Taingaran
Taingaran
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- Taingaran
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Comments
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@Peanits said:
This isn't something we're looking to add at the moment. The rotating guards are a core part of his power. That said, if there is one you want to appear more than others, there are add-ons you can use to make them appear twice in a row.
It just seemed like a logical option to unlock the killer's full potential and make the game more challenging with some planning ahead.
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@Drawnyell said:
https://forum.deadbydaylight.com/en/discussion/comment/3173686#Comment_3173686
Well, when you play killer (if you do), don't you pick the one that fits your playstyle the most? These addons would connect to a survivor's preferred way of surviving, it serves the purpose of making a survivor unique and have exlusive skills, just like the killers. We can't make all the perks be exlusive to their owners, that would be too much, but exclusive item addons would be a smaller and more viable change to make survivors not feel like just skins, they need to feel different not only cosmetically (looks, voice and animations) but also in their gameplay, they are different people! (plus we already see mostly the same survivors, i don't think item addons would really make it that different)
Uniqueness is not always necessary. And this is absolutely true for survivors.
It also doesn't tie players to specific survivors, and allows you to play as any of them without changing your play style. And how to play as a survivor, the player chooses himself, so it makes no sense for him to "show the way."
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It would be nice. 60 or 90 seconds would be enough. And the perk would increase the standard duration like a new BT.
It would also be nice if at the beginning of the match all totems were dimmed and blocked by The Entity for 90 seconds. Corruption works, but the survivors do not know what kind of totem it is.
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What do you think of another anti-camping perk, Kinship? Will he have changes?
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@Johnny_XMan said:
They could add a million reasons and you would still tunnel as long as that playstyle remains available.
Or make hooking different survivors more efficient than hooking an unhooked survivor.
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@Adjatha said:
They actively TOOK AWAY a reason for killers not to tunnel by removing the tokens from BBQ & Chili.
Perks like Grim Embrace completely miss the point that hooking each survivor once can take a REALLY long time to do, between the size of maps, the ability of survivors to hide, all the gen work going on while a killer is trying to find a new chase, and the sheer length of time it takes to down any one survivor, much less all four. The point of BBQ was that it gave you a great reward after the game was over, so it didn't matter that it took you 80% of the game to get to it.
No Way Out gives you an end-of-game bonus, but one that typically means maybe 1 or 2 extra hooks. Usually, it's just a little bit more time to use NOED (which has been nerfed and will now be much easier for survivors to take down without having to spend time on totems during the gen phase of the game). It certainly has uses, but even if you don't get all 4, you're still getting some bonus, which makes it less critical to disrupt the normal flow of the game.
Grim Embrace, on the other hand, is a complete failure. In balanced matches, you typically don't get a hook on each survivor until there are 2 or often even 1 gen left. At that point, blocking progress for a brief while isn't actually stealing that much time from the survivor team. AND you get nothing if you can't get all four before the last gen pops, which is flat out worse than NWO or (old) BBQ. The perk ought to block all progress for a length of time each time a new survivor gets hooked, and increase that length of time with each token, until the 4th one blocks gens (usually the last one anyway) for a much longer period.
But really, what the main issue is: there should be a REASON not to try to drive a single survivor out of the game as quickly as possible. And what that comes down to is: survivors who have been hooked, should not be as efficient as ones who haven't. A survivor who has been hooked should repair gens WAY slower than untouched survivors. That encourages killers to track down and one-hook each survivor as their absolute top priority.
For example, the new Scourge Hook: Gift of Pain motivate the killer at the beginning of the match to hook all the survivors on the hook once as quickly as possible. After all, he has a good passive ability. If the Survivor has ever hooked on the Scourge Hook, they suffer an action penalty while wounded until they are healed. We need more of these perks.
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@Mandy said:
Malicious emblem doesn't only consider hooking survivors - there's points for hook stages, downing a survivor and also points subtracted for survivors healing from injured or dying state.
Well... I'm more interested in accurate data. For example, so many points for a hooking, so many for a hit, so many points are taken off for healing. And gradations on points. For example, a - b is no emblem, b - c is a bronze emblem, and so on. Similarly for other emblems)
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@Tryharder said:
https://forum.deadbydaylight.com/en/discussion/comment/3031998#Comment_3031998
Idk what they was thinking, bbq the only perk that give killer a reason not to camp and tunnel. The only reason I don’t chase survivors I already hooked because I’m trying to get stacks. I even let them live and let them farm if they want if I have 3 or more stacks.
Now with this change I don’t know what to do, now killers are going to do dumb rituals like mori people with the pig or level up with Myers or nemesis which probably gonna force killer to throw games or camp and tunnel for the mori just for a little 60bp at most.
If that the case get rid of all them or rework all the stupid bp perks that are capped like thrill of the hunt, Distressing, We’ll make it and all the dumb bp addons, party bottle, speed limiter, never sleep pills, etc.
as a casual killer bbq was my only goal and win condition tbh, I now have no reasons to use this perk. Now I probably just gonna get as many hooks as I can even if I tunnel or camp or if the survivors on death hook.
I wish add-ons for bp were infinite. After all, these add-ons usually have flaws. And when the killer takes these add-ons, in most cases he complicates his game.
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It would be nice, for example, if after hooking a survivor who was not unhooked for 30 seconds, then all genes were blocked for 15 - 20 seconds, or the actions of the survivors were slowed down by 50% for 15-20 seconds. And it should be in the basic kit!
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/331496/information-about-emblems
We do not control the Wiki, the information supplied there is from private individuals not attached to our company.
Would you like to reveal how emblems are considered, for example, on the game website?)
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/3015031#Comment_3015031
NOED needs that element of counterplay, before this it was sheer RNG. It's still a very, very strong perk.
Corrupt is fine being niche. It'll be good on most killers, excellent on setup killers but you'll avoid the situation where you can camp an early down and defend the gens at the same time.
BBQ is going to be useless now for anyone that isn't Dredge, Nurse, Demo or Artist, but I don't hate that.
WGLF is going to be completely useless.
I hope the developers will return bonuses to bp for perks. After all, in addition to perks, there are still add-ons!
And how do you like the change of Off The Record?
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What about the Off The Record perk?
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/3014933#Comment_3014933
NOED will still be good, it just won't be the unstoppable force of endgame power it was. You'll have to defend and fight over the totem.
Corrupt will still be excellent for setup based killers.
Tinkerer is fine. It was a bit much previously.
Node has too much counterplay.
The Corrupt Intervention has become too niche a perk.
The Barbecue & Chili is now a very controversial perk now. Exactly like the We're gonna live forever.
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Spin Chill deserved a change. Don't forget, the survivors still have such a skill as Premonition)
The Barbecue & Chili is dead.
The Corrupt Intervention is dead.
The Tinkerer is dead.
The Hex: Ruin is dead.
The Noed is dead.
Off The Record rose from the ashes))
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Up.
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@UnknownKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2873880#Comment_2873880
5 secs is long as hell bro.
It can be reduced to 1-2 seconds. These were approximate values.
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Also his Dream World became very dark. This is especially noticeable RPD. Therefore, I can not play for him (maybe not only me).
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If you are a survivor, then play as a team.
If you are a killer, then choose a strong killer, antigenrush build, fast -1, tunneling, slugging and camping according to the situation. And even then you have to sweat)
This situation could be partially corrected by removing the de-piping. Maybe the developers will come to this someday, someday...
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@ElmosPayPig said:
Dh should just be changed to work like a parry/counter.
You activate it and do a animation, if you counter/parry a swing then you tank it and do the normal dh dash and then become exhausted.
If you whiff it then you become exhaused, but only for 20 seconds or so.
I would like that when using DH, the effect "Guard" was hung on the survivor for 2-5 seconds. If a Survivor is hit while this effect is active, they dash and take no damage.
The Exhausted effect is applied after the Guard effect ends or the dash is completed.
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@landromat said:
Disable Huntress and Blight and killers finally have to learn how to play killer instead of these crutches
And the icing on the cake is the shutdown of Dead Hard.
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It's a good news. Better the Blight than the Nurse.
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@Mandy said:
The focus needs to remove from the end screen, as you said you are aware the grades are not used to represent skill but time played as matchmaking is separate.
Also, with Grade Rewards now existing it would be unfair to give one side a head start so to speak. And I also don't find it slower to rank up as a killer - you double pip so much through the lower grades and then don't ever lose the colour so there's many a player who are already red grades on both sides.
Mandy, what about removing depiping?
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The developer should be given the opportunity to disable this chat filter.
But the best thing would be to remove this chat filter and make a working feedback system, but this is not about BHVR ))
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Sometimes it's fun and right))
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@fulltonon said:
Because you can just hit him, remove collision and hook as usual.
Maybe it's better to remove the collision if the killer has already reached the hook?)
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@ad19970 said:
I don't think killers should even really need counters in form of perks for Boon perks, the Boon perks should just be balanced on their own.
To be fair, the only Boon perk I really have a problem with is Circle of Healing. If they just balanced the perk probably, it wouldn't be a problem.
The nerf to 75% healing was nice I guess, but not enough in my opinion. It should at the very most be 50%.
A nerf up to 50% would really be normal. Then self-healing would take 21.33 seconds, which is pretty good for a free medkit.
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Depipping is a relic of the old system and is no longer needed. I hope the developers will not need a few years to understand this and remove it))
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Deathslinger. Did he need a change? Yes. Can you play for him? Well .. yes .. But he is severely lacking in mobility. Quickscope allowed slowness to be ignored. But after the changes it got out. If after him you play for another killer, then you feel some relief and pleasure))
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@Nathan13 said:
Than no one would run boon perks anymore, all they need is a short cooldown.
I think we need a long cooldown, about 90 seconds. A short cooldown won't make much of a difference.
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De-pipping should be removed for both survivors and killers. I'm surprised it hasn't been removed yet.
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@AnnaEliza365 said:
https://forum.deadbydaylight.com/en/discussion/comment/2789890#Comment_2789890
Yeah if someone stands in front of the lever they can't be touched by anyone else. I tried walking around and doing it, but it's impossible -- fun fact if two survivors approach the lever at the same time they can body block eachother from touching it as well.
Then perhaps the developers should solve this problem as with hooks in due time. And the feedback system we have is crap, yes. But while there is no progress in this direction, and there is no planned match replay system, they answered about it on Q&A.
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@Azshhh said:
some of ya'll really can't read lol
OP literally said in their post the Zarina & Laurie were standing in front of the exit gate levers, they couldn't end the game lol
Similar to the situation when the hook could only be approached from one side for unhooking?
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So the match was you, Dwight, Zarina, Laurie. Dwight was dying on the ground, Zarina and Lori opened the gate to 99%. And what did you do?)) Why didn’t you open the gate yourself?)
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@Advorsus said:
Doctor is good without addons, and for learning the game as an M1 killer.
Plague and blight are also good without needing addons
I think the Doctor has short Shock Therapy range without add-ons.
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Such a perk would be nice. For example, if a survivor is in a dying state next to (or in) a gate, they will be unable to enter the gate for 10 seconds and an additional 3/4/5 seconds per token in your possession, up to a combined maximum of 22/ 26/30 seconds.
For each survivor you hook for the first time, perk gains 1 token.
P.S. I think Blood Warden is a meme perk))
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Boil over wouldn't be a problem if it wasn't for Boon: Exponential.
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@fulltonon said:
Depip need to go, prob.
This. As this will help smooth out a losing streak for players who want to advance in grades(No MMR). This is especially true for killers and solo-q.
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I liked the splash screen when loading into a match. Maybe the developers will give the opportunity to download this picture without inscriptions)
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Alternatively, the perk should work on generators that were being repaired at the time the perk was activated. That is, the killer hanged the survivor, then another survivor started repairing the generator and stopped it, then the generator will not be blocked.
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Unnerving Presence needs a direct buff. The 10% increase in Skill Check chance is too small. Also, this perk does not work on Great Skill Check.
And so, I would tie the skills you wrote to a fixed 40 metres.
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It seems to me that it will be good if at least 50-100 people work on DBD)
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@Mandy said:
The buttons are not "dummy buttons" first of all, they flag the match so that we can see it really took place.
The video evidence for hacking/cheating is definitely required, and we do not ban unless there is very clear evidence of the cheat.
(edit to add: could also have found a key in a chest on the map, this will not show in the end screen).
What about insults, for example, in another language? In this case, does it make sense to use only the reporting system? Or the situation is like cheaters, that is, you also need to provide a video with a chat?
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@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/2767772#Comment_2767772
Where are you getting the .5?
Penalty for self-healing.
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@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/2767704#Comment_2767704
5.33 seconds longer.
@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/2767682#Comment_2767682
The self care with the nerf is 21.33 seconds. So a lose of 5.33 seconds.
It was 16/(1*0.5*2) = 16.
Now 16/(1*0.5*1.75) = 18.3
Where is 21.33?
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This nerf literally did nothing. Sounds great, but it's actually rubbish
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A couple of days ago I used Thrill of The Hunt, Undying and Ruin. In the first 30 seconds I lost Undying and Ruin. After another 30, I lost Thrill of The Hunt...
Why do you have Hex for so long?)
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But in Cheryl's opinion, you are a bad player who hid in a locker and did nothing.
And no, there is no excuse for your DCing because there are 2 other players.
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I would not mind increasing the block time of generators to 180 seconds. At least a little less gen rush.
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@Nathan13 said:
I've always suggested a minute cooldown, but other than that the boons aren't that strong. Mainly on indoor maps though.
The problem with the boon totems is the lack of counterplay. Survivors are not afraid if the killer finds their totem. A boon cooldown of 60-90 seconds would be nice. This would give the killers an incentive to look for the totem.