kingcarl2012
kingcarl2012
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@[Deleted User] said:
Well for some strange reason they felt Calm Spirit needed a nerf. Go figure... Back on point, yes it should be one or the other.
Calm Spirit got a buff not a nerf
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@MadEyePopo said:
https://forum.deadbydaylight.com/en/discussion/comment/3266727#Comment_3266727
I don't think I understand exactly how complex the pip system is. I just thought it gave you pip(s) if you did some stuff and took one away (de-pip) for not doing enough stuff. I just find de-pipping frustrating and I don't do any of the toxic stuff you mentioned here. So in that case, you are probably right.
The Emblem System, also just referred to as "Emblems", is a Ranking Game Mechanic used to determine a Player's Grade.It was originally introduced with Patch 1.9.4. Before Grades were implemented with Patch 5.2.0, Emblems played an integral role in Dead by Daylight's matchmaking system for ranked Trials, as it determined a Player's Rank and thereby how they would be matched.Since reworking Ranks into Grades, the Emblem System no longer determine one's matchmaking scoring and merely track successfThis link explains it in pretty excruciating detail
Its kind of a sliding scale as you rank up through the season the requirements to pip get harder, if the depip level was set at the silver requirement all the way up it wouldnt be as bad, and still would activate on people who dc and suicide on hook early and stuff.
No one complains about depips in silver its really only in iridescent that its usually a problem.
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@SiaOiz said:
I'm seeing more and more Killer bots at the moment using programmed moves in an attempt I assume to gain blood points and shards.
Really wish something can be done about this as it completely ruins the trial for the Survivor. I mean I guess they get to thew gates but theres no fun to it with these.
Much prefer these over insidious lightborn afk wraith, at least against these you can farm points and stuff.
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@TeabaggingGhostface said:
Bump up the stun to 4s, and both hook states, but make it deactivate when entering lockers
Also deactivates on using a flashlight and being directly between the killer carrying a survivor and a hook within 8m of hook
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@Desola said:
https://forum.deadbydaylight.com/en/discussion/comment/3265798#Comment_3265798
Generally, when someone got to 3 crows and remains like that for a minute or so it's pretty much guaranteed that they aint coming back. I certainly yet have to see one that did
And yeah.. you and maybe 5% of killers that don't take the easier 4k the AFK gives you (Or see that an AFK is technically worse for the other survs than a Quitter and Grant them that fairer match.
But then how do I punish the survivor that cost us the match by refusing to take any aggro all match, if I run around with the killer I will get accused of working with the killer, if I afk so he knows where I am he can kill me or hunt as his own descision.
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@MadEyePopo said:
https://forum.deadbydaylight.com/en/discussion/comment/3255244#Comment_3255244
I think your idea is a simple change that would basically fix everything that is wrong with the pip system. I can take it if the Entity decides "no pips for you!" on a game that I did pretty good in, but it is just a kick in the teeth to get a -1 pip for a good, fair, and fun game played.
Have to disagree here, if you completely remove depips things will definitely get worse, we already have an epidemic of people getting hooked once and suiciding on hook, how much worse would it be if you get rid of the only penalty for it?
I think the best answer is adjusting the way the safety pip works
If there is a dc, regardless of the rest of the match everyone should minimum saftey pip except the dc person
If the killer hard tunnels 1 person, safety pip everyone
If someone suicides on hook, minimum safety pip everyone but that person
There are plenty of other situations as well you could account for but im sure you get my meaning.
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@CursedPerson said:
https://forum.deadbydaylight.com/en/discussion/comment/3260115#Comment_3260115
Me too but the game mode I want would be limited, none of the op ######### everygame. None of the green, purple, iri; items, add-ons, or offering. At most either side could bring the lowest tier item. Only bloodpoint offerings allowed. I think it would be a cool idea to give each survivor a different item, so a survivor gets a toobox, flashlight, medkit, or map randomly. Killers could bring brown addons and it doesnt come from their stockpile. And probably leave it solo que
Custom games find a group pre agree on rules and there ya go.
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Iron will is in a good place, 100% noise reduction with no penalty always felt really unfun, I also really like the exhaustion part in a thematic way, it really makes sense that after exerting yourself you would be louder and have to take a min to get back to normal.
Although thinking on it a bit more they could leave Iron will at 75% reduction remove the exhaustion bit and just apply the noise penalty directly to being exhausted. A straight 50% louder breathing/injured noises applied to the exhaustion effect at all times.
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@Haven414 said:
https://forum.deadbydaylight.com/en/discussion/comment/3264635#Comment_3264635
Thank you for the information, that makes sense now! I guess they should probably change that, though, huh? The emblem system is kind of frustrating and I feel like they should count towards match results just as much as kills themselves do (Whether it's a sacrifice, mori, reverse bear trap, tombstone, dc, or whatever. I guess that's the most frustrating part, because I think all of those should count the same.). If both kills and emblems counted just as much, you could sometimes have a short match, but still get merciless killer because you got a 4k. Or you could sometimes get more than brutal killer when you get no kills, but the match was very long and you got a lot of emblem points.
The emblem system puts emphasis on more fun and fair games, it punishes camping, bleeding out, and other things generally regarded as unfun. To score well in the emblem system it puts a focus on all aspects of the game not just the kills.
For example if you get an early down and camp that person and down everyone as they come in for the rescue, and get a 4k by 1 hooking everyone in 3 minutes, that game will result in a low emblem score, and will be relatively unfun for all parties involved.
On the flipside a game where you hook everyone a couple times and its a fun battle of pressuring gens and getting lots of chases that goes for 10 minutes and you get a 2k, that game will ha e a much higher emblem score, and pretty much everyone will have had an enjoyable game for the most part.
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@StockBizzle said:
This challenge does not accept the final (fourth) sacrifice to the entity to count toward the 10 required sacrifices. I got two 4 kill lobbies in a row and both times I only received credit for 3 kills. I assume it's the fourth kill that isn't counted but cannot be sure. I started with a 3 kill then got 3 credited again (after a 4 kill lobby). So I thought I would only need 3 more but it said 6/10 so I thought, okay I'm crazy... I'll just get another 4 kills. My last lobby I got the 4 kills (all on hooks) and still only got credit for 3. I am now 9/10 somehow even though I've gotten 11 kills...
Yep there are about 15 other threads about this bug, please go upvote it the bugs section.
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@Raygun said:
the Michael Myers add on that allows him to instantly kill any survivor when he reaches tear 3 should not be in the game, I don’t care it it’s much harder to get nothing should allow you to instantly kill survivors that you haven’t touched all game
Or just anytime myers is in tier 3 jump in a locker and make him grab you so he can only hook you or slug you.
The only thing wrong with it is it should have a cosmetic indicator, like a necklace with a tombstone, something you can see so you know its in play and it'd be fine.
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@FrodoTbaggins said:
Just got Cenobite up to prestige 3, had him at 2. Working on trapper atm, he's at 2 1/2. Probably gonna jump on artist after that.
Just remeber once your done trapper if you get everyone to prestige 1 you'll start having all perks unlocked before you hit prestige 3
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@JakeCannon said:
https://forum.deadbydaylight.com/en/discussion/comment/3264800#Comment_3264800
They just go to another totem and put it up again across the map .
If its that big of a problem have an alternate build ready with shattered hope
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@celesteismore said:
https://forum.deadbydaylight.com/en/discussion/comment/3264788#Comment_3264788
So you're saying I have to select a different challenge and then back to the one I want to do?
Correct and I rcommend doing it anytime you load up the game or switch between killer/survivor just to be sure.
Its a known bug, this is the workaround, you can also upvote the bug report in the bug section of the forum
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@celesteismore said:
https://forum.deadbydaylight.com/en/discussion/comment/3264784#Comment_3264784
I only had changed my killer challenge because I was done with the killer challenge I did but I didn't think that mattered.
Yeah if you play with that challenge selected yesterday for example, and then boot up and start playing today you will have tracking issues until you select a different challenge and then the one you actually wanna work on.
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@celesteismore said:
Is anyone not having their rift challenge progress? My challenge is to stun or blind the killer 8 times. Is not in a single trial. I did both a couple of times but there was no progress in my challenge. So far it says I've done it three times from yesterday. I use blast mine since it counts as both.
It doesnt log progress for challenges from previous sessions, when you boot up switch your challenge to a different one and then back to the one you wanna do.
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@FrodoTbaggins said:
I'm working on Prestige 3 for all killers and am looking for a prioritized list to work towards. Just started about 2 months ago, but so far I have Doctor, Cannibal, Clown, Nemesis, Hag, and Onryo to prestige 3.
Here is some fun math for you,
There are 16 General perks 16 x 3 = 48 perk tiers
There are 30 Individual killers (Counting Knight but not counting Demogorgon)with 3 perks each 30 x 3 x 2 = 180 perk tiers
Total perk tiers to unlock 228 per character once all are prestige 1 minus the potentially 59 from getting to prestige One, 228 - 59 = 174 perk tiers
You have 6 done so 6 x 3 × 3 = 54 perk tiers
Leaving 120 per character to unlock 174 - 54 = 120 perk tiers
Leveling blood web from 1 to 50 can accrue 59 perk tiers 59 x 2 = 118 perk tiers
So what does all this math mean?
The best option is to get all killers to prestige 1 and then by the time you get 1 or 2 more to prestige 3, you will actually unlock all perks on all killers before they hit prestige 3, so the best order will actually be the order you like to play them.
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@BabyShrimp said:
Hello everyone! We always talk about toxicity, and while it's nice to have a good balance of goofing around in a "toxic" way, I think it's just as important to talk about small ways we can make DBD a better place. Let's go!
Giving hatch to the last survivor usually means a lot to them, especially if there was a DC or throw during the game. Having just a little mercy is typically no big deal on the killer's side, but it can still make survivors very happy!
If you close the hatch, it's still not too late to let the survivor leave through the exists. If you're feeling particularly nice you can let them leave through the gates, especially if they leave you an item, which brings us to...
Leaving items for the killer is a sign of humility, or gratefulness. The killer may not keep these items, but it shows you care.
Respecting challenges is also a small way to make survivors happy. Even if you kill them in the end, they helped them reach a goal, so if you see a survivor interacting with a glyph, just pause chase for a moment.
Lastly, be nice in end game chat. Sometimes killers especially feel bullied, so it can mean a lot to go out of your way to be sympathetic and wish them good luck. You can have a "toxic" game and still have wholesome interactions in end game chat. Tell the other team how well they did, or perhaps you see something in common.
At the end of the day, you can play any way you want, and you shouldn't feel pressured into doing a certain thing because it's courteous, this post was just for people who care about this kinda thing. GL!
Just a few things to keep in mind
Normally if you give a survivor hatch it is the difference between gold and iridescent for emblem progress so dont expect it but be grateful, also many killers have rules about who or why they give hatch, personally I pick you up and wait a second if you wiggle you get the hook, if you dont I may give hatch, especially with the devout emblem bug right now.
The same emblem situation applies to giving the door so unless the killer is already max season rank it may not happen.
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Depends on game situation,if its early and i can tell its gonna be a loss I die and move on.
If I'm 2nd last survivor, and the other person has been really useless all match, I hold on for dear life to prevent hatch spawn in the hopes the killer gets them
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@Haven414 said:
There will be times where I get an amazing 4k and I still just end up getting brutal killer. It seems like moris just don't count much towards match results but my grade almost never goes up when I play tombstone Myers. I get that I'm supposed to do a lot more during match but a 4k is still something huge. I say once you great 2 or more kills, they should contribute a lot more points and whenever you get a 4k, that should just automatically count towards a merciless killer match. Idk how this problem affects survivors, so lemme know how this affects you whether you're a killer or a survivor.
The results you get whether brutal/ruthess/merciless are dictated by the emblem system, not by how many kills you get. If you want better results on that front you should familiarize yourself with the emblem system.
The Emblem System, also just referred to as "Emblems", is a Ranking Game Mechanic used to determine a Player's Grade.It was originally introduced with Patch 1.9.4. Before Grades were implemented with Patch 5.2.0, Emblems played an integral role in Dead by Daylight's matchmaking system for ranked Trials, as it determined a Player's Rank and thereby how they would be matched.Since reworking Ranks into Grades, the Emblem System no longer determine one's matchmaking scoring and merely track successfA few basic points to keep in mind:
1. As someone else said the Devout emblem is currently bugged not counting the final sacrifice, best you can currently get here is gold.
2. Tombstone and Mori's can reduce your total hooks causing a lower emblem score
3. Instadowns will also reduce your emblem score due to fewer chases and hits, this in particular does hurt killers with those abilities like Myers
4. Camping and wiggle outs/DS, pallet saves, flashlight saves in particular also hurt emblem scores
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@Okonar_ said:
https://forum.deadbydaylight.com/en/discussion/comment/3264497#Comment_3264497
Oh yeah theres that too. I did mine on Deathslinger's map.
Thats a good one as well less pallets though. I always use a game map when I play killer and have to break pallets.
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@Buffy101 said:
Why do survivors always pick the game map?
Fall from a great height while being chased archive challenge
Stun or blind the killer 8 times archive challenge
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@Okonar_ said:
If you're going for adept don't use mori, can cost you the needed points. Sacrifices to the entity are more worth.
Sacrifices are worth the same either way as long as they arent bleed outs, though it can hurt you on total hooks because you need 9 and if you mori 4 people the most you can get is 8
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@DyingWish92 said:
I wish there was a mode that you could play as both sides minus the sweating. All my killer games have been ridiculous sweat fests tonight. Like a mode that the game mechanics actually physically prevents you from tunneling the same person over and over again and or camping people. And in return maybe you get like some sort of base kit dead lock on gens so they don't get so fast to compensate for the lack of tactics. Camping, tunneling ectt.... The amount of chases I've had to just flat out drop because gens are flying tonight feels like such garbage man. I can't stand it.
I was on a farm map last game with 2 gens left. All 4 gens were being worked on by separate survivors. How the hell am I supposed to come back from that or even have a chance to stop it. Even using Jolt and Pain Res it wasn't enough. All because I played fair and didn't tunnel anyone and the match becomes unwinnable. Such trash. I'm happy they are implementing the bots, it will be a relief from all of this hard-core sweating going on.
Custom games, with pre agreed rules by the group.
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@RoninW0lf said:
I'm 2 Adepts away from getting everyone's adept both killer and survivor, just to show I kinda know how to get them. The clown and Plague, as these two seem to be Toxic killers I saved the easiest for last or so I thought. The screenshots are me breaking down WHY I believe its buggy or at least misleading including proof of the game itself saying I received Merciless Killer... and I did kill all 4 survivors without them powering up the gates, they needed one more gen.
So I believe The Mori even tho it was finger licking good, ruined my glorious victory dance... 😜 Any thoughts on this one?
P.s... I am a Console Player using my One-X because I'm no noob, waiting for the Next edition of Series X to be released if that's even going to happen, and NO, that's not why ... 🤣 Because y'all haters be out there ... 🖖🏻
https://us.v-cdn.net/6030815/uploads/6ELEF9Z3ZDFO/screenshot-20221113-182906-164.png
https://us.v-cdn.net/6030815/uploads/HD7LMQYWNHIO/screenshot-20221113-183255-7e2.png
https://us.v-cdn.net/6030815/uploads/1CQ29FXLVWMF/screenshot-20221113-183229-7e2.png
https://us.v-cdn.net/6030815/uploads/KAT0ZGCLI7VB/screenshot-20221113-183316-7e2.png
I dont see anywhere where it says you got merciless which you didnt because you didnt double pip, the fact that you mori'd has nothing to do with it unless that had you under the threshold of 9 total hooks.
You did get hit with the current bug that doesnt count the last sacrifice of the match, which makes gold the highest emblem you can recieve in the devout emblem. Which to earn you need to hook everyone once, have 9 total hooks, and 3 of 4 sacrifices since the last one doesnt count.
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@ScrantonicityMK said:
I think that adding a new offering to the bloodwebs of survivors that grants a 100% bonus to all BP categories for survivors only would be a great idea. It would work like the Bound Envelope, but with a 100% bonus instead of 25%.
It’s extremely frustrating to play offerings like Flan and BP Streamers that benefit everyone only to be BMed and tunneled out because certain killer players get a power trip from constantly hitting and nodding at you on the hook.
If thats how you feel, then just play cakes. Thats the solution for killers, because the same thing can happen to them when they play party streamers.
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@darkcloudlink said:
I know communication abuse is a reportable offense, it says in the game rules: "Insults, intimidation, hateful speech, repeated harassment" can lead to temporary bans, but how seriously is this taken? When I play this game, I unfortunately get a lot of really REALLY mean people in my lobbies. Between my time playing yesterday and today I've had one person say: "I bet you're brown skinned" followed by "All ethnic people should die". My next match: "ggez trash killer, your mom's upstairs why don't you go give her a hug, loser". People calling me garbage, worthless, trash, loser, telling me I deserve to die and a bunch of other extremely hurtful insults.
I'm not a super sensitive person, I can take the salt when someone loses to me or when I get beat really badly. It's a game, and there are going to be a lot of toxic people. It doesn't feel good, but it's not the end of the world. But it just feels so much more common lately, and it has really taken its toll on my mood/mental health. I played 3 matches today and had to stop because people were just being extremely mean, and it crashed my desire to play. I think some people feel like they can just say whatever they want because they don't think they're gonna suffer any sort of consequence for what they're saying to other people in game.
I understand you can hide the end game chat, but that just takes away the one social aspect of the game that already feels lacking. I love talking to my solo queue teammates and the killer post-game and talking about whatever happened in the match. I don't want to have that taken away from me just because there are people who want to use it to be toxic.
So my questions are these:
- How seriously is communication abuse taken in terms of reports?
- Where is the threshold to where you should make a report? (I know calling someone a "camper" or a "tunneler" or "toxic" or other minor inconveniences isn't bannable obviously, but where is that line where it goes from being a sore loser to insults/hateful speech?)
- Why does the chat filter block out some character names, perks, game mechanics, streamers and other weird unrelated words, but not genuine insults, slurs and hate speech?
And then to open it up to all of you forum dwellers, how is your experience with people being rude in the end game chat? Do you just hide the chat when it starts to bother you? Do you stop playing? Do you ever bother making a report?
Ngl the one about hugging your mom is a good one, and is just wholesome trash talk if it was just that. The other example is definitely one to report though.
Not sure about how it works with behaviour and response time, but i find microsoft to be pretty quick and good on that stuff, i will also trash talk back and can usually get them to say something to get them banned, if they really bug me.
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Its balanced fine but incapacitated is a really annoying effect that makes the game boring for survivors.
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@DPootis said:
For the past couple weeks when I play killer for some reason I can never get Irridescent Devout no matter what even if i get a 4K plus Every other badge irridescent.
Yes the final sacrifice does not count due to a bug, it also doesnt count towards challenges.
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@Remedicist said:
"Repair a total of 10 generator(s)."
I've played many matches and have repaired many generators for a couple of days now, but the counter seems to only tick up when it wants to. Currently stuck at 5/10.
I have noticed when i boot up the game sometimes challenges dont track and if I change the challenge and change back it starts working fine. So I just automatically do that when I boot up now and havent had issues with anything other than the final sacrifice bug in a while.
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@Cyber_Atlas said:
https://forum.deadbydaylight.com/en/discussion/comment/3262544#Comment_3262544
That it IS a perk to make you incapacitated. You are disliking the effect. That's all. Every debuff/nerf to this perk would take away its use. A 15/20 seconds incapacitate would be irrelevant. No one would use it.
25 seconds of incapacitated is annoying/strong this perk is. And it has an attivation condition with prior commitment which is not irrelevant, for the time it takes away from chases.
I would disagree the point of the perk is to slowdown the game and regress generators. Would it be that much weaker, if it just blocked those gens for 20/30/40 seconds
Some would argue the biggest advantage it has is, while the survivor is Incapacitated they cant tap the gen and it regresses which wouldnt happen if the gen was blocked.
The best example of this effect would be tier 3 madness of the doctor which requires 12 seconds of survivor action to remove.
Now while I think blocking the gens would be plenty powerful since it can appply to multiple gens some will disagree. There are a couple other ways to go that would be more interactive to survivors which is the biggest issue with it not that its too strong.
You could make it just like tier 3 madness that requires maybe 16 seconds of uninterrupted player input to get rid of it. While adding 2% regression to the base effect to compensate for the reduced time of the status effect, which can actually be longer if you chase the survivor.
Or have it be a unique effect called Broken Fingers that only prevents working on gens and using items for that time but also causes survivors to reveal their location if they complete an action like a heal/totem or if no action is completed the next time they touch a gen they scream giving it extra tracking utility and letting you know exactly where you can reapply the effect.
The point is there are ways to go other than completely disengaging the player to the point that the only action they can do is basically hide in a locker, and the incapacitated effect is not too strong, but just plain boring.
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@Cyber_Atlas said:
https://forum.deadbydaylight.com/en/discussion/comment/3262042#Comment_3262042
It is exactly the purpose of the skill. The 10% is almost irrelevant as you can chain up to 30% with Jolt
Not really sure what your arguement is here
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@ForThePeepo said:
https://forum.deadbydaylight.com/en/discussion/comment/3262316#Comment_3262316
Thats what I am saying. Lets make a shitload of new Survivor Perks:
- Slowing Down or Regressing Hook Progression
- Blocking Certain Hooks for x time
- Preventing the Killer from using his ability for x time
Sounds like healthy game design right guys?!
1. Hook progression: Already exists Reassurance/Kinship.
2. Blocking hooks: Already exists Saboteur/Breakdown/Toolbox
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@Jackal7879 said:
This perk is the bane of solo-q survivors you are incapacitated for 25secs and the perk itself has a 30 second cooldown. Also you can proc it by downing someone by any means. The cool down is so short that by the time you down someone hook them and get to a gen it’s ready for to go.
i feel the cooldown needs to be longer or the incapacitated needs to be shorter
And even as killer this perk has won me games that I should not have because I held a 3 gen with eruption and SH:Pain Res as my only slow downs
and those games can go on for long time especially if the survivors have Boon:Circle Of Healing
The change i would make to eruption would be to block the gen for the 25 sec instead, being incapacitated like that sucks.
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@Fred_krueger said:
What do you killers do while this happens?
I have a super high end pc, so I will literally have a game like MW2 alt tabbed, and play that while I wait. Or do some housework.
How do you people pass this time?
I corner up and resume watching whatever i was watching before the match started.
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@Adaez said:
I'm on board with nerfing perks that are overused and overpowered.
But not with nerfing them to the point nobody uses them anymore.
Ruin needed a nerf but after 6.1.0,now its just a dead perk.
Buffs:
Remove the deactivation condition after you kill a survivor.
Bump the regression speed from 100% to 150%
And make it so if ruin is cleansed,it will still work but at half its power,meaning that instead of 150% speed regression,it will only be 75%.
The only ruin right now is ruining your own game by wasting a perk slot for this.
DS was in a good spot and no one seemed to complain as much about it anymore after the 5.4.0 nerf that made it deactivate if you perform any inconspicuous while its active.
The 6.1.0 nerf really killed the perk and its barely used anymore but at least its used more than Ruin.
Buffs:
Either revert the stun duration from 3 to 5 seconds,or the condition of the perk deactivating permanently after the exit gates are opened.
I dont think any of these buffs will make the perks be overpowered,it will just make them get some use again.
For Ruin you could do 1 of the first 2 points and it would be fine. The 3rd wont happen because thats not how hex perks work.
Ds on the other hand was still overly unfair to non tunnelling killers and the inconspicuous action change while good still left it with issues where it was used offensively rather than to combat tunnelling. Current DS is fine, if you cant get to a loop/structure with basekit BT then that is a skill issue.
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@FreddyVoorhees said:
https://forum.deadbydaylight.com/en/discussion/comment/3261916#Comment_3261916
Sufficient for a survivor to be able to unhook. Maybe 20m , it would probably depend on testing a lot. But it would surely cover the entire killer shack and a bit more. Killer could lurk just outside of it but a stealty survivor could manage to resque.
Also it would only work if a single survivor is hooked. If two are on a hook then the feature would be disabled. Unless they are both in the basement.
20m ain't facecamping try 8 or 10 maybe
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@FreddyVoorhees said:
What does the block function does in the game ? I can see it in the match results when you click a players name. Does it only blocks them from contacting you or does it prevents them from being matchmaked with you again ?
We need a function to block a toxic player which will guarantee that they will never be able to play with us again. I know this game has hundreds of thousands of players but one bad actor is a small improvement. Also the block list should have at least 1000 slots.
The only thing you can really do is use the block function so you can see if you have them already blocked in the pregame lobby, and if you do then you can dodge them.
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@FreddyVoorhees said:
Prove me wrong but a buff to gen repair speeds if a killer is camping would benefit the game. It would punish killers who face-camp by always making the remaining 3 escape. If the killer decides to spend minutes next to the hook , the remaining survivors should get motivated and speed up the repair as nobody is stopping them.
This would decrease campers , which would decrease DC from survivors too. I do not see any downside to this if implemented right. Or any that is anywhere close enough to even matter.
- I assume that such speed buff would build over time with how much time the killer has spent near the hooked player. Thus chases and simple passing by the hook would not impact any killers who play normally.
- Also the buff would end if a survivor enters the hook radius so it cannot be exploited by survivors either.
- Grace period would be set so buff would not begin increasing until the killer has spent at least certain amount of time near the hook so normal game play would not be impacted with this. If you play normally as either side you would not notice any changes with this fix.
#AntiFaceCampBasekitProveTyself
Whats the range?
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@lemonsway said:
The 4 falls from heights for survivor is broken aswell, 1 hour and 30 mins later after playing Ormond, The Game and Iron Works of Infinites i still don't have 1 single fall counted...
There are 2 issues I'm aware of,
1. The final sacrifice of the atch is bugged and doesnt count towards challenges and emblems. This is the one the OP is having issue with.
2. When you start up the game, it wont track the challenge you have selected, until you switch to another challenge and then select the one you wanna work on. This one sounds like it might be the one that may be affecting you.
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@Phantom_ said:
https://forum.deadbydaylight.com/en/discussion/comment/3261235#Comment_3261235
It would be lovely if the map "RNG" actually worked though. The number of times over the years I've had the same map games in a row, without an offering has been astounding.
I have a buddy that once we get a map 3 times in a row, or 2 maps in 4 straight games, he will play a map offering every game for the rest of the session (different every time) just to make sure we get map variety.
Its pretty sad when you can go a whole 4-6 hour session for 3 straight days and not get your favorite map.
I actually tracked it a couple times and was pissed I played like 30 hours between getting Ormond, and once over 40 between getting Dead Dawg Saloon
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@burt0r said:
https://forum.deadbydaylight.com/en/discussion/comment/3261152#Comment_3261152
(Mechanical) Exploits shouldn't be openly explained or discussed in an open forum.
I dont think that you can really call a control binding that is built into the game an exploit.
Thats like saying because i changed my controller binding so I am able to heal people without dropping a pallet, because I made it so those actions are different buttons, that is an exploit and not something that can be talked about because some players havent figured out to do that.
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@Rise432 said:
Nothing in this game is worse or more frustrating then bad maps, poor loop designs, certain maps favoring certain killers a bit to much (and sometimes survivors on the other hand)
If I could, I would only play on mcmillian, autohaven and coldwind all day long as I find these maps to be the most balanced (excluding cowshed and rottenfields of course)
Disagree, maps are number 2, Matchmaking is the single biggest issue in the game right now.
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@ArchAbhor said:
You point out the useless teammate that hid all match. I hesitate to do this but I want to as a survivor, but I also feel a bit guilty for the survivor that does this for me as killer because im thinking they can get banned for it. Just wondering if this is bankable as "working with the killer"
This is instances of a survivor that hides in lockers and doesn't touch gens all match. Dooming the team to what could have been a winnable match not someone who just was never caught.
I personally think it shouldnt be bannable since that survivor is refusing to participate in normal gameplay.
If you are useful you are my teammate if you are not you are the opposition.
Had a match the other day we were down to a 3v1 the meg had hook farmed me earlier in the match and i was on 2nd hook in the basement, she came and unhooked me, killers terror radius was in range and as I was about to run up the stairs she jumped in a locker (she had not been hooked yet in the match), so I stayed with her to get healed up this time, and followed her when she moved to another locker and obviously the killer downed and hooked both of us, me dying and then getting to watch her die while my remaining teamate got hatch was super satisfying.
I never actually pointed them out but when the killer saw me just standing in front of a locker when they downed me they put 2 and 2 together.
In my mind there is working with the killer and then there is working against a teammate that has already betrayed you and shown that they arent really your teammate.
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@vanGlasse1 said:
https://us.v-cdn.net/6030815/uploads/ZXOOAY5BYUYL/image.png
bruh, am I missing something or is it in fact bugged?
Was the 3rd survivor sacrificed because the 4th escaped or were they sacrificed naturally?
There is currently a bug where when you sacrifice the last survivor in a match it doesnt count towards challenges and the devout emblem.
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@AcelynnBen said:
i really don't get this community
i complained how its a bit too frustrating to get a 4k or even 3k without tunneling and camping
and i got a lot people saying im crying....about getting a 4k but you know, working my .... for it, unlike the opposite side
soooooo do i just camp and tunnel, i mean i know a lot of players don't like that, even i don't, but tbh its a very viable tactic and it always works
so im trying to understand players here, do i camp and tunnel and win or are we trying to make the game better and remove tunneling and camp so everyone enjoys the game
because tbh every time a killer that is still playing fairly, when they complain that they are playing a bit too hard to enjoy the game they always get people telling them they are crying....
you complain about getting camped and tunneled "just use perks or maybe you suck?", you complain about getting gen rushed or finding the game a bit too hard without playing toxic "maybe play better or just use perks"
does anyone have any other argument beside use perks or get gud?
I play fair at 5 gens, but if the number of survivors in the match is more than the number of gens left to complete, all bets are off and I will use every dirty trick I know.
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@Paternalpark said:
It's a team based game, all it takes is one survivor to create the 3 Gen. How are their actions my fault and thus to be punished? You killlers speak like I failed a fl save and got downed doing so.
It also only takes 1 survivor to break up the 3 gen, there are also perks that make this more effective like deja vu for finding them, and blastmine/wiretap/situational awareness to mark a key gen so everyone knows where it is
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@Paternalpark said:
With eruption, pain resonance, Call of brine and overcharge it's impossible to do a Gen once a 3 Gen is established. How did the devs think this new meta would help solo q or nerf 4 man?
I'm tired of my gens being regressed for free. Has no one seen Choy's Wesker Cringe vids?
Unfortunately the answer to the problem which everyone seems to hate is to attack and break the 3 gen early in the match
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@HoodedWildKard said:
So I've been thinking, it would be nice to have a casual playlist that doesn't award rank pips. Like people hate tunneling, facecamping, genrushing and bullying.
But if you are sweating for pips then it's practically encouraged. As killer tunneling out one player early is a spund tactical move and swings the game massively in your favour. And for killers with the devout emblem being bugged, it's even worse. Finally finished my iri 1 slog for killer this month and it's impossible to get 2 pips in a game because you can't get iri devout no matter what you do.
So killers on iri rank will sweat harder for longer to get those pips. Because if a killer want to force a win, it isn't that hard. Run meta builds and play dirty and it's very rare you lose. My final grind today from iri 2 to 1 was simply run Demo's iri add ons because they are broken and I practically never lose while running them.
A casual play list would be nice so there will be less try hardy players and you can have a more relaxed game and not lose pips on a bad game.
Its called custom games
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@mojeda101 said:
It's ridiculous. I'm on a 6 hour DC penalty timer, and i need to wait 6 hours+24 hours just to get that timer back down to 1 hour, 24 hours again to get that down to 30 minutes, 24 hours again to get that down to 15, and another 24 hours to get that back down to 3 minutes. Who thought of this??? I have to completely stop playing the game for an entire week just to have my DC penalty completely reset. Who thought this was a good idea???
I agree it should be more strict than it is now