Taingaran
Taingaran
About
- Username
- Taingaran
- Joined
- Visits
- 894
- Last Active
Comments
-
The emblems punished the killer for their efficiency and they were forced to drag out the match. In my opinion, the emblems associated with hitting survivors and protecting generators were especially affected.
The survivors in the chase suffered the emblem associated with the repair of generators. I would say that the survivor needed to repair too many generators to get a good Objectives emblem. Because of what they did not have time, for example, to participate in the pursuit. And, in my opinion, it would be nice to remake the Survival emblem, as it is quite selfish and does not approve of risk.
-
The Nurse is a special killer that ignores the mechanics of the game. In the current realities, it would not have appeared. Its processing is literally equal to the creation of a new killer. And its removal will excite the community. Therefore, we have what we have.
-
If you think about it, then an MMR based on escapes and murders is the most correct.
Are hooks a sign of skill? No, for example, there is slugging. You have to be able to keep the survivors on the ground and win.
Chase time? No, randomness in pallets and windows decides a lot. For example, the killer is chasing a survivor and sees several pallets and a window ahead. The killer stops the chase. In this case, who has the greater skill? The killer who stopped the chase, realizing that he should not run here, or a survivor who was in a disadvantageous place for the killer. According to the game, the survivor won the chase, as the killer stopped the chase, but the killer did the right thing tactically, precluding a senseless chase.
What if a survivor covered another survivor and fell?
Is the chase more important than repairing the generator? Well, not quite))
No matter how we hate BHVR, but they did the right thing))
-
I don't understand why people think more hooks means more skill. The killer's goal is to kill survivors, not hooking. In some situations, it is better to camping or be near the hook. And it is right. In some situations, it will be faster to kill a survivor through hooking. For example, a survivor does not run well or is unsuccessfully rescued) In some, slugging is generally better))
About the selfish survivors. It seems that nowhere is it indicated that the more survivors who escape, the better. Nowhere is it stated that the number of escaped survivors determines the outcome.
For example, "Survivors, in order to win, your team needs to escape at least three or more". In the game, it's banal after the match that the result of the confrontation between the Killer - the Survivors is not written, which team won. Survivors have only escape or death, the killer has a bad killer, a good killer, the best killer. No team confrontation!
-
@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2765107#Comment_2765107
Either he has a 3 second stun for a reason or he doesn't.
I did not understand you. Usually the killer shouldn't break the chain. But with these add-ons it is possible to play through an open circuit. For example, while chasing, you can hit another survivor at a distance and quickly continue chasing the first one. Or hit survivors from a distance and break the chain. Sometimes this way you can hit several survivors quickly enough.
I hope these add-ons are not affected. They provide some variety.
-
@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2764941#Comment_2764941
Yes, they buffed his movement speed while ADS'ing from 75% to 85%.
They also reduced his stun time when a Survivor escapes from his Chain by 1 second, from 4 to 3. All that did was create an equally unfun playstyle where players stacked the two stun reduction add-ons to make his stun 1.5 seconds.
It's a fun style that makes sense for more frequent use of the harpoon)
-
@tenoresax said:
Do you mean Gift of Pain? Because as far as I know, Pain Resonance has nothing to do with healing or gen speed.
Thanks, I've corrected the title
-
I was really surprised they weren't going to add cooldowns or tokens to boon totems.
-
The developers must have been aware of the community reaction by giving such an answer. So to say what kind of answer is such a reaction.
-
@bryanmorpa97 said:
THE QUESTION HERE IS. DO WE REALLY NEED THAT CHALLENGE? I MEAN. I'M TALKING ABOUT THE CHALLENGE/QUEST NOT ABOUT THE CLEANSE MECHANIC/ACTION.
Normal challenge. I would even say relaxing. Much better than unhooking a player who previously unhooked you.
-
@Yatol said:
I agree that the cleanse quest is boring and annoying buuuuuut..
- you know you can just heal each other the good old fashioned way?
- dont rely on COH too much, its getting nerfed next patch BTW
- Oni is still an insta down killer
- there are perks that require survivors to cleanse totems, so this will happen regardless
- I will say that your honesty is appreciated, but it sound like you lost because you crutched on one perk not because some rando cleansed them all
Also cleaning of totems is taken into account in the emblems.
-
@Kurri said:
Mods have previously mentioned that there is no plans for a Jeepers Creepers chapter because they want absolutely 0 association with Victor Salva. Even though he doesn't have any part of Jeepers now, it's the fact that he did - thus making this chapter never going to happen.
I hope they change their mind someday
-
@Ghoste said:
"If running the Killer for 5 gens doesn't get you the win" - But it does get you the win, Patrick, by definition. Your team is able to escape because of your chase skills. Frankly, anyone who actually plays this game often could tell you running the Killer is by far the #1 representation of skill as a Survivor. And yet the literal lead designer just doesn't comprehend that. Sad.
But it won't really bring you victory. But it will bring victory to your team!
But there is also another opinion. If you ran through the killer 5 gens, then this is not your skill. This is the killer's mistake. So skill is subjective.
-
But players should not have a goal to increase mmr. For players, the goals are to increase grades , kill as a killer or escape as a survivor of the match, make as many hooks as possible, never get caught by the killer, have fun. Mmr is a system exclusively for the selection of players.
It's like a shooter. The goals of the player are to win, to destroy a lot of opponents, to have fun... And MMR is a matchmaking system.
For the same reason MMR should not be shown.
-
Remind each solo-q of the following:
If you are in the camp, then calmly hang on the hook. You give time to your team. Don't forget you are a team.
If you do not like the killer, the map, you were caught first and so on, then entering the lobby you should understand that all this can happen to you. Don't ######### on the hook. You are a team of survivors. Don't let your team down!
-
Hooks should not be counted in mmr. The killer makes kills through hooks. That is, the goal is to kill the survivors. And if the killer made 8 hooks but not a single kill, then he is clearly not so strong.
About hooks. 12 hooks is something mythical))
-
I would be in favor of this change:
You heal other survivors 100% faster (healing another survivor takes 8 seconds).
You heal yourself 50% faster (you heal yourself in 21 seconds).
-
Not a word about the Deathslinger. And the Hillbilly...
-
@NoOneKnowsNova said:
Shouldn't exist in it's current state simply due to solo queue.
Or survivors should start using perks against totems -_-
-
The problem is not in Noed. The problem is Survivors who don't want to take perks against totems. They don't want to lose their advantage.
-
Or at least remove de-pip. Seriously, sometimes when playing as a killer or a survivor, there is a series of unsuccessful games. In fact, you play for a long time, but you don't move in the ranking system.
-
Only if the icons will be shown after loading onto the map in the menu where we see players and offerings.
-
At the moment I need from the developers:
- improve comfort when playing as Deathslinger;
- add counteraction to boon totems, cooldown;
- reduce grind, remove perk levels;
- mmr. Well, they said they work.
I hope I don't have to wait a year for these changes ...
-
There is nothing toxic here. The killer wanted to play with the hex totem, but he had no luck with its location. And he is extremely offended.
And there are no questions for you. This is the problem of hex totems and their defenselessness at the beginning of the match.
-
@Seanzu said:
Can anyone point at a skin that could be used maliciously?
Blackface is a literal thing, and the black community have been outspoken on this for a very long time, it has a very long history of being used to mock black people, whether you like it or not racists know black people see this skin as blackface, you may not but they do, and that's fine, it's their history.
There has been no history of people dressing up like old people and murdering and lynching old folks, same goes for murdering and lynching of trans and gay folk, it unfortunately happens but those people dont have a special outfit or makeup they wear for such occasions.
Educate yourself.
Off-topic. Where does the blackface begin and end? I once read the news that which girl was being attacked when she did the image of a black character from the game that she likes. After all, a person has the right to self-expression, right?
-
The current situation reminds me of the situation with WOW and Blizzard. Instead of working on the game, they start deleting various symbols. They follow the path of less resistance. Bhvr does the same. instead of working on the game, the feedback system (!!!) decided to remove Bubba's masks. This is not good and this is just the beginning (
-
@Mistikus said:
https://forum.deadbydaylight.com/en/discussion/comment/2729487#Comment_2729487
most of them surly was presured by there vievers its so sad looking at what has becoming in this world, next setp probably what people will only can kill others white people couse if they dont thhey are resist,
A world struggling with all the bad is going crazy. And people become very vulnerable to literally everything ...
-
@Veinslay said:
https://forum.deadbydaylight.com/en/discussion/comment/2729172#Comment_2729172
People using macro flashlight clicking and teabagging are targeting harassing me in a hateful manner as someone with epilepsy. When is BHVR going to fix that?
A very good comment.
-
DBD — copy.png@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/2719770#Comment_2719770
But interestingly the community figured it out for themselves:
a 3K is a sound win, a 4K or 3K+hatch a big success.
For survivors its a sound win if 3 escape, a great success if 4 escape, and always a personal win if you survive.
A 2K/2 survive is a draw.
The community is not developers. We need an official answer, an official position. And you can start from it.
About the victory of the survivors. It would be nice if at the end of the match a scoreboard appeared like in sports competitions or shooters, for example: survivors - killer score 3-1) This showed some kind of command.
-
@CyberDragoon656 said:
https://forum.deadbydaylight.com/en/discussion/comment/2719234#Comment_2719234
So don't play the game to actually win i guess? Why is it that when any other pvp game ######### up on their balancing they are rightfully called out on it but for this game that has some terrible balancing along with cheating problems it's somehow being justified?
Also I love the last segment "Expect to get bullied as a Killer" well gee no wonder no one wants to play killer cause it's expected now to be riddled with toddler brigades and 4 person scunt teams unless you like being the whipping boy for users of easy mode but hey I guess that's what the dev team wants now instead of a balanced game.
The developers themselves cannot say what is a victory or a defeat. There are no clear signs. This is the problem.
-
Adding superheat is the right change. The rest of the changes were unnecessary. Especially the sound of the roar ...
-
@Atrushan88 said:
My suggestion would be to make blessing hexes also 14 seconds, but when you bless a hex, the hex still persists. The killer can destroy the hex totem in 3.5(one fourth of the time to cleanse/bless a totem) seconds to remove both the boon and the hex permanently(while also destroying the totem) or keep both in play. This would make both hexes and boons risk vs reward. Do you leave a hex in play to ensure your boon? Do you destroy a boon at the cost of your hex? It'd be the perfect solution.
Personally I don't think Circle of Healing is that OP. It still takes 14 seconds to light the totem, once snuffed out, if they go back to relight it that's 28 seconds while the killer only takes a second, maybe 2 to snuff it out again. It's a net loss for survivor time and a lot of boon users can kill their team by not doing gens. Light it 3 times and that's over half a gen.
Interesting offer.
-
@pseudechis said:
My new win condition is 4 BBQ stacks also but that's actually a bad thing game wise.
Its a little sad to see BHVR and mods express this too because it means that kills are secondary to game outcome. Meaning the survivor experience is one of very high escape rate and minimal killer threat, while the killer experience is get 4 hooks and call it a day.
That's kinda crap given the theme of the game. I want a scary survivor experience where I may not escape and I want a killer experience where I can threaten survivors very effectively regardless of map and set up.
So I either have to commit 1000's of hours to get great map knowledge and sweat through my shirt playing as hardcore as possible or get used to this new lackluster normal where I will probably get hooked once as survivor and then be fine for the rest of the game walking out the door as I swing a cane or just get 4 hooks as killer and be happy with that.
Can't anyone see that this is a crappy game experience for a survival horror, the theme and the experience is being flushed down the toilet in the name of competitive balance and it bums me out.
The developers themselves do not know what victory is. MMR is calculated from escapes and murders. And the emblem system calculates the player's efficiency. But both systems do not show themselves very well. For example, the emblem system punished highly effective players. At the same time, MMR spits on the gameplay and looks at the result.
It would be interesting if there was a timer in the match) And if the survivors do not run away in the allotted time, they are sacrificed. And the killer would have a choice to either try to kill the survivors directly or slow down the match as much as possible before the timer ends)
And it would be necessary to rework the hook system. Yes, the new 15% regression perk for the generator is interesting, but it's a patch, a crutch.
-
@ThePolice said:
You cannot
@Mandy said:
Sounds are set in the game to a specific point, you cannot adjust individual sounds - just on your own sound settings on headphones - volume up/down etc.
For example, if one person can hear the middle range of sounds in the headphones, and another - the entire range. That is, the first person cannot adjust the equalizer so as to hear the same range of sounds as the second person?!
-
@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2674480#Comment_2674480
Let's be honest, noone cares about BP part. You can't go above 8k anyway.
Just removing dependence will help a little, but not really worth using anyway. It would still be easily cleansed and you would get very little time for it.
Keeping tokens, so you can negate effect in long run and making it classic perk might be interesting.
And yet, do not forget about the bloodpoints. And the Brutality category is the most suffering in terms of gaining bloodpoints.
-
Or leave it a hex perk, but remove the dependence of the slowdown on the number of tokens and make an increase in bloodpoints in the Brutality category.
-
This will destroy the perk. A very bad change. It's not fun.
-
@[Deleted User] said:
That's really not necessary. When I've played as killer I have found them so damn easy it's laughable. I mean sure they just blessed somewhere else, but the audio is so crisp and obvious it took me less than 2 seconds to zero in on them. Are you playing the game on mute?
This sound is difficult to hear in my headphones. As well as the sound of injured survivors, survivors on the ground, and so on.
Is your EQ tuned somehow? I am using the default settings.
-
@Faulds said:
https://forum.deadbydaylight.com/en/discussion/comment/2673364#Comment_2673364
https://forum.deadbydaylight.com/en/discussion/comment/2673375#Comment_2673375
I don't think they go back to insta-quickscopes... thats why i'm making a suggestion about the path they chose.
https://forum.deadbydaylight.com/en/discussion/comment/2673382#Comment_2673382
He's as weak as billy is claimed to be, he's good (not at nurse level obviously) but hard to play. They just need quality of life improvement. I know what a weak killer is, since my main is pig... her power is lackluster in every aspects; thats not the case of billy and deathslinger when i play them.
ADS camera speed is not a quickscope. This is the speed at which the camera moves in the scope. You are confusing this with the time to enter the scope (Activate / Deactivate ADS).
-
Removing the penalty to ADS camera speed would be enough already. This is much better than 115%.
-
You can reduce the duration of the effect to 30-45 seconds, but when hooking, the perk will be restored.
-
@Hunter_Main_322 said:
https://forum.deadbydaylight.com/en/discussion/comment/2644947#Comment_2644947
There are games where you are knocked down and you lie on the ground for the whole game and it's not cool boring and annoying
This is normal, there are unsuccessful matches. This fact must be accepted.
If you lie on the ground during the whole match, it is more likely that the killer is keeping you in the camp. And this means that by doing nothing, you are bringing benefit to the team that makes (should do) generators.
By the way, the survivors in the camp (on the ground or on a hook) also didn’t stop to hammer into their heads that they were doing important work - they were distracting the killer. They may not be happy, bored or otherwise, but they are a helpful team member. And the survivors are above all the team. And if they kill themselves on the hook or on purpose by the DS, then they are a piece of #########.
-
@Liulihaocai said:
I think they needs a server-side anticheat in my opinion
Also EAC can block (rumored) some people for changed icons)) So yeah, it would be nice to replace the anti-cheat)
-
@Icaurs said:
https://forum.deadbydaylight.com/en/discussion/comment/2644786#Comment_2644786
The hook example, was only there to show how long 2 minutes actually is in a match of DBD.... the bleed out timer doubles it. I don't want the hook timer to be changed.
I'm just... going to post leave this here
"In the game, situations are normal that bring, should bring discomfort, cause a feeling of helplessness. And being on the ground is this situation. Not everything should be fun and enjoyable."
By our own words, DBD should not be fun, it should be a miserable experience. Slugging does not bring helplessness, it brings boredom as I tab out to wait for the bleed out timer.
That is such an awful toxic mindset. Fun should allays be prioritized and the game should encourage as much fun for both sides.
I attempted to provide an idea that allows for strategy for the killer while still allowing for players to participate in a match. An attempt at least to match balance with fun. You clearly have a different goal for the game meaning you would never agree to my idea unless it tilts heavily on the side of killer.
Perhaps more accurate is that not all aspects of the game are supposed to be fun. For example, how can you have fun on a hook or fun to get hit on the head with a pallet or get blinded by a flashlight ?!
And you cannot make a fun game for both sides, when the goal of one is to catch up, hang, kill, and the other does not allow to be caught and escape. Those. absolutely opposite goals and tools. Each side has its own some sad situations, they should be, and that's okay.
P.S. And don't use the word toxic. Find another one. And so many people use it instead of finding a word that more accurately describes something.
-
@Icaurs said:
https://forum.deadbydaylight.com/en/discussion/comment/2644473#Comment_2644473
The 60 second timer was a generalisation. If the idea was ever put into affect I would support it being tested at 120, 90, 60, or 30 just to see how it affects matches and pick the most balanced. Remember I would make a condition that you cannot start recovering until the timer goes away, so even if it was 60, it would be 60 + the recovery= 70 seconds. Your teammates can still heal you though. However somewhere between 60-90 I think would be balanced.
I said I recognise that slugging needs to exist, however there is a difference between slugging because you find 2 survivors , down one and then chase the 2nd. That I think is fine. What I hate, is nurse with infectious fright flying around the map downing everyone then getting 1 hooked. I don't even consider that a match. My idea would still allow the first scenario as an entire minute before recovering is a reasonable time to down the 2nd survivor. (lets say it got extended to 80). However the 2nd scenario would be prevented.
4 minutes is not a long time? ok, an average match of DBD is 10 minutes. 4 minutes is almost half a match. How long is the survivor hook timer? The hook timer is 2 minutes so half of that. So if 4 minutes is not a long time, and the hook timer is half of that, then surely you would agree the hook timer needs to be extended to at least 4 minutes, since it isn't much time at all? In all seriousness if you don't think 4 minutes is a long time to just sit there slowly losing , I don't know what to say other then you are objectively wrong.
Survivors don't force the killer to do anything. The killer can play however they want, its just that slugging, tunnelling and camping is the most effective. As I said slugging is still an option, if you don't think 60 is long enough, cause I think it's more then enough if you're not downing a survivor within a minute then you deserve to get gen rushed, but lets say 80 seconds. 80 + recover= 90. Now would you agree. If you can't down a survivor within a minute and a half, you need to practice more as killer really.
If the killer is playing off the ground, and the team has no time to lift the recumbent survivors, then the problem is definitely in the survivors. And this is definitely not a reason to strengthen the perk.
Also keep in mind that this is a Second Chance Perk !! This alone makes you think about whether he needs amplification.
It is incorrect to compare the hook timer and bleed timer. On the hook, the survivor can only hope for the team. And on the ground, he can crawl, hide from the killer, or crawl to his team.
In the game, situations are normal that bring, should bring discomfort, cause a feeling of helplessness. And being on the ground is this situation. Not everything should be fun and enjoyable.
-
@Icaurs said:
https://forum.deadbydaylight.com/en/discussion/comment/2642884#Comment_2642884
That is why I gave it the 60 second timer. You can still slug, it still an option, however you can't leave survivors on the ground for 2-3 minutes, as they slowly bleed out. We should be discouraging that sort of playstyle. If a survivor spends more then a minute you are effectively holding them hostage. They can't die, they can't play the game, its not really any different then trapping them in a corner. In my first post, I recognise the necessity of slugging, it sometimes has to happen, however it should not be encouraged, and certainly should not be a playstyle.
Until killers are given another opportunity to put pressure on survivors, slugging will be relevant. And it depends on the actions of the developers.
I also disagree with the fact that when a survivor lies on the ground he is being held hostage. The near-death state is one of the conditions of the survivor. Moreover, he can not be in this state for a long time, only 4 minutes.
I also don't like the fact that the survivors force the killer how to play. The killer already has few styles: hooks, slugging, tunneling, camping and facecamping. And you propose to deprive him of one of the styles, one of the choices.
And the suggested recovery time is too short. It must be at least 90 seconds long.
-
It is necessary to change these achievements and the developers can do it. They also changed the hatch achievement.
-
@White_Owl said:
https://forum.deadbydaylight.com/en/discussion/comment/2642955#Comment_2642955
That's not a reason to make a borderline addon completely broken.
So... It's about using two addons together, not separate. The effect of addons individually does not change. Their bundle is getting stronger.
-
@White_Owl said:
Nope. Being able to instanly kill a survivor on the spot is already strong enough without the need to remove the only counter. Just suck it up and hook them.
I am writing about a bunch of these two red addons. Judith's Tombstone without Fragrant Tuft of Hair will kill as it is now.