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@Mookywolf said:
i like it too, even as killer. i see why people dont but i like how it looks
I like how it looks but hate how it plays.
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@Alice_pbg said:
https://forum.deadbydaylight.com/en/discussion/comment/661417#Comment_661417
Absolutely.
The reverse is also true
I knew the reverse was true, but I didn't know about 32k games.
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I would want this sort of thing to be applied to Hex Perks in general. Make the Hex totem stay unlit until a certain condition tailored to each Hex perk is met (like, for example, DH lights up when it gets two tokens).
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Is it possible to get a 32k point game without getting an iridescent in every category?
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If stalemates are a problem, just make the husk disappear after some amount of time.
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Because Killer offerings are gone after one trial, whereas a Perk lasts forever.
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@FriendlyGuy said:
https://forum.deadbydaylight.com/en/discussion/comment/661249#Comment_661249
NOED-Meta woop woop!
Idk it feels weird to break it down on killing and surviving, just my opinion.
I have no problem with rebalancing things a bit to support a more traditional win/loss system.
I don't see why. Most other games with a proper ranking system break things down on who wins and who loses.
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BackWalter
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@FriendlyGuy said:
https://forum.deadbydaylight.com/en/discussion/comment/661221#Comment_661221
I think the devs made some adjustements with the current rank system. They try to adjust the way the game is played through it and slowly start to fix the problems behind. They didn't thought about the missing rank rewards tho.
I personally think the current ranking system sucks and should just go back to a simple win/lose system.
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@Chaemeleon said:
Well it wouldn't work then would it? But I'm talkin about getting slugged and theres still other people left and this is a satire post my man.
I'm a pebble main. I just wanna see my signature perk get a little QoL you know?
Ah, okay. Personally, I'd rather they just buff Pebble so that it just runs on a regular cool-dowm.
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How would the Killer fall for it if you are the last Survivor, and you are on the floor?
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@chieftaco said:
https://forum.deadbydaylight.com/en/discussion/84365/the-ranking-system-needs-to-be-changed
unfortunately the ranking system imo is pretty good in most aspects. it is an indication of how well you did in a trial.
if you are getting chased for an entire match, you may feel like you did super good, but the truth is you added to the match being a failure. just because you can run a killer for an entire match doesn't mean you should.
just because you can rush generators and doors and run out doesn't mean you should. these things don't provide you with rank because you're not actually playing the game when you do it. everyone suffers, yet for some reason everyone continues to do it and claim that they're really really good and there's a broken system there not giving them credit for what they have earned..
the truth is you haven't earned anything. if i'm on your team when this happens i'm thoroughly upset with you guys. i know at the point where you guys run out of the door that i'm going to depip if i leave, so i have to stay alone and go look for chests & totems and maximize the points i can get until the end of EGC in hopes of actually achieving at least a safety pip.
https://forum.deadbydaylight.com/en/discussion/comment/661052#Comment_661052
i agree that pipping is way too easy in some cases. i do not agree that it's okay to perform like this in game because you get points for gens & totems being done while you get chased.. it's not enough, and you guys that robbed me of all objective and cooperative points and didn't take your turns getting chased &/or hooked to try to give me a chance to get a few points are just being scared little b's in reality that don't want to get out there and handle the business. at least you do the gens you tell yourself tho, and then you wonder why the other people don't appreciate your effort when it's all said & done..
just because someone is a good runner doesn't mean they should be carrying everyone else without some interference to buy them a chance to do other things during the match.
I find it strange that you claim the ranking system is an indication of how well you did in a trial, only for you to start listing ways it is not a good indication of that.
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@PickCollins said:
https://forum.deadbydaylight.com/en/discussion/comment/661168#Comment_661168
I mean to be honest if you have a guy in your clutches and you go back to the unhooked guy mid chase just to down him, that is Tunnelling.
That's the fun of Agitation + Iron Grasp + Mad Grit, though. Bad save? Get meme'd.
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@Sirbloodninja said:
https://forum.deadbydaylight.com/en/discussion/comment/660880#Comment_660880
Lol really, your defense is a low grunt? Went to save 2 people in a basement, wraith was sitting to the side of the staircase camping in cloak. You try and listen to his "grunting" with 2 people crying in pain on the hooks and the basement sound effects going off in the background. As for his shimmer, that's not true, if he is standing totally still, you can BARELY see his outline. Put him in front of the basement walls and you see if you can see his "shimmer".
You are also forgetting that in addition to the low grunt, if you listen verrrrrrrrrrrry closely, there is another soft, subtle, delicate sound played right before the Wraith goes for the play. It goes a little something like this:
BING BONG BING BONG BING BONG
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I don't really see the use of TTS, personally. By the time you get it fully online against a competent team, either it's gone or they don't really need to worry much about it anymore. I'm not entirely sure Oblivious is the right buff for it, but it (or maybe Blindness) needs some sort of buff IMO. I've always liked removing the ability to see Red Stain if you are Blind.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/661136#Comment_661136
It just sucks seeing how salty they got. My GF has been trying to help this particular streamer lately, between setting up a merch store and regularly logging on the stream for afew minutes so this streamer gets the view count. 1 bad play on their end...results in me getting some serious flaming.
Well, hopefully now your Ghost Face knows not to assist them.
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I made the switch myself recently. It does take some getting used to moving from controller to KB+M (especially when using Hillbilly), but I can very much feel the difference in control/aiming compared to a pad. I wouldn't have done it if the game and almost all of its character DLC wasn't on sale, though, or if they weren't introducing the Blood Web changes with the upcoming chapter.
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@RakimSockem said:
Thank you for bringing this up because I was a part of that other discussion.
And I want to make it clear that I am in no way, advocating for survivors being to DC in a match or encouraging it.
My only comment was that I "understand" it because sometimes it's based on a decision killers get to make before the match even starts. Disconnecting in a loading screen because "Nah, I don't feel like playing against a Mori" is in my opinion the exact same as "disconnecting" from a lobby because "Nah, I don't feel like playing against a (fill in the blank)."
I would even take it like half a step further and say that people who DC within like the first minute of the game are making kind of the same decision. Like "Nah, I'm not playing against Iri heads." They made the decision to leave the game as soon as they were given the info.
AGAIN, not encouraging it. I'm just making a comparison.
Now, with that being said, I definitely don't think survivors should be able to see the killer before the match starts. That would ruin stealth killers more than anyone.
What could be done however is:
- Removing survivor names to prevent killers from being toxic to players they've played before.
- Alternatively, ADD the killer name to the lobby so survivors can check out their profile. (I once checked a killer's profile post game to find a list of things like "Will DC if Ruin is broken before 1st hook. Will face camp if you loop me for more than 30 seconds. Face camp if you have a key, etc. Had I known that before the match, I would lobby dodge them)
- This is a little wacky, but if there was a way to not show any items in the lobby, and when it gets to the offering screen, the game says "X amount of survivors brought items, would you like to equip Franklin's Demise?" and give the killer time to switch it out for another equipped perk if they choose to do so at that time.(To do that, it would have to become a base perk and not a teachable though)
Suggestion 1 I am on board with.
Suggestion 2 I am not.
Suggestion 3 is supremely inelegant and not worth the effort to implement. Also, there would also need to be something done about Lightborn or Overwhelming Presence, as those are also perks that are made (even more) useless if you can't see if Survivors are bringing items.
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If you treat leaving the lobby after a certain point as a DC and then properly punish excessive DCing accordingly, you can cut down on the lobby dodging without having to take away the Killer's ability to prepare for what Survivors have.
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@lordhelios said:
https://forum.deadbydaylight.com/en/discussion/comment/658471#Comment_658471
well, if you pull off a pallet stun, some killers do respect pallet stuns and let them drop it. I feel like protection hit is way too situational also hard to pull off, like in farmer john's video he got a "protection" point but no token was given. I believe that timing pallet stuns is a fairer trade off, and acts to better counter spirit fury when you do not know spirit fury is in play.
That's not really a problem with Protection Hits necessarily being the wrong category to power up MoM with; that's a problem with Protection Hits being wonky as hell. The solution to that would be to fix Protection Hits. I do not believe that pallet stuns is a fair trade off; at that point, MoM is going too close to being the free health state that is not healthy for the game.
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Question: How would this work if multiple people with a primed MoM are in range of someone who gets hit?
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I just don't think the struggle mechanic is an interesting mechanic and personally believe that "nothing" is a better alternative.
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Obviously just going all in on camping and tunneling isn't a good strategy, but what is the right way to play Doc? You track, you try to get to Tier 3 madness, you sometimes try to screw up vaults and pallet drops with shocks, that it?
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Legion's trashy hooligan "get off mah lawn" music.
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@[Deleted User] said:
I agree that RBT should receive a composation buff from the EGC nerf however I don't believe it should be reverted because you could just chase the 1 survivor until the end game collapse kills him
1 idea that I liked that I read on here is that completing a second genorator after a RBT timer is started caused RBT to automatically set the trigger off
An alternative Idea could be 2 saw boxes that spawn inside the exit gates or just outside the exit gates that only activate once the gates are powered
Or you can see the outline of the billy doll sitting on one exit gate and if a RBT survivor tries to escape through that one it is set off
As long as the EGC timer is paused, you don't have to worry about tunneling a Survivor until the EGC kills them.
If by "set the trigger off", you mean it kills them, that just means I can tunnel the Trapped Survivor until they die because doing a gen kills them.
I think just pausing the EGC timer solves all the worries with the RBT timers.
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Two things I want to see to the RBTs:
1) Do away with the RBT nerf. Basically make it like this:
-Trap timers auto-start if all the gens are done (not if the Hatch is closed while there are unfinished gens).
-EGC timer pauses as long as someone is wearing an active RBT.
-Exit Gates still only work on active RBTs, so if you are wearing an inactive RBT after the Hatch is closed, you can still leave normally.
2) Do something to improve the consistency of the RBTs. Preferably, I would like to see the first box be auto-fail, but I would also accept RSN2 being base kit (that add-on needs to be changed/buffed anyways regardless IMO)
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Boy, did I incorrectly take the title disgustingly literally.
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Agitation + Iron Grasp + Mad Grit + Surge
Basically going to see if I prefer Surge to Pop Goes the Weasel in that build.
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Out of curiosity, what are the opinions as far as Dream Snares vs. Dream Pallets?
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@Ark_the_Bonsai said:
https://forum.deadbydaylight.com/en/discussion/comment/657793#Comment_657793
I think the main reason they don't do this is so people don't spam it every time it's off cooldown.
it definitely doesn't need the stakeout treatment of no charge in a chase though. It's not even that crazy useful
You can't exactly spam it if it goes on cooldown every time your use it once.
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/658219#Comment_658219
I imagined this in his voice xD
Isn't that the point? ;)
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Having it work on pallet stuns would arguably make it stronger than the original MoM, I think. Having it work on flashlight saves without pallet stuns seems like it would make it worse than it already is. I'm not sure this is the right direction for re-balancing MoM.
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Butt-Dancin' Dwight, now available at Target!
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@GrootDude said:
What a wonderful world
~I see camping noobs
And NOED too
I drop the pallet
and t-bag you
and I spam in post-chat...
What a wonderful world...~
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/658204#Comment_658204
I use PGTW instead, never looked back.
I may use both together on a few occasions, but I use PGTW by itself way more than I use Ruin by itself.
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I once got someone who spammed the "f" word repeatedly when they were the first one to die.
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Heck, I'd be okay with it just ditching the "charge in TR" altogether and just having it run on a straightforward cooldown.
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Crocodile tears to bait them into saying enough horrible things to get them banned. :P
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/657651#Comment_657651
That's nice. But plenty of people thought it was official because people who contributed to it posted on this forum saying so. I never said not to use it, either. I said take the info with a grain of salt as with any Wiki or nonofficial source.
Rule of thumb: Wikia/Fanon/etc. = fan-run =/= official
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I already know it's not official. I'll still use it.
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Report the Survivor in question.
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Bit the bullet and bought PC version. So long, PS4 controller! Hello, Nurse!
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/655894#Comment_655894
Which is why more people should join team PGTW. :D
Team PGTW right here.
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@White_Owl said:
Then what would be the point of the training needed to hit reliably great skillchecks, since without Ruin, they are not really worth the risk?
I mean, if you already went through the trouble of learning to reliably hit Great Skill Checks, you'll be able to do gens faster overall, which can only be a good thing for you.
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Killer: Agitation 3 + Iron Grasp 3 + Mad Grit 3 = while carrying a Survivor:
1) Killer moves fast enough to chase Survivors to some extent (yes, even Nurse and EW1 Myers, who now move faster than their default movement speed)
2) Killers are barely affected by wiggle and have a full extra grunt's worth of time (11 grunts with IG3 vs. 10 grunts by default) to carry them around
3) They can now endlessly spam to their M1 attack with zero slowdown and gain a little extra time to hook someone to make up for some of the time spent chasing someone while carrying someone else
It is especially funny if someone tries and fails a flashlight save, and even moreso if they attempt it a second time (to the point where I will actually equip Lightborn as my fourth perk if 2+ people have flashlights in the lobby). Also funny is when a SWF team tries to body block. Or when they attempt and fail a basement rescue and then for some reason decide to linger around to see if I'd pick up the Survivor to hook or try to chase the second Survivor. THE ANSWER IS BOTH, YOU FOOOOOOOOL.
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Perhaps if both the OP and others could present their thoughts in a little more detail than what has been presented for the most part, we could have a more productive discussion rather than...whatever this is.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/653686#Comment_653686
Combine with Mad Grit and the Pig with the drill for a top tier gaming experience.
Alternatively, instead of Pig, do it on Nurse and give people a heart attack when she just randomly starts charging at you like a bull.
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Idk why they are asking for a higher challenge when they could not even beat the allegedly lesser challenge.
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@StupidButTru said:
https://forum.deadbydaylight.com/en/discussion/comment/653658#Comment_653658
Tbh NOED is still a cheap route to winning, but if you feel like you need to run it go ahead.
I haven't used NOED in ages because I don't even find it reliable enough to use. The only reason I would run it is if I really did not have any better perks to use because I have hardly unlocked any for a particular Killer. Like, if I had Huntress, and the only perks I had were her base perks, Monstrous Shrine, and NOED, I would absolutely run NOED before any of the other ones.
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@prayer_survivor said:
https://forum.deadbydaylight.com/en/discussion/comment/649928#Comment_649928
Yes, if moris increase the speed at killers take you to the hooks about 20-25%.
Let me see how this factors in with Agitation...
*3.68 m/s carrying a Survivor + .6624 m/s bonus from Agitation + .92 m/s bonus from your Mori idea = Killers would be carrying Survivors at 5.26 m/s, which is 131% the running speed of a Survivor and 16% faster than a regular M1 Killer*
Conclusion: YES. DO IT. DO IIIIIIIIIIIIIIIIIT