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ermsy

ermsy

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ermsy
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  • It all depends on queue times. I don't think they'll turn it off at least at least not the survivors. Queue times for survivors on console was on average around 10 minutes in Europe. Now it's only about 30 seconds.

    I think most console players will keep it on purely for the queue times especially if the queue times will get worse for the console only players because they won't be matched with other console players that allow crossplay.

    Eventually you'll have to check crossplay or quit.

  • It's balanced imo, if you miss you'll turn into the weakest killer until you reload.

  • PS4 in Europe. Queue times for killer was a few minutes and slightly longer than before but I've noticed survivor queue times drastically have improved. I'd get into lobby's withing 30 seconds.

  • Windows is ridiculously underrated, for solo play it will tell you if you are running into a deadzone and what pallets your fellow survivors have already wasted.

    For swf it is a wasted perk though.

  • @Jigsaw_pprentice1993 said:

    Ebony mori is boring yes oke its not impossible with those killers but the reason people play for example ghostface is his powerful no red stain

    they would not be willing to sacrifice that for a 5 second animation

    my first main love was piggy i would not trade in my beartraps and stealth/dash for it

    You not trading your power for a Mori isn't a bad thing. That's actually the point, it's to act as a deterrent to use a Mori. Granted the deterrent could be too great but this was na idea of the top of my head.

  • @Jigsaw_pprentice1993 said:

    Horrible clown wraith ghostface pig trapper would be useless also imagine playing nurse spirit huntress you are already slow your power is what makes up for that nurse would be unable to catch survivors

    I agree with the slower killers it would be very difficult. Borderline impossible with the nurse. But why is it useless with clown, wraith, ghostface, pig, trapper but not the others you've not mentioned like hillbilly, Myers, plague.

    I figured it would add a fair amount of strategy for example you'd have to choose wisely on when to sacrifice your power for the ability to kill on command.

    The current ebony Mori is a braindead "I win" offering.

  • @Cheers said:

    https://forum.deadbydaylight.com/en/discussion/comment/1516497#Comment_1516497

    I doubt it even with a 115. It's why Wraith simply isn't a great killer imo. He has nothing in the chase that helps a ton if the survivor knows what they're doing, even with the speed boost of the bell. Without the power he, and all other 115 killers, would be fairly useless.

    I dunno, I think a wraith with the ability to kill on command as well as 1 survivor already out the game is still in a good position to win the game.

  • @Cheers said:

    Personally I'd hate this idea, especially for the fact that it would make Ivory moris mostly useless.

    I guess it depends on the killer but any 115% killer would probably be ok if a survivor gets removed from the game early

  • @Splinterverse said:

    https://forum.deadbydaylight.com/en/discussion/comment/1516297#Comment_1516297

    Again, the regression is not necessary. If the gate is 99ed, the survivors could have left any way. If anything, the killer gets more time to kill them because they hung around instead of going straight out.

    While I think the gates spawning too close together is an issue, if you read my posts, you'll see that I'm not calling for that to be fixed. I'm simply mentioning it of how that + EGC are already killer-sided. Regressing the gates would be yet another endgame thing that is killer-sided. It's too killer-sided as it is. No need to increase it.

    Now, if you want to talk about creating a new perk that does it. That would be fine. At least they'd be giving up a perk slot to make that happen (just like Remember Me and Blood Warden do).

    Plenty of aspects of this game were "fine" but got changed anyway and for the better. Old kindred was fine but the new version is alot more fun to play with.

    New killers, survivors and maps are not necessary either but its nice to get them.

    Should we ignore current or future issues because they game is able to run with them?

    I would be fine adding the regression feature to remember me as a compromise.

  • @Wylesong said:

    https://forum.deadbydaylight.com/en/discussion/comment/1516288#Comment_1516288

    I like your post and yeah the idea of the regression on the gate was a idea I have seen before and thought it was a good idea. If gens can regress why not the gate. =)

    Thank you, I don't want to gut the survivor experience. Just want to make the end game more interesting.

  • @Splinterverse said:

    https://forum.deadbydaylight.com/en/discussion/comment/1516182#Comment_1516182

    Because the end of the game is fine as it stands. There is no need to lengthen it. EGC was added to shorten it. Adding a needless timer would needlessly lengthen it and for what? To prop up a killer who obviously sucked? No thanks. Maybe stop trying to prop up this bad idea and come up with a better one. And I'm adding LOL because your responses continue to be laughable (like the original idea).

    If you had read my previous posts, you'd see that I never said the egc should start earlier or when the gens are done. I simply asked for a regression on the exit gate so it wouldn't be a permanent 1 tap.

    There are other issues with the endgame like the exit gates can be too close together but should we also ignore that because "it's fine".

  • @Wylesong said:

    If camping and tunneling is a legit "strategy" then doing these things like 99% gens and Exits is too. I feel end game collapse before the gate is opened just pressures survivors to get to the gates allowing the killer to just run back and forth because they know the survivors HAVE to come before the time runs out. It would end up being like another NOED without NOED if we had to race to the gate knowing the killer will be right there.

    I've already made this point based on your first post by so I'll just copy and paste:

    I see this argument all the time. Killers or survivors shouldn't get x because they have y and z. By your logic we shouldn't change anything in the game because we have something else.

    The line of thinking is completely counterproductive.

    As far as starting egc before gates are opened, I agree with you that it would be too oppressive unless the time as increased by alot but then it would be redundant. But a simple regression on the exit gate wouldn't break the game imo.

  • @Splinterverse said:

    https://forum.deadbydaylight.com/en/discussion/comment/1515913#Comment_1515913

    LOL. So now you admit it's an argument but in your OPINION it's a bad one. Lovely. No point in arguing with anyone who is so silly.

    At any rate, EGC didn't used to exist. Originally, the gates could remained closed or opened for as long as desired. Now they do have a clock on them once either side has opened them. That is sufficient. The gates are not meant to be exciting. They are meant to facilitate an exit (or a kill in the case of Blood Warden). If you're looking for action and excitement in every part of the game, maybe play a different game? LOL.

    Adding LOL to your "argument" does not make it a good one. Whether you like it or not the exit gate is an objective in the game.

    And once again your argument is a bad one and instead of explaining yourself and giving me a why...you disregard it again.

    So I'll ask you again, why isn't it needed?

  • @Splinterverse said:

    https://forum.deadbydaylight.com/en/discussion/comment/1515275#Comment_1515275

    You are just a special flower aren't you? My argument is that it is NOT needed. We do not need regressing doors for any reason other than to appease baby killers like you who can't figure out how to get good. How can you be so unable to understand that that is a valid argument? Oh, I know. It doesn't suit your "reality" that you're actually a good killer who keeps losing because of 99'ed doors. Lamest excuse ever. Keep working on it bud. LOL.

    This argument that its not needed just because is simply a bad one. A why would be nice to add so the discussion can go forward.

    The exit gates are pointless the way that they are now. They might as well be one tap to begin with or just disappear to when the gens are done.

  • Just a guess but could be mmr related, certain killers are likelier to be match against on a certain mmr.

  • Discussing whether genrushing exists is like discussing that the earth is not flat with a flat earthed.

    The concept is fairly easy to understand, all genrushing is, is the survivors prioritizing doing gens over healing, saving survivors in hooks etc.

    It isn't survivors doing gens because the killer isn't pressuring them enough, that's unrelated to gensrushing.

    An example of genrushing would be that the killer has one survivor on hook and chasing another survivor which is the obsession. Survivor 3 and 4 are already injured and instead of healing or saving the hooked survivor, they'd repair two gens instead of saving hooked survivor even though they know it will put the hooked survivor in second phase. They also know that the killer isn't camping thanks to obsession.

    I'm not saying it's a bad tactic but it does exist.

  • This argument that the exit gates are not an objective makes no sense whatsoever, and if it did I'd wish someone could explain how.

    If the killer kills 3 survivors and closes the hatch...what's the new objective? Last time I checked it was the exit gates, and as I mentioned above if it isn't an objective then why is it there?

    Why not just have it one tap or make the exit gates disappear when egc triggers or all gens are done?

    Why does remember me extend the time if it isn't an objective?

    There are plenty of examples showing how the exit gates is an objective in the game, I've yet to see one example of it not being one.

  • @SurviveByDaylight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1511691#Comment_1511691

    Yeah but you can’t put 99ing gates in the same category as say, a generator which is capable of regressing on their own without the killer interacting with them. Generators are objectives and should be able to regress, gates are not objectives and shouldn’t. End of story. They are two completely different things. Survivors should have control over whether or not they are permitted to leave at the push of a button because they have earned it. They did their objective already. Yours was to kill them which you failed to do. End game is a 2nd chance for killers. Smh 🤦🏽

    If the exit gates are not an objective then why does it take 20 seconds to open them?

    Why isn't it just a one tap?

  • @SurvivorKillerAngel said:

    https://forum.deadbydaylight.com/en/discussion/comment/1511717#Comment_1511717

    Well that can be said on both parties but that is how things get seen by both sides when people speak up.

    Your doing it again, the discussion is about one thing. You bringing up other issues derails the conversation then saying it's ok because others do it once again doesn't add anything to the discussion.

    You can dismiss literally anything with that line of thinking.

  • @SurvivorKillerAngel said:

    I think the killers that are complaining about the 99% Gate shouldn’t have any reason to. I mean the killer has no penalty for camping the whole game in front of each hooked survivor. The killer can open the gate & close the hatch as well. They are fast enough to make it to both gates even if it’s across the map. Plus the survivor runs into the biggest risk of the killer runs no one escapes death totem. So if a killer doesn’t like it they can open the gate it shouldn’t be a issue unless they are just trying to camp the hooked survivor. I play both killer & Survivor. Unless they wanna make the gate time to open the gate shorter & get rid of No one escapes death perk. I don’t see the problem. Killers have traps & hex & shock abilities & are able to throw hatches across the maps. How much more baby do they want the game to be. The game caters to the killer as is. Some can even see when you work together & have no heartbeat at all. They can track scratches & can see generators & hooks. Why no let survivors see their Generators & the killers see their hooks or switch it. I mean it keep things interesting. I don’t see why killers complain unless they stalk hooked survivors. Which should be a penalty, which again there isn’t. I see it as a strategy that is a higher risk for the survivors.

    I see this argument all the time. Killers or survivors shouldn't get x because they have y and z. By your logic we shouldn't change anything in the game because we have something else.

    The line of thinking is completely counterproductive and it would have been more useful if you didn't say anything at all.

  • @Splinterverse said:

    https://forum.deadbydaylight.com/en/discussion/comment/1509425#Comment_1509425

    I don't think regression is needed at all. It's only killers who suck that need help with it honestly. Play a full day as survivor and you'll see that it doesn't come down to a 99 door very much. In fact, if it does, it's most likely survivors who died from not opening it all the way.

    You completely ignored my question lol

  • @JoseNoSkillz said:

    Nah a good killer would kill a few before survivors can get to door especially with loadouts if used correctly... All i see is killers complaining more so they get more of an advantage be happy with a kill or 2

    How much of an advantage is it though? Would it be game changing?

  • @Splinterverse said:

    https://forum.deadbydaylight.com/en/discussion/comment/1508364#Comment_1508364

    I can't believe I have to explain this, but here goes . . .

    When a gate is 99, you have two options . . .

    1. Open it yourself so the countdown continues
    2. Don't open it, but know that the survivors can leave at any time anyway and now have unlimited time to do so.

    Either way, they can escape.

    If you don't want them 99ing it OR you have perks to benefit from the open gate, open it.

    If you don't want either of those, you can leave the door at 99 and take your chances to get more kills.

    Any changes would be too much killer-sided EGC given that it is already killer-sided (gates close together and limited time are killer-sided aspects).

    But if the gates were far apart then the regression would be acceptable yes?

  • @Erk said:

    https://forum.deadbydaylight.com/en/discussion/comment/1508668#Comment_1508668

    Then I can too, don't complain about killers abusing game mechanics then

    Did I complain? :s

  • Players will abuse game mechanics that can be abused regardless of game.

  • All these comments and still no one can give a reason why it isn't a bad idea for exit gates to regress.

  • This discussion is losing focus lol

    I don't understand why it's such a bad thing that the gates regress.

  • @LowSpecGamersMatter said:

    "LeTs ReMoVe aLL sTrAgEtiC PlaYs SuRviVoRs cAn Do cUz I WaNt eAsY KiLLs" is all what Im reading here

    Then you are reading it wrong.

  • @Splinterverse said:

    https://forum.deadbydaylight.com/en/discussion/comment/1505118#Comment_1505118

    As I have said, compared to how the game used to be, the EGC and exit gate placement is already heavily in favor of the killers. There do not need to be any additional things done to EGC or exit gates to assist killers. Killers that lose because of it feel like it's that way every match because they need to improve. The exit gate 99 is not a problem for the vast majority of matches or players. Again, killers who fail tend to view everything else as the problem. I guarantee if those same folks played as survivor for an entire day, they would see that the 99 is not the problem. In fact, plenty of killers get 4Ks etc. without it being an issue. It only appears to be the issue because some killers suck and refuse to acknowledge it.

    It's unfair to compare the way the game used to be to now as it is virtually a different game.

    I think having the gates regress will enrich the survivor experience. Usually once the gates are 99% the game is done and it plays out the same way again and again. Kinda becomes a routine at that point.

    With a slow regression there will still be uneasiness for the survivor and weighing up the pros and cons of abandoning to exit gate.

    The position of the exits gates do need to be addressed though.

  • @Splinterverse said:

    https://forum.deadbydaylight.com/en/discussion/comment/1504002#Comment_1504002

    NO NO NO. Here's the thing. You already get exit gates too close together AND the EGC to begin with. That is enough for the killers. You don't need more. If you can't it done with those changes, get better at playing killer or pick a different killer or go play survivor.

    Dang, these baby killers that want everything in the game changed so that they can get 4Ks with a perkless Clown or something. It needs to stop. If BHVR keeps listening to this kind of nonsense there won't be survivors left for these baby killers to play against. It takes 4 times as many players to play survivor as it does killer. Stop trying to nerf the game instead of getting better. If you have a bunch of bad matches as a killer, the common denominator is YOU. Go play a whole day as survivor and you'll see that it's not gen rush, it's not 99% doors, it's not any of these continuous excuses for your bad performance . . . it's you needing to get better.

    I agree that sometimes doors are too close together, the killer shouldn't be able to see both doors from one location.

    But why would a regression on the exit doors be such a bad thing?

  • I'd rather one players experience be ruined by being forced to play than 4 other players experience ruined due to one players selfish actions.

  • Killer shouldn't be shamed for using noed but... whenever I play against a killer that isn't particularly good at the game, I prepare myself for noed to make an appearance and usually it does.

  • When I use bloodwarden I usually try to force the survivors to open them to void suspicion.

    When it comes to early egc when the gens are done would probably be a bad idea due to it being a nightmare to balance. Noed and pigs traps would be a nightmare to deal with if it immediately started.

    But a regression of the exit gates is a good idea, at least give the killer a choice to open or regress it himself. The reason is that currently there are no pros and cons for 99% a gate, just pros. Survivors are under little pressure at this point of the game and a regression would add some tense moments for the survivors and they would have to weight their options.

    Also it only takes 20 seconds to open a gate, with a regression penalty it would only probably take 3 to 5 seconds to open after regression. So survivors can't make a beeline to the exit gates after a save mindlessly, they will have to think and plan more which imo is a good thing.

    On the other hand there should be an exit switch on either side of the exit gates so that the trapper can't trap an exit as easily for an easy gg.

  • @stikyard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1479911#Comment_1479911

    DS, BT and, DH all do what? Give the survivor an extra chance to run away. It doesn't end the chase or hide the survivor, they don't reveal the Killer to every survivor either.

    I can't count the number times I've used anyone of those perks just to be chased down and whacked again, it's not game breaking.

    You've completely missed my point. I'm saying that the killer has to keep these perks in mind when playing the game regardless of whether or not the survivor has it.

    This also goes for survivor with the killer perks I've mention.

    in BBQ is OP Comment by ermsy
  • @stikyard said:

    The possibilty that the killer has BBQ disrupts every survivor. I have to leave my gen and run closer to the killer or find a locker.

    New players don't even know what's going on and, look stupid when the killer knows exactly which rock they were hiding behind.

    This applies to nearly everything.

    Survivors have to keep bbq, nurses calling, spirit fury etc in mind whearas killers will have to play around DS, borrowed, dead hard etc.

    That alone doesn't justify a change.

    in BBQ is OP Comment by ermsy
  • Having a risk/reward aspect would improve the game in my opinion. And it would give the killer a push to make a play and go for another survivor instead of hardcamping.

    At the moment the survivors will just 99 the gates and the killer is forced to hardcamp the last survivor.

    If a regression came into place, survivors would have to make a decision whether or not to take the risk for a rescue. One survivor would probably have to stay behind to keep the exits 99ed etc.

    At the very least this should be made into a perk.

  • @Nickeh said:

    https://forum.deadbydaylight.com/en/discussion/comment/1472367#Comment_1472367

    I did answer you question. I wouldn't care if it was changed in any shape or form. I do find it pathetic, though, seeing as items can already be seen.

    In that case this discussion is mute. It's always a good idea to make the game more accessible and if making keys more apparent affects even a small percentage of people positively then it's still worth doing.

    Like you said, it's not an issue.

  • @Nickeh said:

    https://forum.deadbydaylight.com/en/discussion/comment/1472357#Comment_1472357

    I'd be fine if the devs implemented a dildo that shoots out and morse codes the name of every item brought starting tomorrow, still doesn't change the fact that it's simply ridiculous acting like this is the thing that needs to be addressed in the game.

    It's a small quality of life change which doesn't affect anyone negatively. But you still haven't answered my question, why is it an issue if it doesn't affect anyone?

  • @Nickeh said:

    https://forum.deadbydaylight.com/en/discussion/comment/1472354#Comment_1472354

    Because it's yet another super annoying nit picky thing that doesn't actually affect anyone yet people want to cry about it.

    Once again if it doesn't affect anyone...why is it an issue?

  • I don't understand why it is an issue to make keys more visible.

  • There are two places you didn't check. There could be a gen hidden between the two jungle gyms past the harvester amongst the trees.

    The second could be past the killer shack in the corner once again among the trees.

  • It would be a fun concept but very difficult to balance. The passives would have to be quite low power level wise.

    Just by your example, Meg and ace are way more powerful than the rest. Aces would just be tunnelled every game due to potential keys.

  • Can we see the footage?

  • Before they buffed Jason, you could endlessly bully him with consecutive ten second stuns as you danced around him or you n his head if you had the correct perks.

    The dance at 2:42 was the preferred dance to antagonize him.

    https://youtu.be/Q8IEjV6480Y

  • Reminds me of Friday the 13th where the counselor would stun Jason then dance on his head while Jason was recovering.

    The concept of emotes would be fun but would undoubtedly be used in a toxic manner.

  • It's probably because giving every killer the ability to stealth without a tell is too strong. But the highlighted gen can be used to your advantage, most survivors will look towards the gen that was kicked so you can sneak around them or they assume you'll stick around the highlighted gen and won't expect you to relocate.

    The highlighted gen can be used for various mind games so I don't think it's all bad that survivors can see it.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/1406421#Comment_1406421

    There is a noise notification when a survivor is rescued from the cage. I played a few PH games earlier.

    Oh in that case ignore me lol, I've not tried him yet. But I am looking forward to trying him out, this change wouldn't affect my playstyle. I rarely used the cage, only when DS becomes a possibility or when they can be mori'd.

  • Would be a nice quality of life change if they added a notification when the survivor was rescued similar to a regular hook.

    That way the killer will know their last location but can't preemptively go there.

  • @Zaitsev said:

    This is pretty much the most fair version of DS that can exist imo. Let me know

    1. Only lasts 30 seconds at Rank 3, but never goes down during a chase.

    2. Deactivates upon repairing a generator, entering a locker or being fully healed.

    3. Only one DS is active at a time.

    I can agree to this but no.3 is unnecessary since it's only 30 seconds. Also I'd pause the timer if slugged as well but only if within a certain distance to the killer. Once the killer is x metres away resume the timer.

  • Survivors average build is stronger than an average killer build but the killer has the potential to be much more op compared to survivors with certain add-ons and moris.

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