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@Mugombo said:
https://forum.deadbydaylight.com/en/discussion/comment/2101926#Comment_2101926
Exactly so this change is a good thing, as long as you don’t go for the one who just got unhooked, the killer will always be rewarded with free hit/down if you don’t go straight for the person being unhooked.
So you agree that BT is heavily mitigating the punishment?
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@Mugombo said:
https://forum.deadbydaylight.com/en/discussion/comment/2101889#Comment_2101889
Not really, you get a free hit/down on the unhooker in the time you would have spent traversing the map trying to find someone. This just prevents the hooked from getting farmed
If you don't get immediately downed for trying to unhook right in front of a Killer before they leave, either the Killer sucks or BT is heavily mitigating the punishment.
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@Mugombo said:
https://forum.deadbydaylight.com/en/discussion/comment/2101779#Comment_2101779
You know that if someone is being unhooked in your face that there’s an unhooked you can? Or does your tunnel vision not allow you to see them?
The problem IMO is that BT very much mitigates the punishment for a bad/sloppy save.
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@Profezia said:
https://forum.deadbydaylight.com/en/discussion/comment/2101776#Comment_2101776
Yeah, it basically means you don't have to be afraid of wasting a portal to teleport, so you can play like freddy with an exception you teleport to portals instead of gens.
I'm actually very curious to see the effectiveness of such a tactic.
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@swager21 said:
seriosuly?! i just bought the nightmare on elm street dlc and now youre nerfing half of it?
We knew for some time that Freddy was getting nerfed.
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@Profezia said:
https://forum.deadbydaylight.com/en/discussion/comment/2101717#Comment_2101717
and it makes you destroy portals whenever you use them.
On second thought you, it allows demo to go away from "portal network" playstyle and roam the map more freely and just have 5 portals set where he needs and use a spare portal to access this network from anywhere you want.
It might be interesting.
That...is interesting.
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@GlamourousLeviathan said:
"We have made some Demogorgon's add-ons more appealing"
*Proceed to make Rotten Pumpkin a useless bloodpoints add-on that actually butchers the killer instead of buffing it*
And tell me one thing, why make Victor more time vulnerable after downing a survivor? If anything, he shouldn't become lockable at all.
Devil's advocate: Rotten Pumpkin now lets you destroy portals that are now useless due to all nearby gens being done.
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Iri Head change is what it is. I'm not sure if Soldier's Puttee is worth an add-on. Is there a good reason to, say, not make it base kit?
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Some I like, some I dislike. The one I am personally most excited for is Open-Handed.
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@HealsBadMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2101378#Comment_2101378
Better idea- Iri Head instadowns Survivors further than 24m. This is inline with Deathslinger's Iri Coin addon, as well as rewards skillful play AND encourages people to go for the Skilled Huntress achievement.
Iri Coin add-on is terrible, FWIW. But that has more to do with Deathslinger having such a TINY window to trigger the Coin.
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Maybe I'm crazy, but I've felt that Soldier's Puttee would be fine as base kit for Huntress. You'd rather be 110 with even one Hatchet than 115 with none, anyways.
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@BabyCameron10 said:
https://forum.deadbydaylight.com/en/discussion/comment/2101001#Comment_2101001
I am pretty sure. They usually show map changes before a PTB, so most likely. Coldwind is getting the next map upgrade + I am pretty sure some killer changes, like every Mid-chapter patch.
Very highly doubt they are releasing a Mid-Chapter PTB two weeks after they release a new chapter.NOTHING TO SEE HERE. DEFINITELY NOT COVERING MY TRACKS.
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@Satelit said:
This has the potential to be a big deadzone if the corn is too easy to see through.
This. If you make the corn easier to see through and then don't add anything in there to compensate, you make the cornfields awful for Survivors.
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@BabyCameron10 said:
https://forum.deadbydaylight.com/en/discussion/comment/2099578#Comment_2099578
That’s the point though. It truly punishes killers that are tunneling and can’t continue to just “eat the DS.”
It shouldn't cause a Killer to essentially lose the game. Not even someone like Nurse.
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If I'm being honest, I'd rather Mangled be made stronger on add-ons that inflict it and then Sloppy itself just be re-worked into something else. I virtually never feel like I want to use Mangled add-ons because Sloppy exists.
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@valvarez4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2098949#Comment_2098949
Same as old DS. Survs used it because It was a good perk, and survs don’t have many. Now is a trash perk
That doesn't indicate abuse. That indicates that it was used a lot. I ask again: How is BBQ abused?
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@swager21 said:
https://forum.deadbydaylight.com/en/discussion/comment/2098409#Comment_2098409
the killer just eats the stun and continues chasing you
Yeah, just like the old DS. It is functioning the same in that regard.
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@valvarez4 said:
https://forum.deadbydaylight.com/en/discussion/241713/ds-was-needed-change
If devs remove now aura reading from b&c you’ll see rivers of tears. This could be because this perk is abused now too?
How is BBQ abused?
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@MongolPSR said:
https://forum.deadbydaylight.com/en/discussion/comment/2098863#Comment_2098863
I really dont. It just makes the match take longer before I can try again and do better. that egc is like 2 minutes of hell
It takes a few seconds longer. I am willing to take that in favor of an extra free hit.
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Accused of hacking because no one understood how Mad Grit functioned. Also accused of being a sweaty tryhard with Pig + Mad Grit taxi build.
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Survivor, do not listen to OP. I want the extra tiny amount of benefit I get from it.
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@ukenicky said:
https://forum.deadbydaylight.com/en/discussion/comment/2098408#Comment_2098408
I'm glad someone in this thread said this.
I love when people say "just do gens" in response to complaints about camping/tunneling and then they complain about gen rushing/gen speed.
Kind of creating your own problem in the first place.
All that being said I think Borrowed Time is going to become a must bring perk for anti tunnel purposes. It's already always been a pretty great perk but I see it being the new meta since a good teammate using it to save someone and body block off hook is probably the best way to stop tunneling now.
Second Wind is nice too. not sure what else but the survivors that stay around will adapt and figure things out and then killers will probably ask for the next thing to be nerfed. Vicious cycle, sigh
I love when people say "just do gens" in response to complaints about camping/tunneling and then they complain about gen rushing/gen speed.
Just because gen speeds are a problem does not mean that Survivors should not power through gens. It is a very strong strategy for a reason, after all.
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@SunaIIanu said:
https://forum.deadbydaylight.com/en/discussion/comment/2098461#Comment_2098461
I' not ingame anymore but you are lucky:
https://us.v-cdn.net/6030815/uploads/1E8SZXVDB4P5/sketch-1618158762389.png
Thanks. I wonder if your theory about certain words/characters only being blocked if used in a particular string of words has any merit to it. Or maybe they just updated the chat filter or something.
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Try the letter "u". That one for sure was blocked for me. Yes, I am being dead serious. I wrote "u liek mah build" and the letter "u" was blocked.
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@FrenziedRoach said:
I'd just report the profile and move on. they may be trying to bait you into playing in a manner that will get you banned.
This. Don't walk into a potential trap.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2098442#Comment_2098442
It was a great change and ruin in its current state is amazing
Personally, I can't call any Hex perk "amazing" by virtue of being a Hex perk.
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@Desarme said:
https://forum.deadbydaylight.com/en/discussion/comment/2098213#Comment_2098213
the biggest problem of the game is gen-rush, and the traper only encourages it
It's kinda why I suggest decreasing the amount of time Trapper spends running to a Trap to pick it up by letting him grab it from a long distance.
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One idea I personally like is to give Trapper the ability to pick up Bear Traps from a distance. Not from, like, all the way across the map, but a nice healthy range that can basically allow Trapper to pick up Traps without having to marathon across the entire map to pick them up AND to set them up somewhere else. Put a little icon over Bear Traps he is looking at similar to when Freddy is looking at a gen, and by holding the pick up button for a second or two, it will teleport to his hand.
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I still think the main reason it is "easier" to do well as Killer is that the emblem system currently allows bad Survivors to climb the ranks too easily, which means that bad Killers will run into bad Survivors and win.
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This seems silly to me, but if it'll really put one's mind at ease, a streamer can simply blur out someone's name.
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No. I think the smurfing potential is way too high. Even if matchmaking is already kinda borked, I wouldn't want to make it even worse.
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I actually like most of these suggestions. The only part I'm not on-board with is making it so M1 attack doesn't remove lacerations anymore. Then you're getting into situations where you can hit seven knives, then M1, then throw the eighth knife for the down.
@MadLordJack said:
I've seen a lot of people ask for the passive decay to be replaced with a blade-count-dependant "mend" action, and the ability to bank you main event. The actual main event thing sounds... Weak. Honestly it sounds weaker than his current one. The whole point is quickly injuring/downing one or multiple people. How can you do that with a single hatchet-equivalent? Especially with ricochet, that mechanic is borderline random because object collision rarely accurately lines up with what you actually see.
I think the idea with the main event thing is that you can throw a bunch of knives to get the injure, and then follow up with a Huntress hatchet (that presumably requires much less wind-up) for the down.
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What? No. It's obvious that you won't get in trouble for SWF.
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@Beefmur said:
the game was being held hostage by the felix i just simply told him no
I think you were as equally responsible for this one as Felix was. Had you hooked your Survivor or even left her on the ground to die, either Felix would have come for the rescue or she would have died and you would have gotten your hatch.
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@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/comment/2095352#Comment_2095352
I've got 1200 hours played in this game and honestly you're the first person I've ever seen that has been so upset about afkers they threaten to record and report them for it. Strangely enough in all that time I've played I think I've seen maybe 2 survivors afk after being unhooked. There is also this thing of possible real life emergencies happening where someone has to quickly leave but who cares right? Record and report them anyway! Those rotten afkers! They must be punished! RAWR! 👺
Lol, pretty sure going AFK is listed as a reportable offense in-game. So sure, I'll record and report away. 😋
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@Eninya said:
https://forum.deadbydaylight.com/en/discussion/comment/2095383#Comment_2095383
They added that as a half-assed attempt at discouraging killers, but the reality is that camping the first survivor to death greatly increases the killer's chance of 3K due to the game's design. If you lose somebody with 3 generators left, and they weren't all working on generators beforehand, it's not a good a game for survivors.
The Emblem system is mega garbage anyway. It's become so easy to rank up because of it.
They added that as a half-assed attempt at discouraging killers
Cool, so they can add my idea as a half-assed attempt at discouraging Killers.
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@Eninya said:
https://forum.deadbydaylight.com/en/discussion/comment/2095369#Comment_2095369
This will never happen. The devs have stated camping is a normal strategy, despite there not being any way of dealing with it outside of a 4 man SWF doing split repairs.
Camping being a normal strategy doesn't mean this won't happen. By that logic, there shouldn't be an emblem penalty for camping because camping is a normal strategy.
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I'm not against giving a weaker version of Kindred as basekit. Like, a noise notification whenever the Killer enters or exits a certain radius of a hooked Survivor. At the very least so that other Survivors who are not running Kindred will know if the Killer is camping or not.
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@fatbabyslayer said:
Why are you pig mains so devoted to pig, I am curios since she is a low tier killer reliant partially on rng, why do you love pig so much.
I like alt-win conditions such as someone dying to a Reverse Bear Trap.
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@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/comment/2093664#Comment_2093664
You're just a pro at missing the point aren't you? 😄 The point was regardless of the new mechanic people are still going to leave matches one way or another that they don't want to play. And again, as I've said I don't know how many times now, I do this so infrequently that for me it'll never be that big of a problem. I just simply disagree with the penalty for it unless its being abused. Not sure why you decided to hate me for disagreeing with you so much that you threaten to record and report me in a game. Sounds like you're being a bit dramatic over opinions on something in a feedback forum. Either way, its a good thing I don't afk in matches right? 😏 But keep up the good work! I'm sure you'll find one eventually and grin big thinking its me. 🤣
The point was regardless of the new mechanic people are still going to leave matches one way or another that they don't want to play.
And they will be punished for it, whether it's because they DC and get a penalty or be recorded and reported because they went AFK. 😋
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Tbh, I think there should be more of a differentiation between hooks and the cage of atonement than there currently is/will be. I get that you don't have to carry Survivors and stuff and the whole "hook perks don't work on it," but eh.
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@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/comment/2093499#Comment_2093499
Because its going to be so hard to tab out or go afk if you want to give up on hook. Its probably going to cause unhook problems with people going for unhooks for someone that may be afk because they did want to give up. I can see an option being added to give survivors the ability to give up on hook if they choose. We'll see what happens. Either way, my point this whole time (which it seems you've blatantly ignored and don't care to see the reasoning behind it) is that for those who don't leave matches often should not get a DC penalty for when they do. It'll be a time thing where if you go ever so long without doing it then you won't get the penalty. However if you leave multiple times a day then you get the DC penalty. That seems fair to me. You're also probably going to see many more disconnects if there isn't an option to give up on hook with the change. Often times people giving up on hook do it for the same reason people leave matches at times which is the match being considered not worth playing due to toxic things going on. The point is, if you abuse it you should get a penalty. If you don't, you shouldn't. Simple and fair.
Feel free to AFK, I have no problem recording you after you are rescued and reporting.
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@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/comment/2092500#Comment_2092500
I still don't get it. If you're assuming I give up on the hook to avoid the DC penalty then all I can tell you is you're wrong (again) and I can't remember the last time I actually did that. As I stated above, I have left probably less than 10 matches this entire year so far and the ones I did I literally left the match. I didn't wait to be hooked so I can leave with some points and no DC penalty. Shows how much you know about me. Also from the looks of it even with the struggle change it looks like if someone wants to give up on the 1st or 2nd hook all they literally have to do is put themselves into 2nd and just sit there a few seconds. Sooo yea, this is no favor to me. As I stated above in a previous reply I actually love this change and its something I wanted to happen since the first day I started playing DBD. I personally would be fine with removing the skill check altogether and just making it a passive thing. We'll see how they go about it as feedback comes in.
All that matters to me is that the DC penalty punishes those who leave matches and the struggle phase changes make it harder to circumvent that. So enjoy dem penalties.
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@Aven_Fallen said:
Other way around, the Killer should also not be able to see the Survivors Names or Profiles.
This.
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https://youtu.be/YKUOB8MN4Kc@CreatorTH said:
Hate to break it to you all...
You're saying good news as though it's bad news.
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I personally think the pallets in the Game favor Survivor quite a bit, even with the lack of windows. I think the rework made that map less balanced.
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Disagree. Mad Grit:
1) Ensures you still have enough time to hook the person you are carrying after Starstriking someone down
2) Still enables you to do the taxi stuff while Starstruck is on cooldown
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Last I heard, it was Demogorgon.
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@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/comment/2091597#Comment_2091597
How does that inconvenience me? That's a thumbs up from me. I never liked having to spam press a button over and over in the struggle phase. Its one of the things I always wanted them to change about the game. Thanks for letting me know they're doing that! I like the game a little more now. :)
Means you can't just insta-leave the game to bypass the DC penalty. Gotta either tough it out or eat a DC penalty. So you're welcome. ;)