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bm33

bm33

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  • Feel like the rift causes more burn out than enjoyment. I finished a week or so ago and would've started a break but been helping my brother get through since he was behind me (he now has 5 tiers left). Once he's finished I'm not touching the game until the next rift comes out, maybe longer, because now it feels like more of a chore than fun.

  • @Crusher85 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1657725#Comment_1657725

    Well been a month at EU have not see one all honestly... at top rank at veary least.

    I'm red/purple in NA I see atleast one a game session with random days seeing a bunch (guessing dailies). I do see a bit more Leatherface since the changes, and they actually move around the map more instead of face camping. It's weird.

  • Because the devs encourage it with pending change to slippery meat and luck offerings/perks mainly being for unhooking yourself? Trying for the achievement to unhook yourself a bunch of times? Killer has a mori so why not try to get BP from struggle?

  • I see Billy about the same as I did before the change. 🤷‍♀️

  • @noctis129 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1657056#Comment_1657056

    That's becuz u 3 gen urself. But same can be said about the spirit, nurse, or the hag. Or killers w 1 hit kills.

    It's not even a 3 gen. They have load outs that can keep survivors from being able to get any gens done at all between slow downs and slugging.

  • I enjoy reworked doctor way more than original doctor. My only issue with the doctor, which I have same with Freddy, is you'll get ones that manage to drag out the game in an unfun way. Gens are taking forever to finish (if they get finished) and you're just nonstop healing - usually because they'll slug more than hook, especially Doctor with people in tier3 madness. Just gets to a point where your bored with match not progressing so you either get the killer to hook you/bleed out or DC to move onto the next match. A long match is only fun if you feel like there's a chance of escape, if you're not making any progress it just feels like a waste of time after awhile.

  • @Mandy said:

    I'd rather remove the ability to see all player ID's from the lobby rather than implement this. When there was the ability for the Survivor to see the killer, it was very easily abusable ie. you know this guy plays Spirit, you don't like playing against Spirits so you lobby dodge, which then affects matchmaking and queue times for everyone else.

    I'd be perfectly supportive of removing all profiles in the lobbies.

    I would very much like IDs removed from lobby and during the match. Have it be survivor 1/2 or character name (1/2 if more than one). End game have whatever was used to identify players be next to IDs if report needs to be made.

  • Someone did out the math and it's something like 6-8 tiers less rift fragments earned from challenges in tome 4 than tome 2 or 3. Pretty much they want you to have to grind more to complete the rift, or hopefully not complete it from playing so you buy the remainibg tiers or atleast don't earn back the $10 for the premium track.

  • I agree they need another game that's actual competition for them. One that pushes them to be better. Another successful one that they run the risk of losing players to because they are no longer the only game of their kind to play. The other games mentioned haven't been competition, if they were they'd still be around.

  • Item hoarding is why I'll never prestige my Meg or Kate. 😂

    I rarely, if ever, bring an item in. I prefer finding one and escaping with it to add to my collection.

  • I've had grunts of pain happen for several seconds after being healed by someone or when I heal someone. I think it's a healing issue not just inner strength.

  • I think the aura should show when a survivor interacts with it not when a survivor is near/walking by it.

  • I don't try to but the few times I've had someone in a match using it I tunnel them out. I can't help it, seeing their aura constantly is like a big sign saying "I'm here, come kill me" so that's what I do. 😬

  • I don't care if someone does it before I reach them as long as they are giving themselves a safe unhook. They get points for unhooking themselves and there's an achievement for doing it. Devs want people to do it, they even encourage it with the change to slippery meat to ONLY be for unhooking yourself.

    The thing I don't like is when the person is either trying to unhook themselves or suicide on hook and instead they get saved (safe unhook too) so they decide to get the unhooker killed because they are upset someone saved them. I've noticed this happening more often lately so if I see a survivor move to kobe at all I don't bother trying to save because I don't feel like dealing with someone trying to get me killed because I unhooked them.

  • I said it on another post, they're a nice idea but bad in practice. Think they would be better if they were doors that survivors and killers could open/close with killers having additional ability to break them to remove from game.

  • That's much clearer, thank you! 😁

  • @GoodBoyKaru said:

    https://us.v-cdn.net/6030815/uploads/QN4IMDB90515/image.png

    I circled it three times. Let me know if I can make it any clearer for you.

    Source.

    Can you circle it a 4th time? It's not clear enough.

  • I'm guessing they got rid of them because survivors could hide in them.

  • @EuphoricBliss35 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1652127#Comment_1652127

    That’s not what they said. Providing feedback is different then “DeR dEvS dUmB”

    Also - that 1% on 4 injured = a 5th stack essentially. Adds 3.2 seconds on gens potentially.

    do you know how much 4 injured affected healing before? 16% x 16 (survivor heals you) = 3.12 seconds. If you self cared, an extra 5.12 seconds.

    So when you actually look at the numbers, you’re getting that value on gens instead of on healing. So if survivors don’t heal, which most survivors in red ranks don’t care to, you’re getting that time back in gens.

    Not a nerf. A buff on gen times, effectively buffing gen slow down by 25% compared to what it was. Everyone complains that gens go too fast. There you go

    No one before my comment on this post said devs are dumb. The OP gave feedback on specific changes to perks they don't think are good. They (and others) don't need to "applaud the devs" or "don't cry about some perks, just give positive feedback" if they feel that changes that are in the PTB are not good.

  • @Piwatte said:

    Is it possible to applause them for this incredible work ?

    It's a PTB. Don't cry about some perks, just give a positive feedback to some things, and just say that you would prefer another rework for some perks and why with kindness and not like "yeah it's a bad PTB, bad work"

    PTB is the time to raise concerns before the changes go live so adjustments can be made. It's what the PTB is for, to check out changes and give feedback not just focus on positives and pretend nothing is wrong.

  • There's 2 posts on this page of 2 killers DC. One is from survivor looping killer. Other is from killer because they didn't get map they wanted. Killers DC for dumb reasons too. With it being 4v1 the odds are just on survivors to do it more. They do need the penalties back because it is a noticeable amount of DC when they are off. I'd say look at logs of people DC while penalties are off and manually ban those people until DC penalties are back.

  • Did the game disconnect you?

  • Think more so a stats history would be nice, have it be private like the rift not public. Be nice to see how many totems I've cleansed or how many times I've grabbed a survivor. Would also help with achievements.

  • Dream patch notes would be that they finally optimized current consoles fixing performance issues like all the various FPS drops for both killer and survivor.

  • Have exhausted status do more than just prevent survivors from using a perk. Heavy breathing, slow down speed when doing interactions like repairing and healing.

    Adjust gen speeds to fluctuate around killer speed. Killer with 0 map pressure shouldn't have same gen speed as killer that can get from one side of the map to the other no problem.

    Make all keys broken, have add ons be what allows them to open hatch. This will help cut down on odds of finding one in chest (use perk spot to find items with add ons in chest).

    Have firecrackers be regular item instead of event. They're more fun and only single use so can't be obnoxiously spammed like flashlights.

    If survivors are not doing something like being in a chase, healing, gen repair, cleansing totem, or searching a chest for 5 minutes the killer can start EGC since nothing is being done to progress the match - killer shouldn't have to DC because survivors are hiding waiting for the other to die for hatch.

  • Hillbilly and Bubba - either slug until survivors bleed out a bunch or face camp. Gotta love wasting time by doing nothing for 2-4 minutes for a depip with barely any BP.

    Doctor and Freddy - only when they just make the game last way too long. I get it, you outplayed me, just end the match instead of trading off slugging people and running them off gens. Just hook and kill me so I can go to the next match where I can do more than lay on ground.

  • I think exhausted needs to do more than just prevent survivor from using some perks. Have them breath louder and do actions slower while exhausted.

  • @Slashstreetboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1650064#Comment_1650064

    I get your point. I just wish I could agree on this one as for example in an endgame situation BT, especially if paired with DS, can force a guaranteed escape. It kinda sucks getting beaten more by perks than by player input, it´s the same feeling you have when you looped a Killer for a very long time only to get downed by NOED/Rancor.

    Try Kindred. Please do not percieve this as condescending, I can only talk from my experience, but this perk alone has helped TREMENDOUSLY in DBD´s terms. Even solo can often organise a safe against a camping Killer if it´s not a Bubba.

    I´d argue though that slowdown perks are still mandatory, but I can admit that my opinion may be rooted in the fact that I don´t play Nurse, Spirit, PH or Hag.

    Moving camped survivor to new hook while camped during EGC could actually help a killer. If killer hooks survivor by an exit and then sticks nearby the survivor would move to a new hook away from the exit making them have to go a further distance to escape. Have notification when saved like with cages so killer has idea of the general direction they'll be coming from.

    If you take away the camping then survivors are less likely to run BT which in turn makes the EGC BT escape less likely. You don't want to get beaten by second chance perks but at same time when given an option that could decrease second chance perks by not having killers camp you say survivors should rely on the perks they already have which would be BT/DS/Unbreakable. If you don't want to get beat by second chance perks do something to decrease the cause (camping/tunneling) of second chance perks. Killers losing points is not a deterrent to camping. Second chance perks are not a deterrent camping. Maybe moving the hook will help like it did with cages.

    I'm one that thinks NOED and Rancor are fair perks. Yeah it sucks to get hit with them but NOED just do the 5 totems that have handful of spawn points on the map, it's really not that hard. Rancor is rare so hard to be mad at that one. Also, in my experience the rare times Rancor is run the killer tunnels the obsession out of the game before last gen is done anyway. 😂

    Kindred is a great perk, it's one I do run, but it doesn't prevent camping. Maybe if it was basekit and killers knew survivors could see them when near hook it would deter them from camping but I doubt it. Still a perk should be a bonus to help you in the game, not mandatory to get through a match. Issues in gameplay (camping, tunneling, gen speeds, etc.) are why there's only a handful of meta perks and the rest go unused except for meme builds. Fix the issues so the perks are a bonus and you should see different builds rather than same handful switched around.

    As far as slowdown perks still being needed I think the biggest problem is that the killers aren't consistent for map pressure. You have some that have 0 map pressure while others have a crazy amount of map pressure so a fair gen speed for one is too much/little for another. I think they'd need to have gen speeds fluctuate based on the killer for it to really be effective and have the perks be helpful rather than mandatory.

  • @Slashstreetboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1649582#Comment_1649582

    Your camping solution seems kinda exploitable. If this was implemented, a team member could just bless the area with their scratchmarks, making the killer search for them without being in a chase. If they don´t, they know they are granting a free unhook. SWF WILL abuse this.

    It´s not like there were a plethora of anti camping tools already - downside being that less 2nd chance perks can be equipped. I wish people would use the tools they´re given instead of just stacking these and expecting to get the rest for free (not directed at you, just generally speaking).

    My perspective might be kinda skewed though as I don´t camp unless the gens are done or the other Survivors make me do it. I acknowledge other people´s experiences and frustations but it´s kinda rare that I get camped, for example.

    It wouldn't be instant move, give the killer 15-20 seconds to move away from the hook - that's 25-30% of a hook stage. That is PLENTY of time to do a quick search while moving away.

    BT is meta because killers camp so often. It would be a useless perk if they didn't. While you may not camp yourself or experience it others do to the point it's a go to perk that killers complain about survivors using it. It also isn't a guarantee to help - you can be grabbed by the camping killer or the unhooked person will just be tunneled down anyway.

    Toolboxes and gen speeds were adjusted so killers wouldn't have to rely on slow down perks. A fix to camping is needed so survivors are not relying on second chance perks.

  • Moris - make it so killer can't just tunnel survivors off first hook. Make it that each survivor needs to be hooked once before can mori anyone, maybe also that it is survivors death hook.

    Slugging - give survivors a option to increase bleed out after a minute of being slugged. Buffing perks like Knock Out just encourage killers to leave survivor on ground for 4 minutes doing nothing. Survivors can speed up hook process that is only 2 minutes, they should be able to speed up bleed out as well.

    Camping - have hook survivor move to different hook without aura if killer is hanging out by hook without being in a chase - killer can either leave survivor and know their location or camp and lose knowing what hook they're on. If not that atleast give camped survivor BP for % gen repair and distraction points since they are distracting killer from going anywhere.

    Huntress Iri head - just make instadown be from certain distance away like Deathslinger add on. This way she can't just be right on top of survivor for an easy insta down.

  • They should give survivors ability to speed up bleed out when left on ground for a certain amount of time. Can speed up hook time, should be able to speed up bleed out as well. I've run into alot of killers that from start of the game knock everyone down to slug them all until they bleed out. Doesn't matter if they get 3 crows circling them to notify killer of location. Killers know they won't get punished and are encouraged to slug like with the buff to Knock Out.

  • Maybe it's because I have crossplay off but DCs seemed to have decreased on PS4 for me. Still have couple games a session with them but not nearly as bad as it used to be. Maybe players with crossplay off are just enjoying the games more or want the XP to finish the rift. 🤷‍♀️

  • I have crossplay off. Been play 2swf today to help my teammate finish the rift. We haven't played with/against any of the same people and we've been playing for couple hours now. Our waits are pretty quick too - only a minute or two at most.

  • @NoFace said:

    I'm pretty sure it's intended because Oni has been like that since launch if I remember correctly.

    Maybe they wanted him to stay in Blood Fury when in a mori because he loses his ability on a pickup. Honestly that is the only explanation I could give.

    Michael doesn't lose his Tier 3 after a mori (if you don'tuse a tombstone), I mean there completely different powers but I'm pretty sure The Devs know.

    Mikey doesn't lose Tier 3 picking up a survivor either, different mechanics to their powers.

    This was first time I've seen it happen. If it's intended I can now expect it rather than sit there confused why he's still running around the map instadowning people. 😂

  • I thought exposed meant killer could see auras along with instadown.

    DS the line that says something like "use whatever is in your hand" I thought you needed an item to use the perk so I never used DS.

    I didn't realize there was a difference between fast and slow vaults, I thought it was just inconsistent.

    I thought BT was basekit and thought you were supposed to instantly unhook players in front of the killer, I got alot of people killed.

    I also thought you were supposed to try and unhook yourself, that when you hit struggle was when someone else would save you. I was a 2 hook survivor for awhile.

  • I thought the perk rarity changes were to help ease the grind everyone hates until others pointed out it would actually make it worse.

  • Mikey for killer and overall.

    Jake for survivor. I would've said Ash but really Ash p3 feels more Ash than his base cosmetic - his p3 is also my favorite overall.

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/1643399#Comment_1643399

    But I'm not talking about bleeding out. I'm talking about slugging for pressure. I'm coming back to hook you the second i got my hit/pallet.

    If anything saving survivors from other survivors who ragequit at first down sounds like a reason more to slug

    You asked how is it more boring than being on a hook, which makes it sound like you're leaving survivors on the ground for extended periods of time not just getting a quick hit in on nearby survivor or breaking a nearby pallet. Being left on the ground for few seconds for the hit/pallet break isn't boring, but if you're leaving them on ground while you use them as bait or run around across the map chasing someone else then it's boring and that's what people complain about. Unless the survivor is running Unbreakable or No Mither they cannot do anything but lay there or crawl around. They aren't earning any BP for the time spent on the ground that can last longer than the time on hook.

    You aren't saving survivors from rage quitting, if anything you're encouraging it because it's not like they're losing out in BP/pips anyway just laying on the ground. They are more likely to DC or suicide on hook with killers that play like that. And before you say it no I don't DC, I'd rather killer get no points from me bleeding out than points from quitter bonus.

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/1643377#Comment_1643377

    If you are that eager to get out of the game then why are you playing at all?

    https://forum.deadbydaylight.com/en/discussion/comment/1643337#Comment_1643337

    I can understand that it's boring when there are only 2 people left. I usually don't bother with that and just see who gets to the hatch first

    If I'm spending 4 minutes bleeding out on the ground I'm not playing the game, I'm wasting time.

  • I have friend requests/messages turned off, I'm not wasting time with people upset over a game not going their way. The person that would send toxic messages can just stew in their anger instead of filling up my inbox.

  • Total time on hook is 2 minutes and you can speed up the process to not take a full 2 minutes. Slugging it takes 4 minutes to bleed out and you can't speed up the process. Give me an option to speed up the bleed out process and I won't mind being slugged, until then it's obnoxious.

  • @Science_Guy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1642922#Comment_1642922

    It's just going to increase the grind, albeit not by that much.

    The only thing that's changing is that all the perks that were C/U/R are now U/R/VR, which means they all cost more BP at each tier.

    So on top of 4 additional useless offerings added last patch to clutter bloodweb and add to grind increase grind on perks. Awesome.

  • @Dustin said:

    https://forum.deadbydaylight.com/en/discussion/comment/1642928#Comment_1642928

    Yep. Let's say in the rare instance a survivor has no exhaustion perk. Mind Breaker is now useless. Needs to do something else while a survivor is exhausted.

    My brother doesn't run any exhaustion perks. I only run Adrenaline which I only need Haste if I'm in a chase when it kicks in so wouldn't be on a gen anyway. So if we're swf that's 2 right there the perk is useless on.

  • They need to make exhausted status do more than not let you use a few perks for it to be worth taking up a perk space.

  • I really hope the perk rarity change cuts down a chunk of the grind.

  • I'm guessing this post is why you made a post?

    https://forum.deadbydaylight.com/en/discussion/194172/pls-devs-nerf-ruin-undying-tinkerer-on-freddy-and-high-mobility-killer/p1


    Which really from what I saw was one person complaining and the rest saying do bones and what about DS, DH, UB combo. 🤷‍♀️

  • Yes, they should focus a chapter on game health. Honestly I wouldn't mind if every other chapter was a game health chapter.

  • When you're new, before you know anything about the killers/game it's scary because of the unknown. It feels like you should avoid the killer not run up to them which is what makes you nervous when you first start playing. Once you know it's OK to take hits/commit to a gen that fear is gone. They need to make the game have that feeling of you should avoid the killer not one that encourages survivors to get into a chase with a killer.

    Have survivors search for the items needed to repair a gen.

    Have doors that need to be opened/closed - when closed that is when they act as a breakable wall. Both killers and survivors can open/close but only killers can break. This can be used to mindgame by both killer and survivor. Do not put areas to hide like locker inside places that have doors that can open/close - adds to risk of using that area to repair gen/cleanse totem.

    Remove sounds from stealth killers that give them away. Survivors can use spinechill/premonition in perk spot if they want to know killer is near. I will hear wraith's loud foots steps and gurgling breathing across the map it's so loud. If he uses the add-on that removes the bell sound make it actually silent, don't replace with woosh sound. Also maybe give him add on that makes it so you don't even see the wavyness of where he is while cloaked.

    Get rid of the terror radius music when not in a chase. Knowing immediately what killer I'm playing against takes the surprise out of the game. Also find ways to hide when I'm going against Freddy, Trapper, Plague, and Pig. Freddy maybe have people start heading into dream world once in his terror radius or they have their first chase with him. Only show dressers while in dream world not awake. Pig hide boxes until first trap is placed, then have them appear. Same with Plague, hide fountains until someone gets sick. Trapper have him 1. Start with more traps and 2. Grab traps from locker instead of roaming around the map - when I start next to a closed trap I immediately know to watch where I step.

    Make a chase feel like a bad thing to get into. Longer a survivor is in a chase have exhaustion start kicking in, - have exhaustion recovery increase based on chase length and make the survivor do everything slower until recovered. Make it so they cannot heal while in chase - no medkit with add on, no last bit healed after using dead hard. Survivors shouldn't feel safe while chased. Also give penalty if they escape chase by having killer get into a chase with another survivor to prevent sandbagging to end chases quicker.

    When repairing a gen or healing someone have the survivor repairing/healing have camera on gen/other survivor for normal repairing/healing speed, if they look away the repairing/healing speed decreases. There should be some sort of consequence to survivors being able to look any direction.

  • Any time I put up a BP offering for all categories (especially BPS) I get tunneled/slugged out of the game so it feels like a jinx. If I do one for single BP category I somehow manage to not get any BP in that one so jinxed again.

    Map offerings I only use when I go to the same map multiple times in a row and want a change up. There was one day I had the Game 5 times in a row but no one did a offering for there, just bad luck. Have also used them for challenges - fall from great height in chase is easiest on Haddonfield.

    Fog offering screws up killers fps on console so I just feel like a douchebag making their crap fps worse with an offering that really doesn't do anything to help me out.

    Shrouds I really don't care to start with my team or away from the killer. Odds are because I have crappy luck I'll use the one to start away from killer one match then end up starting in the killers terror radius the next.

    I don't bring in any items unless I have a specific challenge so White Ward is rare for me. I prefer to grab items from chest.

    I'm awesome at getting downed directly under a hook even when people play offerings to make them further apart so hook offerings don't really help me.

    Luck only works for bear traps or unhooking yourself so pretty useless. Be nice if they increased the great skill check zones, make Luck offerings and perks more useful.

    Chest offerings I use for challenges where I need to search multiple chests.

    The new offerings are just useless for me. I don't care where the basement is and I'd rather the hatch be somewhere random instead of in a certain spot where killer will check first.

  • Solo survivor is stressful because it can feel like your teammates are working with the killer instead of each other. Killer stressful if you're up against good team with weak killer.

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