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bjorksnas

bjorksnas

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bjorksnas
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  • Tired of people dcing sure I think the penalty could be different but I don't like it when its off because people dc like its going out of style and ruin way too many matches

    My only theoretical to make this better would be to have a small modifier in queue that makes people who dc frequently more likely to queue with each other, let the people who ruin others matches be more likely for their matches to be ruined, (on top of still the dc penalty but smaller penalties) and just have it forgive over time so you aren't stuck in 24/7 dcs because your internet was spotty for a week

  • Im not one to name and shame perks unless its a retort, since it usually ends up being the person with 4 meta perks complaining that I used strong things and this happens from either side.

    And even if I had equal or less strong things then they do they still feel the need to make that their argument that I shouldn't be allowed to bring strong things while they themselves are just as guilty.

    Sure I don't like that the other side runs strong things or that I have to run strong things to counter their strong things but when someone complains about my strong things which are brought to buy time to compensate for their strong things or vice versa I just chuckle because its a double edged sword 99% of the time.

  • Its luck based, and as someone who has failed a 1/4 22 times in a row I can tell you, it just happens sometimes

  • Honestly Im happy with the content

    new killer and 3 perks that actually feel good and fun to use, im set for like the next ~2 chapters at least

  • A tier, he has a nice basekit resting comfortably around B tier but his addons have the potential to upswing him into high A tier, injure and deep wound feel really strong on him and fun to use

  • The box

    Solve it is just hold m1 for 5 seconds and hit skillchecks

    the killer basekit can teleport that will just barely finish after you complete the box

    Chain hunts happen 1 minute after the box spawns / respawns

    they constantly bombard you with hooks and if you are hooked you can't heal or do gens

    basically its constant slowdown once active

  • 3 options doesn't work

    if the 3 options is presented to all players and all the votes have the same weight killer gets a bad map 100% of the time because survivors just choose the map they want

    if both sides have the same amount of voting power and it comes down to a 50/50 most people are going to feel cheated by their map choice every other game

    if killer has priority in map choice they just chose a map that benefits them and not the survivors, and stealth killers getting 3x as many indoor maps or killers never getting bad maps again doesn't seem completely fair to survivors because playing certain killers should risk getting maps that limit their potential otherwise those killers are seemingly too strong, nurse on indoor maps for example


    The current way is best

  • @WishIcouldmain said:

    I had We’ll make it. Killer not close by Claudette ran away to Self-Care no Medkit, Botany Knowledge, Desperate Measures, or Resurgence. Self-Care by itself. Did she not know what We’ll Make It does? Do they not know the numbers? Are they too scared? Someone please give an answer to these potatoes

    Only the survivor you rescued can see you have well make it, she might not have known

  • Its just trickster again but he throws pins instead of knives

  • I feel ive made some suggestions that were taken one way or another but theoretically it could all be coincidental

    I suggested to remove recoil from trickster since he at the time had both recoil and random spread, and removing one would make him much easier to play both on controller and so you had to balance less factors to use his power (eventually random spread was removed which in hindsight seems like a much better change for having a skill ceiling on a character rather than a luck ceiling)

    I suggested a rework to the perk unrelenting that would effectively have no attack cooldown as an ability to use on cooldown 2 chapters later twins dropped with coup de grace a perk with a similar effect to what I suggested (so instead of a double lunge the perk doubled your lunge until it was nerfed after the ptb)

    In august of 2020, I suggested a perk that would let you "once/twice/three times per game you can reset a chest to find another item in it, the new item isn't affected by any modifying perks" later that year twins dropped with that as a perk in the chapter with elodie

    In march of 2021, I suggested a rework to small game "Small game, (rework) Get an auditory warning when looking in the direction of Totems 45° cone within a range of 8/10/12 metres. This effect has a cooldown of 15/12/10 seconds, whenever you cleanse a totem reveal the aura of another totem for 5 seconds, this perk starts the trial with 5 tokens remove a token whenever a totem is cleansed (just as an indicator)", the indicator came to the perk and the effect of revealing another totem whenever you cleanse a totem got passed on to counterforce that released 3 months later and the indicator that came to small game came a month and a half before in 4.7.0)

    While its likely they were coincidental I do feel some of my ideas / suggestions did have a positive impact in shaping the game or bringing something new to it


  • @About8Genjis said:

    You can look at your requests and add a comment under your requests where you can also upload more files.

    Go to https://support.deadbydaylight.com/hc/en-us/requests, sign in to your account, click on the request where you want to add more evidence and then add the comment / files.

    Thank you

  • @JPA said:

    If I understand correctly (probably not?), stretched res is done by an external program so is impossible to prevent from the game itself, so posting on this forum isn't going to change much

    Games can force specific resolution scaling

  • Don't listen to them, they are talking bad about you for doing something nice if they didn't like it thats on them but don't let it sour you for being nice to others that might appreciate the kindness.

  • @DerpyPlayz said:

    https://forum.deadbydaylight.com/en/discussion/comment/2424036#Comment_2424036

    Sure you do, then based off intuition, is my hair brown or black, are my eyes greenish blue, or blue.

    If you can't give me the correct answers, then your intuition is no better then chance as we see in everyday life because clearly it may or may not be true, regardless of what you want to believe.

    Thats not how intuition / instincts work since they are a "preferred" automatic response to stimuli

    example see a key in a lobby, response check profiles to see if its a swf to know if I should bring strong stuff or really strong stuff

    also going out on a limb and guessing you didn't even put correct options up there so it was a guaranteed wrong answer

  • Nope

    killers should always have the option to tunnel, and survivors should have the option to use perk slots to make it harder not impossible, its too easy to abuse mechanics like basekit borrowed time

  • @DerpyPlayz said:

    https://forum.deadbydaylight.com/en/discussion/comment/2423626#Comment_2423626

    It is simple.

    If we flip a coin, its not a path because you are as likely to get a affirmative that you are to not. Its also not based on anything more then chance.

    Intuition is a feeling, if it leads you to do something, and you are correct sometimes, or not sometimes, then it is no better then flipping a coin.

    My point is you are being irrational, and red herring is not very productive. Very much so when it writes off my valid claim.

    Unfortunately I seem to have a one sided coin I guess, gl for you tho

  • @DerpyPlayz said:

    https://forum.deadbydaylight.com/en/discussion/comment/2423560#Comment_2423560

    Acting on intuition is not a path to truth.

    Would you act on "instinct" that it would be fine to shoot someone a few times because your "instincts" are telling you it would be? If so you are insane, if not, then you clearly see why I think you are completely irrational.

    I'm not here to discuss your conundrums of philosophy of what is or isn't a way to the path of truth. This is a forum for a video game, acting on intuition was enough for our ancestors which are the reason we are alive today, thats good enough for me to trust it to save me 15 seconds in a video game.

  • @DerpyPlayz said:

    https://forum.deadbydaylight.com/en/discussion/comment/2423499#Comment_2423499

    Ignoring the instincts statement, that could work. Although seems tedious.

    So then develop instincts to cut down on the time you might spend checking profiles by developing them to tell you when to check, since you like to go down the path of logic you should know instincts are just a preferred response to stimuli, so set some type if bare minimum situation, where you might decide to check profiles, here are some of mine for example, key in lobby, 3+ toolboxes or flashlights, or multiple of the same survivor or shared cosmetic. Now its suddenly less tedious (although it only takes like 15 seconds to check all 4 profiles so its not really that bad)

  • @DerpyPlayz said:

    https://forum.deadbydaylight.com/en/discussion/comment/2421124#Comment_2421124

    Lmao, facts do not conform to feelings.

    I can't know based on "How I feel".

    So check the profiles and see if they are on each others friends lists or get better instincts, you have an options for facts and an option for feelings, pick whichever you like but it works out for me on instinct alone

  • @Orion said:

    How do you make losing fun? Actually, let's go deeper. Why should losing be fun in the first place?

    If you can still have fun while losing in a game it generally comes down to gameplay though

    (extremely opinionated example below)

    Take tf2 and overwatch for example (not titan fall 2)

    In overwatch the gameplay leaves something to be desired which means one of the only real ways to have fun is to win, so losing isn't fun

    But in tf2 for example, the gameplay is fun with an emphasis of self and your ability so its a playground for having fun in whatever way you see fit, meaning that winning while still impactful is no longer the central focus for having fun, and losing as a result doesn't feel as bad or can even still be fun

    Dbd can be like this since if you take a really good chase at the end of the game but still lose you might not care about the result as much since you got to enjoy the gameplay more and winning / losing became secondary to the fun you are having


    Its not exactly about losing being fun on its own, its about making the game fun enough that winning and losing become secondary to enjoying the game

  • You can at least report them for communication abuse for insults, its a open and shut case on that one, not qualified enough to know if that constitutes harassment

  • After a lot of thought my favorite forums member is myself

  • I feel this counters way too many things too soon and for the rest of the match especially since after 4 stacks t1 myers is now useless, and most other killer aura reading addons and perks are near unusable after that point, Hellshire iron, Amanda's letter, compound 21, vanity mirror, all seeing blood, nurses calling, im all ears, undying, lightborne, deer stalker. The amount of stuff it counters so soon and easily makes it really annoying to deal with and like a much stronger distortion

    but even then the perk still would have anti synergy with object of obsession so I think the perk could be reworked to do something different while still affecting auras and blocking them

    Start the trial with 3 tokens, after unhooking a survivor consume a token, the next time their aura would be revealed block their aura being read for 8 seconds, this effect lasts for 50/55/60 seconds (only blocks aura once during duration), if their aura wasn't blocked by this perk during that time you see the killers aura for 5 seconds

  • Well if you feel its a good squad in the lobby then use them, if not then just play casual, not way too hard to sus out a 4 stack

  • @DerpyPlayz said:

    https://forum.deadbydaylight.com/en/discussion/272212/the-sbmm

    Maybe if they actually balanced the game, these perks wouldn't be mandatory and they'd be used alot less.

    yea but with sbmm that just makes them more mandatory as its hard to face survivors of the same level when they bring strong perks without bringing strong perks yourself, without sbmm they aren't all that mandatory

  • Not a fan of risk reward perks keeping the risk the same but removing almost all the reward with synergy removed

  • He is still super easy to face as survivor, especially since I usually rotate spinechill with my builds, even without it though I always seem to do very well against wraiths since they aren't super strong

  • I would probably make a boardwalk/carnival map

  • Its penalty isn't 3% its 13% that 3% is an additional penalty to regression as a downside to the perk

  • Unless the added verticality was intentional and obvious so that any player would be able to use it I don't see a point in keeping it, since it can be abused by people who know more to bully people who don't know as much

  • inner strength also says injured to healthy but also will only heal the deep wound

  • @landromat said:

    https://forum.deadbydaylight.com/en/discussion/comment/2417055#Comment_2417055

    He's balanced for a red add-on. Silent bell is busted and need some cons to use, just like huntress Iri hatchets

    at this point im just going to cut it short here, we don't agree and you can't convince me and I can't convince you, no reason to continue

  • @Pukenplag said:

    https://forum.deadbydaylight.com/en/discussion/comment/2417208#Comment_2417208

    I did manage to make it appear and told steam to move DBD. A few steam folders and files have popped up in there but nothing within them. I guess all that's left is me waiting forever.

    It does take a while to move files, but it should be worth it

  • @Pukenplag said:

    https://forum.deadbydaylight.com/en/discussion/comment/2417173#Comment_2417173

    So after all these comments regarding SSD, I have finally found a way to make my SSD show up (after almost 2 years of having it). I will move DBD to the SSD after this update and hopefully future updates won't take this long.

    Did you check in disk management to see if your new drive was there to be formatted they won't show up in bios or in file manager without being formatted so unless you formatted it with a windows cd you would need to check disk management first, load it up there then format it to start using it, if it has enough space you can even put windows on it then use it as your main disk and make your computer boot faster / start up faster but putting dbd on it will definitely see an improvement in updates and maybe even in game performance since it seems to heavily rely on hard drive

  • @Pukenplag said:

    https://forum.deadbydaylight.com/en/discussion/comment/2417082#Comment_2417082

    But then I don't understand why any other game updates in 2 mins.

    Other games have less complicated updates, download 1 gb of update ready and write 1 gb of update, dbd has lower total download sizes but massive amounts of information to read and write

  • Its because of the read and write speed of your hard drive, I have a 5k read and write ssd and the updates are usually done within 2 minutes for a bug fix and 3~5 minutes for a chapter or mid chapter depending on the size of the patch

    before I had a hard drive with 200mb read and write and it took 20-30 minutes

  • yea and thats the problem "balanced" if silent bell was balanced to keep him the exact same strength as wraith without the silent bell then whats the point of the addon, it makes him stronger at something and weaker at something but it gives no overall bonus to make it worth running in comparison to addons that give him straight up bonuses while still letting him use his basekit, I think its fine for the addon to not have downsides as its already balanced by the fact it takes up an addon slot which could be used for something thats just as strong if not stronger depending on how you use it

  • @SkeletalElite said:

    https://forum.deadbydaylight.com/en/discussion/comment/2414775#Comment_2414775

    It doesn't invalidate tiles it gives you free hits before your chase even starts.

    If you're working a gen, even if you are looking around and have good awareness a wraith with this addon can get a free hit on you and leave and go do the same thing to someone else.

    Wraith with this addon never needs to actually chase a survivor since hits are free on any tile with a LoS blocker. If you get RPD or gideon with this addon combo you basically can't lose unless every survivor has a medkit. edit: or spine chill/object

    Wraiths basekit already does that, it just makes his ability to get free hits stronger, which is still countered by most of what his basekit is countered by, it just removes a 1.5 second early warning sign that even if its there you are still just as likely to get it, it just gives him more opportunity for things like grabs and survivors not being able to prepare themselves to take chase since they don't have the 1.5 seconds to realize im about to get hit and should start planning / running

    It does have a countermeasure of limited wraiths chase potential as other addons which may assist in chase now have to compete for his only open addon slot, and playing wraith I can tell you, windstorm, and uncloak speed are both extremely strong in chase, ive had people dc or give me more free hits in chase because of double uncloak speed then I have with silent bell, the effects of silent bell are just more apparent to the survivors so the perceived effect is much stronger than the actual effect of it in comparison to other addons

  • @Aven_Fallen said:

    I dont think that anyone wants to go through the pain to acquire Tokens, just to make a already strong Killer stronger during Chases.

    PWYF was useful on Bubba, because he was quite weak and his Instadown justified to get those PWYF-Tokens, however, with Blight, you dont need the extra Movement Speed most of the time to down people.

    It would be useful for Loops where you cannot really use your power, because those become laughable with 1 or more PWYF-Tokens, but is that really worth running this Perk and potentially Nemesis?

    It is actually pretty easy to aquire tokens as blight, start a chase, back up, lose chase, then rush back into the chase, almost as clean as wraith doing it

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/2416780#Comment_2416780

    OP didn't share an opinion, they made a claim, that the MMR doesn't work, and therefore should be abandoned.

    An opinion would be "I don't like the idea of MMR". What they said was that the devs should "just admit it doesn't work" (implying that the devs are lying to us and OP knows "the truth"). This is not an opinion, it is a claim, one that can be objectively looked at (and discarded, since experts say otherwise).

    Still seems to be an opinionated claim which I interpreted as their opinion since its not the best claim

  • @landromat said:

    https://forum.deadbydaylight.com/en/discussion/comment/2414970#Comment_2414970

    Which means new wraith with silent bell is stronger than old wraith with silent bell. And old wraith with silent bell was already strong enough for a red add-on. New is just opressive. Making him old wraith with silent bell is a fair deal

    Maybe a slight decrease in speed or something but I don't think making wraith a 5.2 killer while cloaked is as fair as you think

  • @ryseterion said:

    https://forum.deadbydaylight.com/en/discussion/comment/2414633#Comment_2414633

    But the thing is they are too strong. Killers should totally have strong addons but when a bunch of them are combined it creates a super sweaty vibe. Like do you really want to win that bad? Do you want a challenge? Silent bell on its own is fine but all seeing and SB is broken

    It still has counterplay and I have still be counterplayed while using it, I think the addons are fine because its not that hard to play against with the proper build and even without it just be more on high alert since his gnashing sounds can be heard from about 16 meters away

  • @fogdonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/2415601#Comment_2415601

    Yeah, everyone can tell their opinion, the question is how much it is worth.

    Well since the person in this case is of the audience that the people with the expert opinion would create a system for I say it does matter a ok amount, but could matter more if it had better reasoning instead of its taking too long but its still an alright opinion.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/2415601#Comment_2415601

    A layman's opinion doesn't carry the same weight as an expert's. If the expert says it can be done, based on their knowledge and understanding of the problem, and the layman says it can't because it's taking too long and they don't see how it can be done, the expert is invariably correct. As an example, look at the Wright Brothers.

    I'm not invalidating the expert opinion, but what I'm still saying a laymans opinion still matters, especially since what the "experts" in this case the programmers are designing is a system for the laymans meaning their feedback on it still matters since they are the target audience for the end product, sure while ops feedback of its taking too long scrap it doesn't match what I think since I would prefer it scrapped for different ways I still think their opinion matters

  • Not a sentient set of drawers from ikea, this decision will definitely affect the trout population

  • @Purgatorian said:

    https://forum.deadbydaylight.com/en/discussion/comment/2415689#Comment_2415689

    It is something I want but I want it to be matching me with players of my skill, which is not high if I'm being honest. I don't want complete sweatfests that I barely have a chance of winning, which it becomes once I hit purple ranks and keep getting matched with red ranks, and I don't want survivors who only have 3 perk slots unlocked and have no idea what they are doing like in a previous sbmm test people spoke of.

    I am in favour of sbmm but only in full working condition. To be honest though I have paid for the game, will players get some sort of in game recompense for being unpaid game tesers for bhvr and I don't mean some paltry 250k bp lol.

    If you aren't testing it then you won't know what it would do, what would happen when its implemented, and you can't get a feel for it, it doesn't seem wise sit back on ideals and hope for the best while passing up an opportunity to see if so far your ideal system is coming along and providing the experience you hope it would. Including the opportunity to provide firsthand experience backed feedback to help improve the system which potentially helps the devs towards shape it into what you want / would enjoy.

    If this is a system you believe would improve your experience that greatly I think it would be in your best interest to test it.

  • For new player content

    imagine being a new player, logging in for the first time and playing a few matches as survivor, earning around 10k a match because you don't know much better, lets say for example bloodweb costs are as follows

    1-5 = 15k each for 75k total

    5-9 = 20k each for 155k total

    10 = 25k each for 180k total

    11-14 = 20k each for 260k total

    being generous it would only take a new player doing ok 26 matches as survivor to reach level 15 in their bloodweb and suddenly there is nothing left, they already have their 3 teachable since they started with them, and they already have gotten all generic perks, where is there to go from here other than grind to level 30, 35, and 40 to gain 3 perks for other survivors to increase the levels they actually have with "content" and progression in them

    you need 8 survivors worth of teachables just to have content up to level 38 a decent breaking point since now all survivors have something to gain while getting their teachables, and from level 38 - 50 you need an additional 8 survivors teachables just to have perks all the way up to level 50

    sure removing perk tiers would make end game content much more bearable but it leaves early game content feeling much emptier with much less to work towards

  • @Purgatorian said:

    I am until the the next double bp weekend or full time sbmm to take effect, whichever occurs sooner.

    I don't want to test skill based matchmaking just to keep having it turned off. I want to see the full version implemented before I try it, hopefully with a good working system.

    The grind seriously bores me away from the game. BP desperately needs an increase, especially for survivors, or perk tiers reworked or even better both of these.

    how would you know the system is something that you want if you don't test it while its available to try out

  • @lolifasad said:

    5% would be too much, that's a Brand New Part skill check and 3% away from Surge. It's just not reciprocal to the time it takes for survivors to repair 5% of the gen, which would make it slightly unfair, as repairing for 5% takes at least twice as long as the time it takes to kick it. What I do think should happen instead, is that after kicking it, for the first 10 seconds or so, the generator starts regressing slightly faster than usual. That way, you would kinda either force survivors to hop back on it, which could put them in an unfavorable position, or if they don't, at least not have it pop the very second you leave after kicking it.

    well it takes the 4 seconds to repair 5% of a gen, and 2 seconds for a killer to kick a gen, that x 4 survivors = 10% regression, 5% seems pretty fair if not low, and punishes survivors for tapping the gen to stop regression since a killer can sap away some decent amount of progress

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