Warcrafter4
Warcrafter4
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Its because of the co-op penalty and the fact that your bar's color represents your speed not the total speed.
Its also why when your co-op healing someone without a speed increase but the other survivor does have one its gray(Normal speed) instead of yellow.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/320376/these-afk-killers
My suggestion to survivors is do all the generators, open the gates and let the entity kill you. That way the AFK killer goes up in MMR.
Afking for the entire game is already a report-able offense.
So doing this just wastes your own time as MMR doesn't matter if they are banned.
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@Shaped said:
https://forum.deadbydaylight.com/en/discussion/comment/2919296#Comment_2919296
I never called for killer nerfs though. I even thought spirit was fine.
I never said you did its just what you experience is pretty common here and its usually from the very people pushing for nerfs the most.
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@Shaped said:
I do. He was played a lot.
I was actually sick of vsing him at one point but now I miss the old one.
Funny how that works.
I have noticed this happens with pretty much every major killer gutting.
A lot of people want killer nerfs when they'd just want variety and the nerfs they asked for get them nothing in the end.
As now they have less variety due to the smaller viable killer pool.
This has and always will repeat on these forums until people realize both that what they truly want is variety and killer nerfs won't give them that.
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@Aven_Fallen said:
Personally, I would rather remove some Add Ons to declutter the Bloodweb a bit. So instead of 2 Add Ons you most likely wont use anyway (because Keys just suck), there is only one Add On which shows Survivor Auras up to 48m away and the 24m-Add On is just removed.
In general, the problem is that Survivors have 3 times as many Bloodweb-Items compared to Killers. Which makes it a pain to get certain Add Ons. So I think, that they should remove Items completely from the Bloodweb and make them a Power of Survivors which they can equip. So instead of 3 Flashlights, 3 Keys, 2 Maps, 4 Medkits and 6 (!!) Toolboxes, there is only one of each which cannot be found in the Bloodweb, but can be choosen via a menu. To avoid 4 Survivors with Medkits every game, maybe change it that a certain Item gets blocked for a few matches (2 or 3) after it was used.
Then, you already have 18 Items less in the Bloodweb. And the Add Ons will be reworked, removed or merged (e.g. a Map should show everything like a rainboy Map, which allows for the respective Add Ons which grant the abilities to the green Map to be removed), which results in a much lower amount of Add Ons (which will be gone after each game, unless the Survivor has a White Ward).
But I guess this is way too complicated.
So, yeah, at the very least Keys should get some Buffs to make them worth taking for their Aura Read-feature.
I agree that we desperately need a Blood-web/add-on squish at this point as it has bloated out of control.
Its also even worse when you consider that some add-ons such as the "Black Silk Cord" no longer do anything after the recent hatch changes.
As for example making it so the base map has all "pointless" add-ons made baseline:
Yellow wire/Glass bead(The yellow add-on not the infinitely better purple one)/Black silk cord.
Maps wouldn't realistically be that much stronger but it would squish the Blood-web.
Another example for things like med-kits which you CAN'T make their removed add-ons baseline:
Make make all brown med-kits into yellow med-kits(Maybe make yellow med-kits both yellow and brown rarity so they show up as often) and convert the rubber gloves/butterfly tape into bandages and turn all medical scissors/sponges into needle and threads. Finally turn abdominal dressings into surgical sutures.
Med-kits would be too powerful if you made all removed add-ons baseline so converting them into the non useless same tier/type of add-on(If possible) would help remove the clutter without breaking the item.
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I know you're joking butWe had community made mods in the past that let people do that and it was such a disaster(It caused infinite queues and lobbies) that those mods got black listed and the code got changed to stop them from ever working.Also anything that lets 4 separate people filter out their opponents will lead to infinite survivor queues/lobbies which is what happened above. That's before you consider how petty the community is about filtering out anything that beat them...Like what happened above!
As for any filter system that takes a whole team into consideration all it takes is one bad apple to make lobby's wait time infinite. Let alone it would open it up for people purposely griefing lobbies by making them infinite...Like what happened above!
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Breakable walls are an amazing idea with a horrible implementation.
Having breakable walls alter the map lay outs to both help the killer like how they were done with the Midwich shortcuts is a good idea.
The fact that they are glorified predropped god pallets or traps that create infinite loops 90% of the time is what's wrong with them.
Remember some of them are so horribly made that maps have been disabled solely because one breakable wall didn't spawn:
A recent example is the bug that caused the saloon's upstairs trap room breakable walls didn't spawn which turned the ENTIRE MAIN BUILDING into an giant true infinite loop(If played right the chase always broke so no entity blockers ever spawned).
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@TragicSolitude said:
I dislike the veins so much and never use prestige weapons because of it. I just want blood. I love blood. The veins are unappealing.
I feel like perstige could have 2 weapon variants unlocked:
One with the blood+ blood veins. One with just blood.
That or to kill 2 birds with one stone: Give each clothing slot an accessory slot which would let you choose to add the accessory to a compatable item.
Aka base weapons/blood weapons for prestige veins. Meanwhile things like the anniversary halos could go with every head piece.
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@GoshJosh said:
I don’t get why this and the Styptic Agent still consume the medkit upon use after their nerfs. Brand New Part used to do the same thing, but now just consumes itself. And all add-ons are lost regardless of the outcome of the trial for survivors without Ace in the Hole anyways. Plus it reveals to an attentive killer that it was just used, possibly negating its usability.
Survivors should get to keep their medkits when using these add-ons. They are otherwise fine.
To be honest I think its simply because both of them can give a health state even when a medkit doesn't have a full heal left.
Plus I can imagine it being there to give a downside to using them early game where they could deny the most killer's pressure given how important the early game is for killer.
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Breakable walls are a good idea implemented as horribly as possible while perverting the community's idea for wanting them to begin with.
They were requested as a means for the killer to alter the map in their favor and weren't ever suggested as being used in loops at all(Let alone being used to bring back "Breakable" infinite loops).
So for them to be fixed nearly every single map but midwich would have to rework how breakable walls are used. EI removed from loops.
Plus they should add in entity blockers to specific walls(These walls are marked by entity tendrils being fused with them) that only the killer can pass through but not survivors(unless being carried).
This would let them keep some of the current breakable walls while also allowing for more interesting possible wall designs. As having the "Trap" walls such as current badham breakable walls being for the killer only would fix them as the trap walls like the one on saloon create true infinite loops if broken as they currently stand.
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Its not dying but it is bleeding.
So Its slowly going down but can theoretically be fixed.
Also for those who say "Its only steam" just remember that when one platform is having trouble its usually an indicator that either something is wrong with the platform or the game itself.
As problems with the game itself effects all platforms and PC isn't having platform related issues(Unlike consoles with historically poor optimization and performance).
So the PC numbers probably reflect falling overall numbers but given the small % loss its probably not effecting consoles much just like its not effective PC much.
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@beatddb said:
https://forum.deadbydaylight.com/en/discussion/comment/2914139#Comment_2914139
What's bad abour her lore? I'm genuinely asking cause I stopped reading past the killer description lol
Effectively the lore contradicts/Retcons the tragic kind hearted altruist base story and turns her into what is effectively a eugenicist supremacist murderer with no redeeming qualities... Nor even any true reason for killing.
It also didn't address anything relating to her in game powers nor why she has marionette like animations which is what people wanted to know to begin with.
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I would change the game-play design philosophy.
I'd let perks that encourage you to interact with the other team to be more powerful while giving solo queue more tools to work with.
So that interaction between players is encouraged over just being solo on a generator and wishing your team actually doing their job.
I'd also weakening or reworking the abilities/perks that reward you for avoiding the enemy team or you're own team(Circle of Healing is an offender of both).
I'd also just add in features like the obsession change spider tendrils(Which for those who don't know begin to move while the obsession is being chased) for everyone so that random people work better while in solo queue. This also wouldn't change SWF power level either.
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Losing streaks are a thing in all pvp games and should be expected to happen eventually.
Secondly a 50/50 ratio doesn't mean every game is expected nor even meant to be a 2k.
As its possible to get 50/50 from a balance of 3k and 1k games.
or a balance of 4k and 0k games.
Also given DbD's snowball nature for both teams means a 4/3k or a 0/1k are far more likely then a 2k.
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Part of the reason why you take STBFL is that it lets you win nearly every single hook interaction as M1 into shred counters BT and M1 at max stacks is faster then the unhook so they can't even hook trade vs demo.
This even applies while carring a survivor as you effectively can't be safely body blocked.
Plus who doesn't like a hyper doggo barking.
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@RakimSockem said:
https://forum.deadbydaylight.com/en/discussion/comment/2900246#Comment_2900246
Except Self Care isn't balanced, it's trash and spending 40 seconds healing yourself is annoying and takes WAY too much time
Its only 32 seconds(100% time efficent as normal healing is 16 of 2 people's time or 32 total) and Self-care was considered meta is several regions before Circle of Healing was released.
Remember there's a reason why Self-care was hard nerfed 3 times over and Circle of Healing is going to be even at bonus 50% healing speed a pre nerfed Self-care and thus in the historical "Overpowered" territory still.
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Epic game's numbers are kinda meaningless with known mass created hacker bot accounts; Let alone this needs a source to be valid.
So...You're just spreading heavily misleading information that has a high chance of being outright false.
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/2895587#Comment_2895587
110% killers are relying on their power anyway. you can't M1 chase survivors with 110% killers unless survivors do heavy mistakes
Deathslinger, Hag, and non-perfect Spirits say hello.
Remember 110% may rely on their power but they still need to actually get into range/run up after getting out if their powers to land a hit.
If a hag doesn't instantly hit a survivor after teleporting or a spirit popping out directly on top of them they literally can't hit a 110% survivor.
Also Deathslinger just flatout can't do anything if they run at 110% before they are within his 18 meter range(With theoretical chained/multifloor dark theories for range).
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This build is also why dark theory can't be buffed as it will literally make you unable to be caught by 110% killers if its speed ever buffed by a single point.
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@Satelit said:
https://forum.deadbydaylight.com/en/discussion/comment/2895557#Comment_2895557
I can't remember the last time I versed a Hag so I wouldn't know
Hag's traps work through the floors so she can teleport as much between floors as the nurse mid chase the moment the survivors step on one.
Plus due to the small doorways/coridoors she can completely block off entire sections of the map from the survivors in chase unless they can take the hit.
Also its possible to 3 gen yourself across floors against the hag meanwhile its normally not possible against most killers due to how slow it is to get between floors normally.
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@Satelit said:
I actually love Midwich as survivor,unless it's a Nurse for obvious reasons.
You should see what the hag can pull on that map as she is also quiet nasty on it too.
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Its Legion.
Its so biased towards Legion that I have pipped in gold rank with a 0k before as Legion.
In fact I think it might be one of the reasons why legion is so popular is that even in bad games you still get positive feedback from the game even when you lose unlike most other killers.
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@GannTM said:
Ok we get it. Survivor is OP blah blah blah. It’s the same old posts every single day, why can’t more people post about the killer/survivor they’re passionate for instead?
Its because people keep on telling them not to play them and to play the "good" killers instead because the killer they like sucks.
This means unless they complain to get the killer they actually like to play buffed they CAN'T play the killer they're passionate about without getting constant miserable games with them.
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@Marigoria said:
It isn't bannable but it should be.
Only thing that will accomplish is getting it changed sooner than later.
TBH is it even a bad thing to force pig boxes to change?
Pig boxes have needed to be changed for years because of their insane RNG nature of being completely useless or giving free kills with no real control which happens on either side.
So anything that can push for a fix for pig boxes to not make them so frustratingly RNG for both sides sounds good to me.
For example: Just think if pig boxes always needed 3 searches it means that the pig both has consistent slowdown but can't block one box to kill the survivors as there will always be 2 boxes that will free you.
This also means survivors with bad luck can't have their head pop because they got unlucky on a large map nor the opposite side of luck with constant first box escapes.
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Most players here are running at least 2 meta perks(Plus 3 freaking Circle of Healings and Iron Wills) AND your team brought a map offering...
idk what you're even trying to prove here as this is quiet the meta survivor lobby.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2890699#Comment_2890699
How was that harassing exactly?
They are literally going out of their way to spam noise notifications just to piss the killer off?
How is actively going out of your way to annoy/anger someone not harassing them?
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2890504#Comment_2890504
Then don't play Onryo if losing bothers you this much and she's as weak as you say she is.
This is how a Nurse/Blight main is born Gann as this mentality is how killer variety dies.
Because if they are going to be harassed for losing as a weak killer then they might as well go all out on the strong ones.
If they'd be treated horribly either way might as well play the meta.
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This would just be used by every survivor hacker to hide their instant generator completion hacks from the killer...
Plus it would cause chaos for solo queues who wouldn't know how much a generator is progressed and can cause them to focus on the wrong generator thinking a nearly complete one hasn't been touched.
It only helps hackers and screws solo queue survivors even more then they already are.
So lets not do this.
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The meta won't change due to how strong the meta perks are as most have effects that can outright win the game for the survivor's team.
I mean Decisive Strike is both a stun and a near instant heal in one perk as a self breakout heals a survivor from dying to injured.
Borrowed Time body blocks can kill any snowball potential the killer has. Plus the killer doesn't even need to be camping but just chasing a survivor who ran to the hook can give a game winning body block meanwhile if they didn't have the perk it would be a game losing play.
Dead Hard eating powers can literally let survivors block attacks that should have downed teammates or if used against a trapper literally turn the trapper's own power against him. Its also causes a lot of bad interactions with powers that break pallets making them not break pallets when they should have, effectively stunning the killer.
Also the less said about the game breaking duo you mentioned the better other then the nerfs were for the best for the game's health.
TLDR: The current survivor meta is so broken that nothing short of game breaking perks will ever change it and we even have evidence of it!
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This is just one of the many design issues with Boons that should have been caught before release as this isn't a hard issue to find during theory-crafting the perk type let alone play-testing them.
Boons need a rework to make them both more fair and allow them to be stronger as a lot of the Boons are weak due to how unfair they'd be if they were stronger with the current Boon mechanics.
For example: If Boons could be permanently removed the devs could buff all weak Boons into being worth bringing as they'd actually would have an inherent downside to them.
As having a meaningful inherent downside to the mechanic allows for stronger effects without breaking the game like Circle of Healing has.
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I don't like the loss of most of the cool-down/duration add-ons and stolen sketch book makes no sense as the FF cool-down penalty on basic attacks don't make sense with his current iteration let alone reducing it.
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I fully expect that it will eventually be made into X% Altruistic healing speed aka doesn't effect the self healing.
Remember even former devs were confused as to why the healing speed up effects the self healing.
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I mainly feel bad when its not intentional as I know the sheer bad luck of constantly running into the killer blindly.
Especially when its a stealth killer like Wraith or Pig.
That being said if you want my attention you have no right to complain when you get it!🎶
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@jaawn said:
https://forum.deadbydaylight.com/en/discussion/comment/2882492#Comment_2882492
Using flashlights or dead hard, etc... is not preventing someone's ability from playing or enjoying the challenge of playing. Camping someone to death on first hook doesn't allow them to even play. They can't progress, they have no good options. They don't get another chance. It is different from all of those other examples.
The entire point of flashlight saves is to prevent the killer from hooking the survivor.
Hooking the survivor and activating the corresponding perks is part of the killer's game play.
Thus flashlights prevent the killer from playing that part of the game causing the issue.
As for Dead Hard it prevents hits and thus causes the above by different means.
Same goes for ALL STUNS IN THE GAME! As a stun inherently prevents you from playing for its duration thus using pallets/head-on/Decisive Strike would also violate EULA according to the way you interpreted it.
So lets not argue semantics anymore as that part of the EULA is meant for people who prevent the game from ending at all. Aka things like holding the game hostage by body blocking a survivor in a corner(As either role). Camping/Slugging both cause the game to end so they don't count even if it takes a while.
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We already have map hazards/barriers...They are solely for the killer the overwhelming majority of the time.
Breakable walls are map barriers inherently and lets not kid ourselves they are solely there just to make the killer's life worse with them making infinites or being noob traps like the Badham school's doorway walls that make pseudo infinites.
Also for hazards less said about the weird pallets that can force the killer to fall down floors the better.
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CoH is still far better then Self-care given that you don't need to run the perk so for 3 out of the 4 survivors its a free faster Self-care.
Plus its still faster then Self-care if you heal yourself twice at it.
Remember the new hemorrhage buff is going to hurt Selfcare more then CoH due to healing being interrupted matters more for slower heal then faster healing.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2877660#Comment_2877660
Boil Over is used in 2.63% of the time by survivors, it's pretty much dead. Not sure what it was before the nerf.
That is actually well above average for % useage once you consider its competing against 103 other perks for a slot in you're build.
The average % if all(104) perks are used equally would be under 1% usage.
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@remoirel said:
https://forum.deadbydaylight.com/en/discussion/comment/2874129#Comment_2874129
but whats the excuse for people camping when theres no CoH in play :|
Remember unlike survivors killers don't get to see the other side's totem perks.
Aka a killer CAN'T know if CoH is in the game unless they see MULTIPLE survivors self healing near a boon as Self care/med kits exists.
Its one of the main issues with boons in general(Not just CoH) is that the killer is left in the dark about them and have to assume the worst if they hear one being placed.
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@MrDardon said:
https://forum.deadbydaylight.com/en/discussion/comment/2870489#Comment_2870489
Still not sure. I like the walls and how they make an "arena".
Also like someone already said, the Trials are fragments of the characters real worlds. Without walls, you'd be able to see beyond that fragment.
I meant as in there's a solid wall of rocks/ships wrecks so that despite it being on a beach/seashore there is no escape other then the exit gates/hatch.
Aka more thematically fitting walls for the map rather then just the plain brick walls we have now.
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@MissBehavingX said:
https://forum.deadbydaylight.com/en/discussion/comment/2870812#Comment_2870812
You dont think it's unfair that everyone has to lose their items because the killer decided he didnt want to play that match after one minute?
I think addressing why killers are leaving within the first minute when survivors throw everything they have at the killer is more pertinent of an issue over losing add-ons/offerings.
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I'd say no as SWF could abuse it to no end with white wards and map offerings with a rotating designated DCer who brought no offering if something goes wrong.
Plus it would reward bully squads/Griefing killers who manage to make a killer/survivor DC.
Remember this would allow a 3 man SWF to grief the solo in the game into DCing while keeping everything crazy they brought in to piss of the killer with.
Edit: Or just think about it like this: Solo queue is bad enough as is and this change would reward SWFs for making it worse for you!
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Given that Call of the Brine is pretty much the only relevant part of the chapter for either side from this chapter.
Mind you all it does is more or less makes kicking generators work as intended at slowing down the match slightly; making it nothing more then yet another band-aid perk for a broken base mechanic.
5 out of 6 perks have more or less failed to do anything and the new killer is(No pun intended) dead on arrival.
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@MrDardon said:
It's a Trial of life and death, not a neat vacation on the Dominican Republic.
Seashores or hills would be kinda anticlimatic.
Depends on the seashore as a ship graveyard is still a seashore that could be blocked off by the remains of the doomed ships.
...This idea also makes me want to have a Undead pirate killer now.
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/2870453#Comment_2870453
Multiple snow maps?
Ormond, The Game's exitgate areas are snowing.
Finally Lerry's has snow on both exit gate areas and falling through the holes/windows throughout the map.
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My vote is for a Wendigo as its an iconic brutal/bloody/gory(Just form their appearance alone no less) American monster.
Plus we are still lacking an ice/snow themed killer in the game despite having multiple snow maps in the game.
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@AcelynnBen said:
https://forum.deadbydaylight.com/en/discussion/comment/2870432#Comment_2870432
Take this guy for an example, let me guess u run dead hard, ds, a flashlight and head on?
maybe a boon sometimes?
I think he meant it as: What you did in those games wasn't toxic and just normal gameplay.
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@drsoontm said:
https://forum.deadbydaylight.com/en/discussion/comment/2865086#Comment_2865086
Have you noticed how many are arguing there are "god Nurses" and that's bad, but once it's pointed-out that good survivors (not "gods", merely good) hold their own, it appears to be an invalid argument? Anyone got the definition of double-standard somewhere?
And everyone saying she has no counters and discards "every" defense of survivors really is saying he doesn't know how to play properly yet.
"Rules of thee not for me!" summarizes the anti nurse comments on this thread I agree.
Also I just want to point out that if a god nurse is facing off against bad/average survivors either they are smurfing or more realistically SBMM had failed as a god nurse should never be against bad/average survivors to begin with.
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A dark souls character.
Preferably an invader/traitor for the killer and one of the machinery using characters for the survivor.
Imagine "The Forlorn"(DS2's main invader) or "Knight of Thorns" (Kirk) being the killer chasing the survivors to rip out their humanity.
Meanwhile The Bearer of the Curse/True Monarch(DS2 protag/Their true ending title) or for an odd ball survivor choice Patches being the survivor as both are shown to be able to work well with advanced machinery.
Just imagine of Patches has a BBQ/WGLF BP multiplier but gains stacks for destroying totems.
Both to piss off players and the fact Patches would hate the Entity and would use a mocking voice line when successfully breaking hexes.
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@BuffTrickster said:
Huntress does have beach ball hatchet hitboxes though. They should have an accurate rectangle around them; I don’t care if it made her “bad” to play.
You don’t see this LaTeNcY problem with Trickster’s blades or Deathslinger’s spear, yea? How this is still defended and normalized is beyond me.
They can't be just rectangles as that doesn't work for the spin the hatchets have which can cause hatchets to physically hit but their hitbox to miss. Plus even if the rectangle did spin it would cause dead zones for her hatchets...Again due to the spin
So they're forced to be either a sphere or a giant coin in terms of shape just so you don't have hatchets phase through people.
This is purely conjecture but this is my guess as to why no other projectile in the game is spinning is to avoid this hitbox issue.
Edit: Ps they did try the rectangle hatchet hitboxes once and it caused the previously mentioned issues is how I know it.
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/2857269#Comment_2857269
Why not use same time to ACTUALLY fix problems instead of this band-aid?
Simple: The first step to healing an injury is to stop the bleeding.
Healing such major issue will take time and trying to forcibly cure it all at once has had historically....Less then ideal results for a lot of developers who tried.