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@Paladin_Goo said:
https://forum.deadbydaylight.com/en/discussion/comment/544695#Comment_544695
They also stated that they are looking into red rank queue times.
2 years later
Insta heals and mori's are NOT a pressing issue. Period.
https://forum.deadbydaylight.com/en/discussion/comment/544736#Comment_544736
So your argument is to take two extremely rare things, a tryhard SWF, which is about 5-10% of all SWF's, and and even more rare thing, 4 instaheals in a game (literally, 1 out of every 50 games if that), and present that as a point? Complete fallacy.
That's like saying all killers run mori's, when in reality, mori's appear the most between ranks 15 and 20, because new killers are easily amused by these things.
I mean, by that logic, I could point to the fact that they changed Mettle of Man relatively quickly. All I'm saying is that this is something they have mentioned not THAT long ago and even stated a potential idea they were tossing around similar to how they initially mentioned their idea for how to nerf MoM.
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@Paladin_Goo said:
https://forum.deadbydaylight.com/en/discussion/comment/544658#Comment_544658
Clearly you're relatively new to the game if you're complaining about insta's and mori's.
"If every player had an instaheal" - that's a false argument based on something that might happen say...3 or 4% of the time. It's EXTREMELY uncommon.
Thankfully, the devs likely won't listen to people like you. If they did, the game would be balls boring. You and the other baby survivors/killers need to adapt. I'm currently rank 1 killer, and insta's aren't even CLOSE to a huge problem that requires a discussion of balance. One out of every 30 games (and that's generous), I'll see an insta. You know what happens? It's used at the wrong time and I down that person again in 10 seconds flat.
Using hypothetical situations that will only happen at the most minute of times and are extremely rare, that doesn't help your argument. Again, get better.
Watch this:
https://www.youtube.com/watch?v=6xe6Enj-FoU
Devs, I'm going to implore you - ignore these threads. These people don't know what they are talking about. Listen to your veteran players on both the survivor and killer side. VETERAN players with a brain will all tell you, yes, these things are OP. NO, they aren't an issue. We can talk about this again when it's an "every game" situation. Until then, just stop.
Devs have stated in the past that they are looking into adjusting insta-heals.
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I want to see the idea the devs proposed tested: When using an insta-heal, instead of immediately recovering a health state, a bar appears under your character icon similar to Deep Wound that will recover the health state once it is full.
@Andreyu44 said:
https://forum.deadbydaylight.com/en/discussion/comment/544344#Comment_544344
To see the cool animation? And to potentially waste less time? XD
What would be the point of spending blood points on them?
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In my mind, I always pictured him as one of those father-looking people who would sit in a recliner in his den reading the newspaper while smoking a wooden pipe. I like this design too, though.
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@NurseMainBTW said:
Basically this is the wet dream of every Pig main.
Including me, since I love the Saw franchise.
My wet dream as a Pig main is Pig buffs.
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@Aven_Fallen said:
It does not matter if he got bullied before. Being toxic because the other side is toxic is simply Bullshit. Often enough one side is toxic, even if the other side is fair. Had Killers hitting and nodding at me on the Hook for exactly no reason, and Survivors teabagging me, despite I did not camp and always went for the Person that was not unhooked.
And well.. There is no point in wiggling. Exactly no point, because it does not matter where the Killer will hook you. During the game, it matters, because otherwise you will end up in the Basement. But when you are the last Survivor, it does not matter at all. I also dont wiggle, because I just want this game to be over and dont want to prolong it. And well, maybe he wants to give me the Hatch, and at least when I am doing it, I really get annoyed by Survivors wiggling.
There is no doubt that the Killer was a dick at this point. And it does not matter what happened before, because being a dick is still being a dick, regardless if there is a reason or not.
I do think that the Killer was very much BMing, but I disagree that there is no point in wiggling. In this case, wiggling at best gives the Survivor a chance at the hatch (especially if, as someone else had suggested, OP had 99%'d and then wiggled right when the Killer either found the Hatch or was gonna go for a Hook) and at worst likely pushes the Killer into hooking and bringing the game to a close instead of opening up the possibility of the scenario OP described.
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This feels like it is beginning to approach MTGO levels of spaghetti code.
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This is an interesting idea. I don't think I see any issues with it?
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Does this mean that Stridor can be used properly now, or is that still an issue?
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With the newest patch you decided to turn the music down, which was a horrible idea.
"Very few people complained about the volume of music before the patch."
Really? I've definitely heard a number of people complain about the volume.
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@Redd said:
To me a solo hatch escape as described is a loss.
I think these two posts here highlight the problem. Because the game doesn't really detail what constitutes a win, loss, etc., it ends up seeming like it's up to the individual player what the "correct" path to victory or loss is. So to OP, because they have their own parameters set for victory or loss that isn't even really disputed by the game, they are playing in a way that may not necessarily be productive to someone who has different parameters for victory/loss.
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Two perks can do this:
Corrupt Intervention blocks the four generators furthest from the Killer at the beginning of the trial for a certain amount of time (I believe anywhere from 80 to 120 seconds depending on the tier?).
Thrilling Tremors blocks all generators not being worked for 16 seconds (and marks them in white) when the Killer picks up a Survivor (the perk is on a cooldown, though)
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Question: Is Furtive Chase bugged? The perk description says that the rescuer becomes the Obsession when they rescue the hooked Obsession, but I notice that anyone who performs a hook rescue becomes the Obsession.
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Pig is not IMO. I personally find her to be one of the weaker Killers.
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@Koldvar said:
https://forum.deadbydaylight.com/en/discussion/comment/533233#Comment_533233
your wrong, that was fixed after he was buffed on the ptb, the old patch notes are there, check it
FEATURES & CONTENT Feature - Added the ability to rotate characters in the lobby. Content - Added a new Killer (The Ghost Face). BALANCE Audio adjustments:Kindly show us where? Because I do not see it.
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What was the change? Was it that thing that involved being able to fast vault at a very tight angle?
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Maybe if I explain my issue, someone can help me out:
It feels like I am always struggling to find a good vantage point to stalk because there is so much stuff in the way. This feels especially so when trying to stalk someone working on a gen. Could be a jungle gym, could be a bunch of trees, could be some tall grass, but it feels like there is often so much stuff around gens that I feel like I have to get into a super obvious/close spot just to be able to stalk them because there's so much obstructing my view, and it usually feels like the only people I manage to mark are people who somehow are oblivious to how close I am to them.
What can I do to alleviate this feeling?
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I'd like some legitimate tips regarding how to play Ghostface, please.
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@Nopepad said:
https://forum.deadbydaylight.com/en/discussion/comment/532846#Comment_532846
Obviously no, it's not an exploit. That's not what I'm talking about here.
Can you elaborate on what you mean, then?
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@FireHazard said:
You mean the hole in the middle of the pre-school? @Ukonvasara Yes... that's been in Springwood since the map was first released.
I believe OP is referring to the fact that during the PTB, that map had a missing tile that was just a hole in the world. Falling through it could cause your character to respawn in places that are potentially inaccessible by normal means (such as on top of a garbage can).
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@Boss said:
Well him teabagging doesn't stop Survivors from doing it, sooo...
Obviously the solution is to have a teabagging dance-off to assert dominance.
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Can someone post old Blendette pics to compare?
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@Dwight_Fairfield said:
Sorry I'm out of the loop of the latest news, what is the nerf?
From the post detailing the patch:
UPCOMING HOTFIX PATCH
DEV NOTE: We have made some slight adjustments to Ghost Face following the second PTB. Unfortunately, they have not made it into the current patch but will be introduced in an upcoming hotfix in the near future. Thank you for your understanding.
BALANCE
The Ghost Face:
· Stalk rate add-ons (Telephoto Lens, Night Vision Monocular) are slightly reduced.
· Pallet stuns will now break Ghost Face out of stealth.
· Marked Survivors may no longer be stalked.
· Killer Instinct base duration slightly increased.
· Killer Instinct add-on (Marked Map, Victim’s Detailed Routine) duration slightly increased.
· Detection area of screen slightly increased for Survivors attempting to reveal Ghost Face
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"Detection area of screen slightly increased for Survivors attempting to reveal Ghost Face."
This is the important change IMO. We'll have to see if "slightly" ends up being something relatively benign or if it ends up being problematic. Sadly we won't know until later since the Ghostface changes will arrive in a future patch instead of this one.
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@hahugow said:
https://forum.deadbydaylight.com/en/discussion/comment/530818#Comment_530818
same as the pig crouched
The point is that the unregulated ability to have third-party voice comms means that just playing as this Killer has a random but still realistic chance of you having no power during any given game.
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I wouldn't buff either. What I would do is remove the ability to sabotage bear traps. I still do not like the ability for items and perks to be able to hard counter Killer powers.
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My personal stance is "why not add it as an option if people can already do it themselves with a piece of tape?"
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Myers chase theme. Honestly, aside from that one, I prefer the Survivor chase themes, though whether those songs are too loud for Killers to hear Survivors and stuff may be a different story. I prefer the "HOLY CRAP RUUUUUUUUUN" feel they give (which the Myers chase theme also gives) instead of the "hunting like a predator" feel the Killer chase themes give (again, apart from Myers chase).
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@hahugow said:
https://forum.deadbydaylight.com/en/discussion/comment/530671#Comment_530671
That reply was so expected, but not every match is going to be SWF, and what if an add-on or by default every time you switch you get a different surv skin? sure it needs some small rethink but the concept is pretty neat!
thanks @YamiTheFurry
I didn't say it would happen every match, but remember how people complained how Ghostface's power was too easily hard countered by OoO, even though it's silly to assume you'll see it THAT often? Same thing, only it's not even a specific anything that they need to equip. If they play in a team and use comms, it is too easy to just out the disguised Killer and render their power effectively useless.
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Problem is SWF teams would easily be able to identify the disguised Killer and neuter any element of surprise.
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@HavelmomDaS1 said:
U can't refund DLCs on steam.
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@Paladin_Goo said:
https://forum.deadbydaylight.com/en/discussion/69233/killer-tier-list-based-on-the-stun-noise
The clown doesn't laugh when he gets stunned. It's more like a "AGGGHHHH!".
It's definitely a laugh, but it sounds like he's running out of batteries.
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@tehshadowman33 said:
That's beyond stupid. You're basically stunning yourself for 4 seconds for what? A survivor that you're going to presumably continue chasing?
But... Feral Frenzy will be on cooldown. That's incredibly stupid.... It should apply on first hit of deep wounds, not the 2nd hit.
Only addon worse than that crap is the Trapper addon that applies Hemorrhage to a survivor who gets trapped until healed.
As terribad as those add-ons seem, I will maintain that no add-on is worse than Amanda's Secret.
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@dragobv said:
i see people here go on about after a gen gets completed your timer goes faster uh do you realise if you have the last box and you have a decent big map 2 min and 30 sec is just enough to get the trap off (lets not forget traps arent for killing but to stall time and one person less on gens unless your someone who tunnels traps ) and maybe all of you should learn to play pig cause shes fine where she is use your ambush and thats all i have to say also check out psychoscorpionz on twitch he mains pig
I agree that timers going down for completing gens is not the right way to go about it, but I do not agree that Pig is fine where she is. Her traps are inconsistent and her dash is only good in certain loops. A player being good with a character generally considered not good does not necessarily mean that character is suddenly good. No one argued that Bowser is good in Melee because of Gimpyfish.
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I never dodge.
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The way I see it, hemorrhaging and blindness are never worth the add-ons, and almost any Mangled add-on worth using is just overshadowed by Sloppy Butcher.
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@IMhereRUN said:
lol, don’t have time to play with an 11 year-old. How do you know what they mean? How about you don’t answer things you don’t know the answer too...try that out for a change.
Logical reasoning upon reading that the person is deaf?
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@prayer_survivor said:
https://forum.deadbydaylight.com/en/discussion/comment/529592#Comment_529592
I'm only saying that killers can't protest for survivors using 1 perk against a killer, when they have dozens.
You do have Distortion.
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@Carpemortum said:
Can we just remember as always, that pig traps are NOT RNG AND HAVE ONE KEY PER BOX FOR A TRAP WHEN IT IS PLACED ON A SURVIVOR. Devs have said this multiple times.
If by "one key per box," you mean that each box will only work for one trap, that is incorrect. It has been stated/proven that the same box can contain keys for more than one Trap.
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@Clockso said:
https://forum.deadbydaylight.com/en/discussion/comment/529558#Comment_529558
tbh i placed him in the low tier cuz i hate clown in general, even though he's the thiccest
Clown should be in SSS tier for "Super super sexy"
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Clown is not topper-than-top tier; list is invalid.
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If you don't do it already, burn an offering for either The Game or Lehry's to have a better chance of pulling it off.
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Considering that Ghostface releases in two days, I'd say it's too late to test such a change now.
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So I've been trying to design the most absurd add-on possible for Pig that really screws around with how the game is played (lots of upsides and arguably the motherlode of downsides) and tries to make Reverse Bear Trap kills the name of the game (without effectively guaranteeing them). Here's what I came up with so far:
Amanda's Game
Ultra Rare Jigsaw's Baptism Add-On
This isn't the Entity's game anymore. This is how games were meant to be played.
-Survivors begin the trial wearing an inactive Reverse Bear Trap.
-Survivors wearing Reverse Bear Traps suffer an action speed penalty of 50%. This does not apply to searching Jigsaw Boxes.
-Increase available Jigsaw Boxes by 3.
-Gain a Reverse Bear Trap when a Survivor removes an active Reverse Bear Trap. (This does not apply to the inactive Reverse Bear Traps at the beginning.)
-Reverse Bear Traps automatically activate when put onto a Survivor as long as the Exit Gates are not powered. (This does not apply to the inactive Reverse Bear Traps at the beginning.)
-When a Survivor removes an active Reverse Bear Trap or a Reverse Bear Trap kills a Survivor, the Generator with the highest progression on it automatically becomes fully repaired. (If multiple Generators are tied, ex. all current Generators are at 0%, one is chosen randomly.)
Thoughts?
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@Peanits said:
There was a change recently that changed the way that works. Before it would make a lobby right away, then you'd wait for survivors to fill it. Now, it'll look for survivors to fill it and then make the lobby once it's found a match. The overall queue time should not have changed. If you are getting a significantly longer queue time, please let me know and I'll have the team look into it.
https://forum.deadbydaylight.com/en/discussion/comment/525198#Comment_525198
That's not quite the case. It wasn't based purely on the population in different regions, it was fairly random and could happen to anyone. I would previously get instant queues while people who lived a couple blocks away would end up waiting for half an hour. We wouldn't be able to fix long queue times in low population regions with a new matchmaking system. Both systems would gradually expand their filters and accept people from further away if it could not find a lobby.
I am getting significantly longer queue times. I'd be waiting for minutes as a Killer, only to be thrown into either an an empty lobby or a not fully filled lobby anyways, which makes me wait longer. On Friday, I ended up waiting half an hour without getting a game started at one point.
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@[Deleted User] said:
Can we please stop necroing threads? JFC.
To be fair, OP necro'd their own thread, which is okay in my book because they wish to revive a discussion they originally started.
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@HatCreature said:
I REALLY want some way for the Devs to create a profile of every player so that they can hop from the console to the PC and still have everything they've already earned, it would help players transition from one platform to another.
Having Bundles for the DLC would help newer players so they don't have to spend as much money just to start the damn game.
Not only do you have to buy the DLC but you have grind each one of those characters to get their perks. Newer players wouldn't know what they're doing and probably not know to get Leatherface first.
Year 1 Bundle, Year 2 Bundle, Novice Killer Bundle(Leatherface, Hag) etc
The only thing really keeping me on the PS4 version is the lack of cross progression. If that ever happens, I will gladly jump ship.
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@Rescultir said:
That mid-chapter patch did not solve my issue but it does help for the end game.
Hey, if you find them when they are using a key, you can shut the Hatch on them before all of them can jump. Certainly not ideal, but it is something.