack?
"Give Pig add-ons that will increase the distance and movement speed of her ambush attack."
I think this is a dangerous area to play with for the Pig. Even tiny increases to her ambush speed/distance can result in ambushes that are much harder to avoid/outrun.
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@GH0ST3D said:
For the killer mains who think it shouldn't exist think about your NOED, Franklin's Demise (for items), and any other insta-downing perks or power add ons maybe they shouldn't exist. Just saying. Stop crying about DS it's not much of a problem to me as killer. The perks are just part of the game. Deal with it.
Franklin's Demise shouldn't exist?
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@MegaWaffle said:
https://forum.deadbydaylight.com/en/discussion/comment/736536#Comment_736536
The key idea is pretty neat but it would encourage tunneling the "key holder" so that is a potential problem. The other issue would be "troll" players who won't give the key back even if they cannot use it.
The issue with the Mori is that if you have to carry a survivor close to a hook and drop them they may simply escape. Remember that each time you drop a survivor nearly 33% of the wiggle bar is instantly filled and if less or equal that amount was remaining on the wiggle bar then they instantly jump off when trying to drop.
I honestly think the only Mori change that needs to happen is no more Ebony. I don't find Ivory a huge issue especially with the change you suggested with everyone needing 1 hook.
Overall I think these ideas sound interesting and it would be fun to experiment with them were it ever possible they made it to a PTB.
Edit: Sorry I "quoted/tagged" the wrong person ^.^''
You TAAAAAAAG'd the wrong person. Hey-o! :P
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I thought you said this was a small change.
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@Snapshot said:
https://forum.deadbydaylight.com/en/discussion/comment/736374#Comment_736374
It works every time. Just drop survivor and hit them. They can't sprint away for like 1 second :)
Lemme rephrase that: How often does the opportunity for that come up?
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How often does that actually work, out of curiosity?
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I'm definitely on-board with removing the aura. I'm not sure about removing the insta-down, only because I think it's better that MoM be buffed a little instead.
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@AntiFlowX said:
@TAG Giving the Killer the Information at the End of the Match is totaly Useless. A Main Killer can tell in the Trial if its an SWF or not simply because of the Playstyle of the Survivors. This would only be a Conformation at the End if the Killer was right or not.
This doesnt solve the Problem that the Killer is forced to play against a Full 4 Man SWF most likely on Comms and he doesnt want it at this Point.
And to be honest i dont care if there will be more Lobby dodging then. Like People say and i agree that there are a lot of Killer who like to play against this Kind of Groups. Like i sayed i do like it also sometimes to face this challenge. But full 4 man SWF are becoming more and more common then facing 4 Randoms. With the old System and the Killer hosting the Trial he can kinda tell if there is a fulll 4 man coming in the Lobby and he can dodge. With Dedicated Servers i feel you cant tell it anymore. Alot of People think Killers dodging Lobbys is only because of the Ping. Thats not true. They are also dodging because he could tell how the Survivors are entering the Lobby if its an SWF or not.
Playing as an full 4 man SWF should have some kind of an downside. And for me its only simply let the Killer know it that he is going to play against an full 4 man SWF.
And for the Statistics you Guys are posting here i say that the Time Period of 6 Days is waaay to short to give it an accurate Result. You need to track it for a full Season from start to End to make it a valid Statistic.
And Thanks to you Guys so far for an Toxic Free Discussion about this Topic.
They can guess who is SWF or not, but giving that info at the end lets them know for sure. The point is not to give Killers the chance to lobby dodge.
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@terumisan said:
https://forum.deadbydaylight.com/en/discussion/comment/735572#Comment_735572
You never said it has no cooldown
So? You can do the same thing using just Oak Haft.
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@terumisan said:
https://forum.deadbydaylight.com/en/discussion/comment/734892#Comment_734892
People would complain a lot once someone just puts oak shaft of it and gets downed quickly
Why do you need the Oak Haft to do that?
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I forget who came up with the idea, but someone suggested for Iridescent Head that instead of a OHKO Hatchet, landing a hit with a Hatchet will reimburse you the Hatchet on the spot. I really like that idea.
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Considering that the mobile version has visual cues to replace audio cues for when you are playing in a loud environment sans headphones, I see no reason to not implement the same here for the hearing-impaired.
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@HellCatJane said:
I am in full support of letting killers know who was in SWF team(s) at the end of the match.
As am I. I am not a huge fan of identifying SWF in pre-game lobby because I don't like encouraging lobby dodging for reasons that aren't bad ping, but identifying them after the fact has no real downside to me.
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The point is that Survival isn't meant to be high when the Hatch closes because you already failed to finish the gens and failed to find the Hatch in time. This would be your third out for escape.
At most, I'd be down for the Exit Gates to be slightly further apart on average.
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Clown music would be weird to play when you choose Kate.
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The meta should revolve around my build of Agitation + Iron Grasp + Mad Grit.
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@arslaN said:
Punishing dc's isn't going to fix anything. Survivors will kill themselves on hook if they don't want to play that match anymore.
A better solution would be to fix why survivors dc in some cases. No one enjoys going against broken addons like iridescent head huntress or prayer beads spirit.
I would argue that a Survivor that consistently first-hooks themself after having done almost nothing is greifing their teammates and can probably be punished for it if they do it enough.
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/732894#Comment_732894
Ok, forget the comparison because it's clearly not taking.
Second, remove the shimmer effect in-general if it's going to be anything closer than 32 meters than... Cause nobody's going to react fast enough to run away from Wraith if its for example 16 meters.
I like the way you think. Let's remove the Shimmer in general.
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/732867#Comment_732867
It makes a lot of sense actually, if you're actively looking around KNOWING, it is a Wraith than you'll see them anyways even if the range to see them is cut at 32 meters.
So, like the comparison, if you can see wraith within a 32 meter radius, and you actively watch for him... why remove the shimmer effect in-general beyond that range? It's hard to even see him farther than 32+ meters anyways unless the map is in the wide open with nothing else moving around.
The implementation wouldn't even do anything if you're in Lerys or anything in-general.
So, like the comparison, why add an invisibility effect beyond 32s meters if you can still find him within 32 meters... is the same as buying gas for a car that doesn't exist. It doesn't really add anything, unless you're like... at Green ranks maybe?
One, that comparison does not make sense.
Two, you could just make Wraith's shimmer happen at super-close distances. Doesn't have to be 32 meters.
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@artist said:
doesnt freddy still have a terror radius even when u can't see him? idk if I remember correctly cuz every freddy runs red paint brush and swing chains so it's been a while since I've been awake
Freddy's range of visibility is 32 meters, which is also the range of his terror radius. So if you're outside of his default Terror Radius range, you can't see him.
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/732856#Comment_732856
That wasn't the point, if there isn't a genuine reason to even bother doing it... why even do it?
Like... lets say you bought gas for your car, but you don't actually have a car but buy gas for it anyways... Why?
Because it is still a marginal improvement to a character that really needs it, and there's no good reason to really keep it as-is.
Also, that comparison makes no sense.
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@FireHazard said:
If you see him across the map when he's invisible, than you either play DBD with a telescope or you're part eagle...
Even if he's not across the map, it's still hard to see him if you're not paying attention. So I don't see why this would really benefit him in any way... The Shimmer effect will be seen if its at a set distant outside of the invisibility, so it wouldn't really matter.
We'll say, outside of 32 Meters you can't see the shimmer of his invisibility... 32 meters is still a pretty decent sized radius, so it wouldn't really matter if you're actively looking for the shimmer anyways.
If it wouldn't really change much, then all the more reason to do it, no?
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To me, it means "good game."
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@Daniel101773 said:
https://forum.deadbydaylight.com/en/discussion/comment/732434#Comment_732434
Perhaps you need to see it happen to understand what he’s trying to tell you? I know Trutalent has a recent video where he sees a survivor running towards hatch, he cuts them off and reaches it a moment ahead of them, goes to slam it but the survivor goes right over the hatch and his prompt suddenly vanished and he couldn’t close it anymore, the survivor then jumped in and escaped for free. I’m not 100% which video it was but I saw it yesterday, I could go find it and
link if you’d like.
Sure, I'd appreciate a link.
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@Daniel101773 said:
https://forum.deadbydaylight.com/en/discussion/comment/732413#Comment_732413
Messing up pressing a button prompt? Lol that’s like saying if suddenly a bug stops you kicking gens it might just be you ‘messing it up in some capacity’ it’s a pretty simple mechanic chief. Go to hatch, hit button, done. Nothing to ‘mess up’
Perhaps one might not be pressing it fast enough.
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I do at times. Even on dark and murky maps.