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bjorksnas

bjorksnas

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bjorksnas
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  • @Fibijean said:

    I would encourage you to report this as a bug here: https://forum.deadbydaylight.com/en/categories/bugs

    That's the best way to make sure it comes to the attention of the developers, assuming it is indeed an issue with the game.

    Im to lazy to report it properly but to get people informed that it exists so that some individual who cares enough will take action is the main goal

  • Honestly the more they complain at the end of the game as killer even if I lost makes me feel like a winner every time

  • Bit of a stretch being that we have no tangible data on them. But also just leave it its alright for maps to be more killer or more survivor sided. If every map was survivor sided the game would feel like a cakewalk with not much challenge at all. If all maps were killer sided it might feel as you literally had no way of doing anything to win and lose interest for survivors. With some maps being killer and survivor sided it adds more interesting situations and underdog plays to the game that would otherwise be well I did average on an average map as an average killer which time after time would be boring.

  • The maps should never all be 50/50 survivor and killer sided perfectly because that means they would all be so alike the game would start to lose all interest

  • The rotation animation just happens after you load in. Theoretically you load so long the game gives up on you to the point where all 4 other plays load in and have time to play the game before your system decides if it wants to load in or not. It's not the animation and also the animation is a nice thing to have as the game starts as it tells you the map and shows a little around you to get your bearings.

  • You want to hear a survivor sided map. Ez mothers dwelling.

  • Still better than not being able to play the game at all though, just upgrade some parts. im on an 8-9 year old computer with 1 recent part and everything else as it came. Shouldn't be too hard to get some parts.

  • @SmarulKusia said:

    https://forum.deadbydaylight.com/en/discussion/comment/1257487#Comment_1257487

    Slugging is taking the game hostage. I've ran into plenty of killers that think slugging is so clever and funny, leaving the last survivors on the floor to bleed out. I can't do anything in this situation. I have to crawl around in hope of maybe finding hatch if the killer hasn't already closed it and eventually bleed out, but if i leave prematurely then I will get nothing out of the match. So i have to sit there and wait.

    Facecamping is taking the game hostage for that survivor, and mostly the team, they are denied of continuing the match and eventually led to die. Yeah, sure the team can counter this by doing generators but realistically, this isn't actually a solution, because it will happen to all of them and whilst the killer is rewarded for this behaviour, the survivor has to take a punishment and for what? trying to play the game but being forced to sit on hook because it's impossible to get off.

    You don't have to camp the gates, as a killer, i tend to walk back and forth from gates in hopes of finding the survivor, hell sometimes, ill even let them escaping knowing that I killed the other three. But it is taking the game hostage because you shouldn't be camping the gates, you should be trying to find the survivors.

    Taking game hostage by delaying how long the game goes on. The timer means that survivors eventually have to leave and the insta-kill on hook means that survivors can't struggle until their struggle timer runs out.

    If the killer is slugging the last guy there is probably a reason.

    1. There are no hooks around because they killed everyone and don't want you to run free and find the hatch.
    2. You annoyed them to the point of deserving this kind of treatment. Sandbagging teammates, farming in front of the killer with no obsession and no bt.
    3. They are just a mean killer

    There is always a reason so if you wonder why they did it or perhaps may have had to do it just ask after the game.

  • So only the killer sided maps need a rework but not the survivor sided ones. Alright.

    Also there are some safe pallets and to make pallets more useful just add them to the loop so the killer has to break them.

    Most of the time its the mindset needing to be changed rather than the map.

    There are great looping locations and plenty of opportunity to use balanced landing or throw down a pallet to vault it to use lithe

    Also if the pallets are unsafe people should be cornering themselves at them unless they have spine chill + resilience and are amazing at prediction

  • Just need a better pc/internet because seemingly you are running on very low end tech. Or just play on low because for some reason people think the better the graphics the better they will do at the game.

  • Also iron will + spinechill isn't enough can literally tell if she is looking at you while making no noise unless she also gave up a perk slot so she could still hear you. If it is that bad where you only go against spirits also bring off the record that way no sound no matter what and spinechill to give feedback on phasing.

  • @SmarulKusia said:

    So, with the new patch, survivors can no longer take the game hostage by struggling on hook (Also denying the last survivor/s from their struggle points).

    Another way that survivors have been denied of taking the game hostage is by having a timer on when gates open. Don't get me wrong, I like the idea of denying people taking the game hostage, but why has this been so survivor-sided?

    Killers can slug, facecamp, camp gates which only delays the game.

    Survivors can't even loop/run the killer without the game taking the killer's hand and helping them through bloodlust, whereas a survivor gets none of this. I don't understand why the game rewards ######### playstyle/'strategies' on the killers side, but survivors have anything and everything taken away from them.

    You aren't supposed to be able to live forever and bloodlust just adds mounting pressure to a chase that has gone on to long with little to no resources. Also every single one of your killer taking the game hostage is just the killers mounting pressure on the survivors so they can win. Ever since new ruin its been kinda hard to hit and run 8 hooks before killing anyone without also instantly losing. Also killer delays the game... thats their job to delay the game and objectives to mount pressure on survivors.

  • @Diggly said:

    Interesting idea, but that might be too good with something like Bitter Murmur and an Instadown killer

    It might be strong but you are giving up 2 perk slots for interaction that might not even happen unless you are close or know where the generator is gonna be completed

  • 3.7.0 patch directly addressed it and said it was fixed. Did this happen recently?

  • I don't know why wiggle and struggle make people think they have to press it with all their might. But you only have to do so much for both wiggle its like 3 key inputs per second which is basically nothing.

  • @Jarmendo said:

    Any Ideas on how to make BP Gain for Survivor equal to Killer?

    Give up a perk slot for were gonna live forever just as most killers give up their sanity to go against survivors

  • Yea its pretty funny if it is happening and you pick someone up it makes the bump noises as well but not the fully tantrum.

  • @devilboy1234603 said:

    As a survivor (not main I’m an even split on both) playing up against the spirit SUCKS. You have no indication of if she is phase walking or not, and it leaves for very little counter play. For example, say the spirit stands still, you have two options, either wait, and hope she doesn’t phase walk around the pallet u threw down, or two, walk away and hope she’s not good at predicting (most likely she is). Let me tell you why faceing a NURSE is much more fair, she is the best killer in the game, but there is definitely counter play that’s present. You know when she’s blinked, if you turn around you can see if her sword or hand is up, knowing what she would do next, and she has a cool down which prohibits her from double blinking again. There is much counter play, unlike spirit, where it’s not fun to play against her. Here’s the solution, make it so her FACE does something if she’s in phase walk. Make it discrete so it would be difficult for the survivors to notice. And have it be a one time face change. Good survivors will notice, bad ones won’t, rewarding a higher skill ceiling. The sprit could Also simply turn around to hide it Or act quicker. Making pallet stand offs last much shorter and ultimately increase the pace of the game. I just want to introduce a small amount of counter play that doesn’t make facing her an unfun match up, or ruining her base kit and power

    Spirit is good but is still hard to play and if you had feedback of her power she would instantly drop so much on tier lists. Also the other killers with feedback 80% of the time the survivor counter is run in circles which while it doesn't do much is still annoying to watch.

  • @Ascended4Head said:

    "Lowering the great skill check bonus narrows the gap between survivors who constantly hit great skill checks and those who never do. It also has the effect of stabilising repair times, since it was found that on occasions where a good player was randomly given a lot of skill checks in quick succession, they could save an enormous amount of time on repairs by consistently hitting great skill checks."

    They are also going to add breakable walls to all maps.

    This has been their entire philosophy in survivor for the last 18 months. Nerf survivor so everyone is running around like a good little brain dead plaything to pad out killer 4k rates. I don't understand why I should be punished for doing well at skill checks. I don't understand why I should be punished as a survivor for being good at looping. We see the breakable wall in the new map in killer shack. Killer shack is one of strongest killer areas since it usually spawns the basement. It is also one of the funnest mind game spots in the entire game. Now destroyed due to a breakable wall, that again, counteracts any type of skill or critical thinking by the killer.

    Then we have blood lust, which should be removed. By why isn't removed "[In other words, it’s an insurance mechanic which is primarily intended to make chases feel more intense the longer they go on] – as Patrick jokes, Bloodlust is “a metaphor for the inevitability of death”.

    FINALLY THE MOST IMPORTANT THING IN ALL THE Q&A

    "According to statistics, most chase-ending hits occur around the same time that Bloodlust 1 activates, so it’s quite rare for Bloodlust to have a substantial effect on the chase."

    Bloodlust 1 activates around 15 seconds. Forum intellectuals on here claim that chases should last no longer than 30 seconds. Well then I guess we got some balancing to do since "most chase-ending hits" occur around the 15 second mark. So we have another 15 seconds to play with according to forum intellectuals. This statement further puts a nail in the coffin that the game is "Hugely survivor sided".

    Most chase ending hits happen around the 15 second mark, as in an average, as in anywhere between a rank 20 killing a survivor that doesn't know how to run in 2 seconds vs. a god tier looper that can loop L and T walls so good you are at bloodlust 3 before you know what happened.

    The breakable walls are going in the places that are the newly opened doorways so don't bother with that one.

    Also bloodlust 1 is a 0.2m/s speedboost if it really matters that much throw down a pallet to get rid of it

    Also yes getting a ton of skillchecks while it was 2% bonus did save tons of time but if you want to still do that now just use a perk slot you got like 4 of them filled with meta perks already just squeeze one of them out.

    It also balances out the gen repair times because 80 seconds where someone can only hit good skill checks and average rng can save you 11.2 seconds with great skillchecks with the potential for even more time saved with more skillchecks. Vs 80 seconds with good and around 74 with great is much more inline.

  • @Cixon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1246791#Comment_1246791

    Eh I disagree. It's just a way to balance all the killers to make up for the lack of literal sense for the killers.

    It doesn't make sense that a freddy has the same reach as someone with a katana. It just doesn't make sense.

    https://forum.deadbydaylight.com/en/discussion/comment/1246765#Comment_1246765

    Movement speed isn't the same. Also this topic is on length not lunge.

    The movement speed was tied to the lunge at one point was the point I was making, if you are gonna disregard a point at least think before you do it.

  • @SmarulKusia said:

    Wiggling isn't actually affected by the amount that you press/hit on your keyboard/controller. The only way that wiggling can be affected is through breaks like break-out.

    Wiggling takes 16 seconds limiting killers with a 90% movement speed 3.6meters per second giving killers an effective 57.6 meters of movement without taking wiggling making the killer move farther into account. The minimum time it takes to wiggle is 13.3 seconds with breakout overall unless going for it wiggling will only deter killers from running across the map to basement not save a life unless you have breakout and multiple people body blocking or a person that can take multiple hits due to perks or addons

    in Wiggle Comment by bjorksnas
  • The irregular at magic highschool (one seasons and second season releasing)

    Food wars shokugeki no soma (5 seasons)

    Problem children are coming from another world aren't they

    Log horizon (2 seasons)

    Monster musume ( ͡° ͜ʖ ͡°) 

    One punch man (both seasons)

    Re: Zero (one season second being released)

    Magi's grandson

    Kill la kill

    Akame ga kill

    Death March kara Hajimaru Isekai Kyousoukyoku 

    How not to summon a demon lord

    Rising of the shield hero

    Cautious Hero: The Hero Is Overpowered but Overly Cautious

  • you dont have to press it that fast and its not a free escape its a deterrent for the killer to not just walk across the map to the basement on every down. try testing how slow you can do it in a kyf but still maintaining maximum efficiency

    in Wiggle Comment by bjorksnas

  • @gatsby said:

    I think there should be a perk that lets you mori people on death hook.

    Prevents sabo, decisive, flashlights and means you don't have to lose hooks when you kill people. Also, some people just like the animation for moris. It'd be a decent perk, but not crazy overpowered or anything.

    Rancor?

  • @DeadByDedicated said:

    https://forum.deadbydaylight.com/en/discussion/comment/1246712#Comment_1246712

    The advice is nice and all, but i feel like they shouldn’t be able to do that. You shouldn’t have to mindgame somebody who already in the dying state.

    Or just double face camp and accept it and have an unbelievable amount of pressure applied to the survivors.

  • They did this once with movement speed and trust me it got changed something like this doesn't stand much of a chance to be implemented or even if it is staying. Also shape deserves longer lunge have you seen how much effort that man puts into his swings.

  • @DelsKibara said:

    https://forum.deadbydaylight.com/en/discussion/comment/1241593#Comment_1241593

    Correction, it's the logic of people who only play one side of the game.

    Double correction its a joke

  • just bait moving to the left or right you should still be able to pick up the person as they cant hide the whole hitbox/prompt area

  • @finitethrills said:

    Stop playing killer until you get better internet. I spent a year only playing survivor because I had bad internet and it couldn't handle hosting.

    https://forum.deadbydaylight.com/en/discussion/comment/1246644#Comment_1246644

    It IS great advice. Playing a multi-player game comes with a social contract, one that includes being able to play a match properly. It sucks that you can't reliably play one side of the game... It sucks even more that you willingly and selfishly want to force 4 other people to have to suffer through your bad internet.

    For decades now, it's been understood that if you play multi-player, especially match based multi-player, you bring a decent connection. Non-asymmetric games have a long history of being able to vote kick players largely due to exactly this. It seems like a lot of people in the last couple years have gotten on some high horse of "I paid, so I deserve to play whatever I want, even if I'm not willing to get the equipment to do it properly". That's just a ######### thing to do to everyone else.

    Should just have devs make the survivor and killer ban seperate that way he can enjoy killer without getting locked out of playing the game all together if anything happens. Also service providers be throttling some internet right now so don't blame him for something he doesnt have control over

  • If you don't like having to be with solo queue survivors then get with a swf and if you have only 2 or 3 people deal with what you got

  • @CardClasher said:

    Don't Play Killer. thanks for coming to my ted talk

    great advice play 50% of the game you paid for

  • @Negitive said:

    There are many things in this game that are broken currently, for both sides. We need to stop letting personal preference about perks get in the way and try and look at both sides of the story, it won't be easy but It's the best we have if we all truly want a balanced game. Let's start with a controversial one: NOED

    NOED gives the exposed status effect once the exit gates are powered, unless of course the survivors have cleansed all of the dull totems in the match, there can be upwards of 5 dull totems in a match, less if the killer is using hex totems such as Hex: Ruin. There are a few ways of looking at NOEDs effects:

    1: NOED Rewards Killers for failing

    2: NOED Punishes Survivors for failing to cleanse totems

    3: NOED Punishes Survivors for doing generators (Very similar to View #1)

    4: NOED Rewards killers for protecting dull totems

    5: NOED Punishes Survivors for Gen-rushing (This is almost exactly the same as #3, but it's in the killers point of view rather than the survivors point of view)

    (Please point out if you have another view of how you see NOED)

    We can break these viewpoints up into 2 categories, for now we'll call them the For NOED, and Against NOED parties. 1 and 3 are in the Against NOED Team, and 2, 4, and 5 are in the For NOED Team.

    The For NOED Team generally has the following arguments as their main arguments:

    If you just cleanse dull totems then you won't get hit by NOED anyway.

    The Killer only has 3 perks the whole game until the last generator is done.

    The Against NOED Team has the following arguments as their main arguments:

    Cleansing dull totems take a significant amount of time due to the fact you have to find them before you can cleanse them.

    NOED is just not fun to play against because it can rob you of a deserved escape with an instant dying state attack.

    There are many other arguments, but these are most common from what I have seen. As seen above a persons view on NOED is often influenced by which side of the game a person "mains", most often survivors will vote against NOED and killers will vote for NOED. To help remedy the situation I encourage all players to try the side you play less frequently and have NOED be involved in the game, as a killer equip NOED and see how much of a difference it makes when it comes down to how many kills you get. As a survivor it is less easy to control how often NOED is involved in a game, but that does play a role from the survivors point of view, see how much of a difference it makes trying to cleanse all the dull totems, maybe even try and record how long on average it takes to confirm that NOED won't activate, and at the end see if the killer even had NOED in the first place.

    Once you have played as the opposite role, re-evaluate where you stand on the NOED issue. I personally think that NOED should be changed, I've played survivor and killer relatively equally, and I personally think that there are a lot of things that need addressing right now, NOED, how fast gens are getting done, looping as a concept and much more that I can't detail here. Please try and keep the replies civil, and try and avoid just repeating the arguments mentioned in this post, It's not going to help, that's why I listed them. (Also, I know this has been done to death, that's why I made this post, hopefully we can document all the NOED stuff here so that we can stop having 12 NOED posts every 20 minutes, maybe it won't work :/ but at least I tried)

    "robs you of a deserved escape" if you didn't clense the bones then get hit by noed then it wasn't a deserved escape you willingly completed objectives while ignoring totems

  • @Onyx_Blue said:

    We've existed in this current era of dbd for far too long. It has grown stale and oppressive. No more slowdown mentality from Killers; and no more immersive second chance mentality from Survivors.

    I see dbd being so much more fun for everyone if Killers started exploring the chase & rotation pressure style. With survivors applying the intelligent altruistic and bold playstyle. The game surely needs more healthy and intense interaction between the two roles.

    Thus leading me to believe current meta perks should be nerfed slightly. PGTW should be 15% at all levels; Sloppy Butcher Mangled effect should wear off after being hooked and also the blood spurt affect should be removed; Nurse's should be 24m at tier3; Adrenaline no longer healing a health state; Borrowed Time to have only 2 tokens of use; Spine Chill should have a smaller range to it; NOED has a token sytem to it in order for the effect to apply at endgame; Urban only applies the movememt increase while Healthy - but, while Injured and Crouching, pools of blood frequency is reduced; Bamboozle only applies to one window at a time and cannot be reassigned to a new window until the previous window is unsealed; Spirit Fury now suffers a stun of 100% on the next pallet stun after the perk has been used; DS should only grant the potential escape skill-check if a survivor was downed or grabbed during a chase.

    If these were to happen, and the meta changes to something similar to this, I think dbd would be in the best state it has ever been in.

    Thoughts? Agree? Disagree?

    Bamboozle looking like a buff, Ds change makes no sense it should just be something like working on gens makes it drain faster because 60 seconds of immortal objective time is too much. Pop goes the weasel should be token based if the regression amount is 15%. Noed is fine but really strong as some perks can be but its also fully counter able. Bt having limited use is alright but its really only strong for the unhooked to body block in the first place while the killer is around the punish camping/patroling nearby. Sloppy shouldn't have mangled wear off because thats the entire perk and removing 80% of its use healing after unhooking is a big Nerf on a decent perk the blood spurt is from high graphics settings if you don't like it change it to low. Nurses callling is fine because it usually has to be paired with another perk or a small terror raidus to get effective use. Spirit fury is fine where it is maybe instead of leveling it could be increased pallet stun by 50%/25%/0% instead of 4/3/2 pallets. Adrenaline is fine its just strong with swf. Urban is fine the crouching effects might be a good idea though its a perk that helps you hide which is a means to an end because hiding means you aren't doing anything productive. I agree that there is always room for changes but the ones you think should be implemented are a bit short sighted with no real balance or end goal in view.

  • Yea I played a game against iri heads and escaped easily part of the problem going against it is when survivor just accept an easy loss. Of course they are really,really, strong but not unbeatable

  • @TommyFredo said:

    Spirit. She doesn't take any skill to play. Nurse at least takes hours on hours of practice, Spirit can be picked up by a 3 legged dog and still manage a 4k.

    • Remember, this is an opinion.
    • Tell me what killer you believe is most overpowered and why.
    • I understand killers as a whole are at a disadvantage, but there are many killer mechanics that are overpowered, tell me your opinion.

    If you think its easy you go try it. If you are gonna make a claim this bold at least then show us. And yes of course you can do good with purple and green addons thats their design to be good to boost both good and bad players but I have seen amazing spirit players make due with anything from a brown and a yellow, to no addons at all.

  • There is no problem with this it is the problem with the mindset of the person or they just don't/haven't played the killer much. Let them have their easy challenge no need to ask for massive changes to game mechanics just because of the treat of 4k challenges.

  • Remember programming takes time and they have a limited amount they can do at a time. While they might love to remove or change them in a heartbeat it doesn't mean they can change it. Other than that they cannot implement large amounts of changes at a time and with people always wanting new content it makes it even harder to change it.

  • @TunnelVision said:

    Because doing bones is hard :(

    14 seconds no skill check the only hard part is location which on 80% of the maps is easy and the other 20% are indoors and glendale

  • I mean it would help if literally anything that is used to assist the low end technical side of the community wasnt abused by anyone trying to get an advantage

  • @PayneMacLeod said:

    Survivors want to play a Generator Fixer Simulation game without anyone disturbing them. And they want to teabag, cause it’s, sweet bruh.

    Killers want immobile objects to stab and watch blood flow, because they have serious issues.

    I fricking love this game, playing both sides, because it’s tense. It’s like being IN a horror movie each way.

    But, people don’t want to have fun, they want to validate themselves by being an Uber min/maxing WAAC bully.

    This is what happens when you don’t let kids play tag in playgrounds.

    I play both sides and honestly hearing both complain 24/7 is really annoying

  • @Yamaoka said:

    Many perks are often not used throughout a match depending on how the match goes so the "3 perk argument" isn't really valid in my book.

    As for the complaints: Noed often allows killers who performed miserably to come back and even 4k as most (good) pallets are typically gone by the time the last gen pops. On top of the instadown NOED also grants a speed boost.

    Basically you get a chance to come back and even win by doing nothing to deserve said power as opposed to something like Devour Hope where you got to get your hooks and keep your distance and gain stacks in order to become stronger.

    Therefore it's the concept of NOED (perform miserable and get stronger in exchange) that makes people flame this specific perk and people who run it.

    As for my personal opinion: I just don't care about it. Kinda sucks to not get hooked all game and win every chase just to die in one hit while opening the exit gate but that's just DBD.

    most of the good pallets are gone? so that means most likely the killer is facing decent survivors who run with a plan. Then it would be perfectly fine to give them a second chance if the survivors use resources effectivly but not effective enough to be ready for the end game and possibly noed " WI T HO UT C LE ENSING totems btw" then its their own fault

  • programming hard give the devs a break they have 90+ other things to fix first

  • Wah I got hit by noed my team was doing so great. If the bones aren't cleansed in a swf its your own fault

  • Yep no more ez bp with huntress good luck getting a 32k before its patched

  • @Adriang14 said:

    It’s not a bug it’s intentional. They made it this way so you couldn’t trap someone and farm the stalk off of them

    I meant that while inside them on the hook they were "unable" to be saved not phasing through people while stalking

  • Honestly I only play killer because of queue times being fast and if it deteriorates more all you can eventually do as a survivor is queue up and hope you get into a match after a few hours.

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