kingcarl2012
kingcarl2012
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@Gandor said:
There are many posts about making harsher dc's. Many threads about nerf (specifically) nurse.
Also keep in mind - whats's your preference? 10m wait for match, get instadc, super easy/boring game and wait another 10 minutes? Or wait 12 minutes for good match?
I think simple ban system to remove single killer would be beneficial - for variety, for soloQ, for game health and ultimatelly for future balance changes.
It might even reduce queue times because some survivors might play more (because less dc frustrations)
https://forum.deadbydaylight.com/en/discussion/comment/3169753#Comment_3169753
Not the same thing. We have 5 item types. Not 29. This would be way too limiting. It would be the same as allowing to ban one addon or maybe one specific item (like violet medkit) - which would be really useful only against rainbow maps (that nobody uses anyway).
Actually since 4 killers can potentially be blocked that also covers lets say 20 addons/killer so 80 addons being blocked. I would say thats completely fair, but fine block 4 item types then, so the 1 item i would not put on my ban list will be flashlights cause i can remove them with lightborn.
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@ProfSinful said:
https://forum.deadbydaylight.com/en/discussion/comment/3167805#Comment_3167805
Leave it to a killer main to try and justify a change that leads to a 60% reduction to the potential distance you gain in chase. A minor nerf would've been fine, but when you implement a change that causes a total loss that's greater than 50% its original value it's a problem. Next thing you'll say is it's bs that survivors get basekit bt to help counter hard tunneling at 5 gens. The density in that group is immense.
First off dont project your biases on me, you dont know how/what i play.
You talk about a 60% reduction but do you even know what that actually means?
Prepatch .2 seconds at 6m/s is 1.2 meters of distance
Postpatch .08 seconds at 6m/s is .48 metersof distance
Killer move speed is 4.6m/s
Prepatch you gained a little under 1/4 of a second of distance
Postpatch you gain 1/9 of a second of distance
You are freaking out over fractions of a second not really that substantial if you ask me.
And for the record your wrong i ver much agree with the basekit bt, especially bumping it up to 10 seconds so that OTR is a choice perk instead of almost mandatory to get out of basement.
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@darkcloudlink said:
https://forum.deadbydaylight.com/en/discussion/comment/3169753#Comment_3169753
Honestly, I’d love to see a base kit change to the game where no more than 2 of the same item can be brought into a match. No more 4 toolboxes, no more 4 medkits, 4 flashlights, etc. if there are 2 people already running medkits, bring pharmacy. Already 2 flashlights? Bring Haddie’s perk.
No i want to block items period all of them
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@darkcloudlink said:
Exactly what it says in the title. I kept track of every single match I've played since the new chapter released, and of the 65 matches I've played, 38 of them have been against Wesker. And of the other 27, 15 of them has been against Nurse. In fact, my killer distribution has been:
Wesker: 38
Nurse: 15
Blight: 2
Legion: 2
Spirit: 2
Ghostface: 2
Doctor: 2
Pinhead: 1
Twins: 1
I understand Wesker just released this week, and I understand Nurse is a popular killer, but I HATE these killers with an absolute passion, and I know there are people who find specific killers unfun, unfair or boring to go against.
Therefore, I am proposing an option in our lobbies where before we ready up, we can choose a killer that the game will then avoid putting us up against. Just 1 killer. This would make it so that 4 killers at max could potentially be avoided (any more than 1 per survivor would potentially make certain killers unplayable because those killer players would never find a match). This would cut back on the amount of people letting go on hook because they don't want to be forced into a match with a killer they really dislike, and would also provide the devs with information on which killers survivors like the least, which they could use to make balance changes.
In addition, the devs could even make the "avoid this killer" option cost a certain amount of BP per each time you use the option if it sounds like too convenient of a change to make for free. For example, you either spend 10,000 BP to avoid going against Nurse, or perhaps the game tells you that if you choose not to go against Nurses, you earn 10% less BP during the matches which you have the option on. I don't really think a cost is necessary, but it sounds like a fair exchange if there absolutely NEEDS to be some sort of cost to this option.
Now, this would obviously come with the risk that you increase your own queue times, but as someone who doesn't want to go against a 39th Wesker, I would rather wait in a longer queue than get sent into another match with one, and I am sure lots of other people feel the same way. At any rate, the game should warn you about the longer queue times if you do decide to turn on the option.
When a new map releases, many people complain about being forced onto the new maps often because the devs increase the likelihood of going to that map. The remedy for it is to use a map offering/sacrificial ward. But for the 10,000 bug-ridden Wesker players we're forced to endure, we have no remedy. We just have to resign ourselves to playing against a single killer until the heat death of the universe, or die on first hook and move on. That kind of design I believe is unhealthy and needs to be altered to make the game more enjoyable for both survivors and killers who want to play a fair match where survivors aren't constantly dc'ing or letting go on hook.
Only if i can block items as killer
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@Friendly_Blendette said:
https://us.v-cdn.net/6030815/uploads/60O4IE5D7RLL/image.png
Atm Im between Lethal, MYC and Surge. Lethal is the best for commiting to the aura hell bit but I generally have no issues finding survivors early on. MYC is always just funny and with Floods can be nasty. Jolt is just because I hate kicking gens + a lil bit of slowdown always feels nice. Im also considering ditching BBQ because Ive been getting waaaayyy too many RPDs Lerys and Games for it to be useful but I know the second I take it off it will be only Red Forst and Coldwind.
Anytime you're looking for a fun 4th pick my go to is Dark devotion
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@Dream_Whisper said:
https://forum.deadbydaylight.com/en/discussion/comment/3169492#Comment_3169492
Well, both Camping and Tunneling does matter when it comes to Adept Achievement; I cannot Tunneling even though I could, for the sake that I might pressure the Survivors to DC premature. It is sort of hard to not camp when very Aultristic Survivors are swarming my hook and waiting for me to leave and then body block.
Wait, you are telling me... that if I was Ash Rank after taking break from dbd for a month, would make me gain less pips then high rank?!?
That is quite terrible, I could have gotten Adept Achievement faster if I was in Gold/Iridescent!
Wait until it resets on the 13th and you'll see it is much easier when you are ash rank
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@Dream_Whisper said:
https://forum.deadbydaylight.com/en/discussion/comment/3169270#Comment_3169270
The ranking doesn't matter anymore, it is the matchmaking placement now and unfortunately, I do not know the exact rank there. I am pretty confident that I am pretty experienced player that played the game since the Saw Chapter's release. So I mostly certainly gotten over thousands upon thousands of hours worth of experiences playing this imbalance game. I am aware of the Emblem scoring requirements, as I am doing everything it takes to complete it. Attempting to get 12 hooks, avoiding tunnelling unless I cannot ignore it, trying to pressures multiple Survivors, etc. I have achieved Getting adept Achievement on all my killers before the BP Emblem changes, as well as Prestige Rework. I am confined in my skills as a dbd player, more time on killer then Survivors. (Played both Equal. I just find killer more fun and easier to play when it comes to wait times).
Also, you still get the new improved achievement, I propose just by escape all together (not healing). But of course, it just option c and I would have preferred one of the other first two options, Considering that I have no control over the Survivors actions against my achievement run.
*If they escape, even with just one Survivor; I lose the adept
*If one of the survivor DC, or the others fail to bother to rescue or even help them get unhooked. I lose the adept
*If the Survivors used a Bad Map Offerings that favors them and their entire team in Genrushing and completely the objective before I can get a chance to 12 hook them. I lose the adept.
Survivors have the numbers advantage at the start and I have very difficult task to only run 3 perk, that they know I am possible running and can win majority of the time. And it not like I can derank or turn off matchmaking so I can get baby Survivors and win the achievement this way.
So that that is why I think the win conditions is outdated and need to fix up so that it is somewhat achievable, just the same as a Survivor Adept.
Tunnelling doesnt actually affect your emblem score only camping does.
Your rank does matter the requirements to pip are much higher at gold/iridescent than at ash/bronze
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And not even that good of a perk lol
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@Dream_Whisper said:
Okay, so I am having a difficult time playing with Wesker and trying to earn a Adept Achievement with his own perks, which isn't grand for him nor does it contain any slowdown/regression perks to help my case. But, I am not having problems with trying to learn the new killer's Power and improved on my outcomes to get it.
I feel like the new Emblems changes (from 8,000 to 10,000 per Emblem score), new prestige system that allows every experience Survivors to use any perk they have unlocked, as well as bad map designs and match making system pairing with players with best experience and time investment isn't helping my chances to achieve the "Merciless Victory" score, with 12 hooks and 4 kills and praying no Survivor DC as well.
Meanwhile, the Survivors adept Achievement is simple to escape, no need to max out their Emblems scores nor any "Merciless Survival" score event; just Escape!
I call for a Rework in the condition for Killer's adept Achievement when running these 3 teachable perks they used. Instead of attempting to win with the Merciless Victory, I think Killer should be either
Option A.) Achieve "Ruthless Killer" or beyond, with the teachable perks they own.
Option B.) All 4 Survivors need to Die, no 12 hook requirements; Mori, Enetity Kills (Endgame Collapse timer reaching 0), and even DC will count as Kill. Bleeding out on the Ground doesn't count.
Option C.) No Rework necessary, instead we Nerf Survivor's adept Achievement so that a additional win conditions must be made, make it so all 4 Survivors must be alive at the end of the trial!
Summary: I am leaning towards one of the first two options, as Killer should have a simple adept challenge, just the same as Survivor's adept; instead of having to play very "nice" and praying that the Survivors do not gen rush too quickly or even rage quit to deny Killer's on their attempt to win Merciless Victory.
Adept challenges are fine.
The bloodpoint earning is completely seperate from the actual emblem score, your assettion of this makes me think you havent done the research as to what is required for merciless victory.
What is your current rank? This is a large factor in the way the emblem system awards pips and since you need to double pip to get merciless.
Survivor adepts are the way they are so they are acheivable in every match regardless of teammate ability and other outside factors (pretty tough to get altruism vs plague as an example)
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@RonMan32 said:
This is a 2 year old post but I actually really like it. I do think killers should have to wait until the bricks stop moving before they can walk through it tho. Either that or a rushed vault is automatically a fast vault on the last one. These would be cool but maybe only 1 or 2 on each map that needs it.
You realize that this is why they added breakable walls and this issue is more or less solved
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@Nathan13 said:
Or if they’re in the dying state?? We all know that lockers are the only way to counter a tombstone Myers once he is able to mori. But also survivors probably should’ve done a better job by not allowing to him to juice up to tier 3. What do y’all think?
No he can pull them out let them wiggle and try again, it becomes a battle of wills and who has more conviction it is fine the way it is.
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@EvilSerje said:
https://forum.deadbydaylight.com/en/discussion/comment/3168629#Comment_3168629
I feel you, bro. Rank 1 survivor got me some PTSD, I still shiver when remember it. I got it just before 6.0 patch, now I think it's almost impossible.
Do you actually still have it unlocked? I was looking a while back and noticed some deleted achievements that i did that are gone.
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@Jivetalkin13 said:
What Achievement was very difficult for you to get or are you still struggling to get or have resigned yourself to never be able to get?
For me, the nurse Achievement to blink and grab I've resigned myself to not getting. I play on console and that just seems too difficult.
If your trying to get it in normal gameplay that one is terrible, i got that one by just blinking 3 times in a straight line at an empty gen to get the timing down and eventually a survivor came to work on the gen and let me get the grab.
@MikaelaWantsYourBoon said:
I don't remember achievement's name but it was survivor one.
You have to finish last generator alone (all survivors should be dead except you), open gate and escape. Probably it is the hardest one atm.
I actually got this one while getting my adept for ada wong, was able to run away from the gen with low profile and then got the door while the killer went for hatch.
I would add Evil Incarnate to the list as well cause people love to make it hard when they figure out your going for it
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@Grandpa_Crack_Pipe said:
https://forum.deadbydaylight.com/en/discussion/comment/3168136#Comment_3168136
Are these things you wouldn't have been better doing away from the killer?
And cleansing every totem to get rid of NOED preemptively, WITH calm spirit, just sounds like giving the killer a whole lot of free game delay.
Alot of them i was doing away from the killer and then the killer came by and didn't hear me.
The noed cleansing is more in games your already winning but its still funny
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@Grandpa_Crack_Pipe said:
https://forum.deadbydaylight.com/en/discussion/comment/3168123#Comment_3168123
The key word is sometimes.
The situation where a killer checks on his hex, doesn't hear it being worked on, and leaves while you're cleansing it with Calm Spirit is going to be far, far rarer than just cleansing it while he's far away. Or it's out in the open where he can just see you. Or he's not even bothering to guard it. Or it's something he wants cleansed.
The very niche scenarios where it's useful don't make up for the fact that it's actually straight-up worse than running nothing in every other situation.
I did say sometimes, not always. But there are lots more times i have had it come up pretty clutch for me getting chests or totems i wouldnt have gotten without it, cleansing dull totems to stop NOED, opening chests to get a late game medkit i needed. The speed reduction isnt really that noticeable to me.
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@Grandpa_Crack_Pipe said:
https://forum.deadbydaylight.com/en/discussion/comment/3168099#Comment_3168099
In almost every situation, it's a nerf. You have no reason to be doing totems or chests next to a killer, so all you're doing is slowing yourself down for free.
This is from another thread where i came up with a few key game scenarios where it is a buff
OKI don't love playing super stealth that is where I'm coming from here as a player.
And while I agree for a totem that's just out in the open this would be a Nerf however If the totems in a place where the killer can't always easily have line of sight on it Being able to cleanse it silently means you're less likely to be interrupted so those extra seconds may or may not matter.
So here's a couple of examples of where this is clearly a Buff, let's say you're going against Devour hope and you've already cleansed undying so it's gone you find Devour hope. Killer is chasing someone that kind of come in range and doesn't get line of sight on you but he hears you cleansing devour hope he might drop Chase and go after you and interrupt you if he can't hear you hes not gonna drop Chase for you you might still get the cleanse. To this You might say well he won't hear me over the Chase music OK fine maybe here's another example.
Killer gets a discordance proc Walks within range of hearing his Totem cause he wants to go after the guys on the Generator But he is making sure his Devour hope is still OK But he here's your cleansing So instead he goes after you cleansing the totem instead of the guys on the generator. Not with calm spirit. Still not enough.
OK let's do another one, End game situation there's a hatch offering hatch is gonna be at main building killers gonna get there 1st you are near shack and a Door Both doors are close together so it's gonna be tough to win the door battle And basement is in shack You hit the chest in basement to try and get a key while the killer's doing his patrol He's not gonna hear you opening that chest, You get a key and you get Hatch.
The point here is yes sometimes it will be seen as a nerf but there are also times where the extra stealth is going to be a buff.
Stealth costing speed is also already a common factor, don't want to leave scratch marks walk, slower, Want to avoid hag traps or trail of torment Crouch walk, Slower, Is hide in a locker or vault without making a sound, Slower.
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@Grandpa_Crack_Pipe said:
I still can't believe they had the audacity to call it a buff.
It depends on the situation, sometimes it is a buff, sometimes it is a nerf.
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@Kaitsja said:
https://forum.deadbydaylight.com/en/discussion/comment/3167922#Comment_3167922
Hiding in one place for too long gives them idle crows which prompts a loud noise notification. Moving from locker to locker is a waste of time when that time could be better spent trying to get the gate.
If one survivor is wasting their time hiding instead of trying to escape, it is as much a waste of their time as it is the killer's and they have no intention of leaving. Either they're trying to escape or they're hiding because they're just wasting time.
That's not even mentioning the amount of aura reading perks at the killer's disposal to help them find hiding survivors. If stealth were as viable an option as you seem to think it is, there wouldn't be a plethora of anti-stealth perks.
It is about QOL, and has nothing to do with helping the remaining survivor to get hatch. I am, however, against rewarding killers for engaging in what is widely considered to be unfun gameplay.
I actually don't like the existence of hatch and would prefer if it didn't exist. It encourages killers to slug for the 4k at the expense of the survivors fun. Yet its existence is a necessity to prevent the game being held hostage.
The killer should not be compensated if a survivor chooses to bleed out faster. You aren't compensated when a survivor bleeds out for 4 minutes because you failed to find the remaining survivor. Don't pretend like killers chasing that 4k care about making it back in time to hook their slug. If that were the case, people wouldn't be bled out - more often than not - while the killer searches for the remaining survivor.
The difference between 99ing the exit gates and slugging for the 4k is that the killer still has a chance to turn things around. The killer still gets to do everything they'd normally do. A slugged survivor has no such agency and effectively is unable to participate in meaningful gameplay.
Opening the exit gate as killer is done for more reasons than just giving up. A well-timed Blood Warden play can doom the survivors. The gate being open puts pressure on the survivors and opens them up to the risk of Blood Warden.
If survivors mass bodyblock to get someone out, then it was not, by any means, a free escape. It took each of them taking a risk in order to make it happen.
Survivors don't get free points, nor should killers. You want your hook states and emblem scores? Don't slug for the 4k. The sacrifice animation has to complete before hatch will spawn. Killer moves faster than survivors. The odds of the killer finding hatch are higher than the survivor finding hatch.
The only reason killers slug for the 4k is so they can have their guaranteed 4k because they don't want to risk getting a 3k. It's almost as though there's this mentality that anything less than a 4k is a loss, when the win paramaters are that the killer has won at 4k/3k, draw at 2k, loss at 1k/0k.
Right because no survivor would hide cross map locker hopping out of spite to deny the killer a chance to kill them right, and i guess every killer has to bring iron maiden because thats the only perk that would help in that scenario.
Anti stealth perks huh? Im pretty sure there are anti slugging perks too.
Hey i know since we are using perks to solve the issue you should just run no mither and youd never be slugged again problem solved.
No killer likes hatch thats why we slug for the 4k. Killers lives would be much easier if we had to just defend doors. Hatch exists to give the last survivor a better chance at escaping. While killers move slightly faster and have a slightly better chance of finding hatch, it is still 100% a survivor sided feature that is of no benefit to killers.
While i cant speak for all killers, I can tell you that the only time i dont make it back to my slug is if I'm actively chasing the other survivor, or they have decided to hide. Stop pretending to know everyones motivation because you dont, and you cant, and it makes you sound pretty pretentious.
Nice to know your win conditions, but keep in mind those are YOUR idea of win conditions, which by the way the game scores are actually incorrect. I can get a 3k and still not pip. Heck slugging for the 4k is almost required when going for killer adept achievement because you have to double pip.
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@HNTR_Green said:
So, I've been working on the Tome Challenges, and it feels that every time I get to one that deals with Glyphs, I have to effectively throw my game to complete them. Green Glyphs? Finish one gen, then spend the next ten minutes ignoring other objectives to hunt down this Elusive Glyph. Red Glyph? Either ignore objectives or pray I just stumble upon it.
Honestly, they need to have a way to find them easier so players can get back to the actual gameplay loop. Give it an audio queue like the Hatch, make it have an aura at a certain range, even maybe make it show up on the map by default.
They do have an audio cue when you get close, the purples get revealed when you hook, greens get revealed at endgame for sure but show up where downs happen usually so just remeber those and they are pretty easy, i have very rarely brought a red and not just stumbled across them.
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@Kaitsja said:
https://forum.deadbydaylight.com/en/discussion/comment/3166525#Comment_3166525
On the first point, you can just as easily get the survivor out of the locker and kill them. I thought you meant gates are open and the survivor's just hiding in the locker to kill time.
On the second point, bleeding out faster is no different from someone on second stage deliberately missing their skill checks to let the last survivor get hatch sooner.
More often than not, the slug bleeds out before the killer finds the last survivor, and you aren't rewarded for that with hook states, emblem scores and perk effects. Nor should you be rewarded for slugging for the 4k if a survivor chooses to bleed out faster. Hook them instead. If the last finds hatch before you do, then so be it.
On the first point how do you do that when you dont know what locker they are in? There are multiple lockers and they could be in one as far from both doors as possible leaving the killer stuck just walking back and forth between doors for 2 minutes.
Now to the second, you have now admitted that it is not about a QOL you moving on to the next match and are now using it as a strategy to help your teammate.
I will start with your final paragraph if the killer slugs for the 4k and you bleed out in the normal amount of time you're right the killer should not be compensated. In that situation it is the killers fault for not coming back and hooking you in time.
However if you change the parameter of the bleedout the killer cannot be blamed for not hooking you,and shouldnt be punished for not having the time to make it back. In this situation just dc and eat the penalty if you dont wanna wait. There is also however the possibility of them getting the other person and you getting hatch, or them making it back in time to hook you, the game isnt over till its over.
You're right that bleeding out faster is no different than giving up on hook which is why if you choose to do that the killer should be given the benefit of having hooked you if you get the benefit of giving up like you were hooked.
Slugging for the 4k to deny hatch is a completely reasonable thing for the killer to do, while it is an inconvenience, it gives the killer more time to complete their objective without having to deal with the 50/50 of the hatch, and having the opportunity to potentially catch the 4th survivor making an altruism play (it does happen), or some other mistake.
Basically it postpones the endgame giving the killer an advantage.
Now you asked about why i brought up exit gate regression. 99ing the exit gates is exactly the same as slugging for the 4k.
In both cases you are delaying the endgame in a way that you have the advantage.
In both cases you are using a strategy to optimize the result for your side.
If the exit gates regressed it would make going for those late game plays more difficult and fair, instead of unhooking and mass bodyblocking for essentially a free escape.
Now in response to this you may point out "well to get around that the killer can open the door and start the endgame" and that is a stupid arguement.
The only time you do that is if you are just giving up and dont care and even though you want the survivors to just leave they will sit at the gates and make you wait out the collapse or give them extra points.
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@ProfSinful said:
https://forum.deadbydaylight.com/en/discussion/comment/3094626#Comment_3094626
it isn't broken because it's useable on every killer now, it's broken because the change to the killer basekit + the survivor movement speed bonus on hit duration leads to a total change .38 seconds when the difference between the two roles are added together.
Prepatch on hit duration of stbfl at 8 stacks was 1.8 seconds while the survivor bonus movement speed duration after being hit was 2 seconds. This lead to the survivor having a total of .2 seconds that the movement speed bonus would be active after the killer recovered from their on hit cooldown. Compare this to the 1.62 second cooldown killers currently experience with 8 stacks of stbfl and the 1.8 second bonus movement speed duration that survivors gain after being hit. This current duration leads to 0.08 seconds that the survivors keep their movement speed bonus after the killer recovers. In other words, this change led to a difference of over 60% from the previous active duration which is pretty substantial and was more than likely overlooked.
So survivors still have the advantage and thats a problem?
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@Biscuits said:
https://forum.deadbydaylight.com/en/discussion/comment/3167549#Comment_3167549
Again if people are literally quitting the game, rather than playing it out. Then it probably needs to be looked it. I know you guys on the forums think the only people that play this game are killer mains. But, you don't have a game without 4 survivors.
You realize that when the killer slugs for the 4k it gives you a chance at getting hatch and escaping right?
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@Spirit_IsTheBest said:
https://us.v-cdn.net/6030815/uploads/1BCUP84MHS6D/image.png
Seriously, I am so tired of this, why does it cost so much to prestige, I am trying to level her up as quickly as possible and I get robbed of my points because of this and sometimes (and now) I don't have enough just because it costs 20,000 bloodpoints. You may disagree with me, but I really wish this got removed or the cost decreased.
Its called a tax youll learn about it when you're older
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@renciasama said:
Its been like this all the time since mmr kicked in. I bought 3 killers since then and everytime 1st 5 games are just me getting tottaly bullied by survivors that i dont even encounter aganist my main killers. I understand that giving me baby survivor as medium mmr player isnt the play but with killers like pleague or blight where u have to learn their power 1st its very unfair.
I spent my 1st game as blight in "the game" map and I spent 5 mins trying to destory one door cuz I didnt know how. Survivors came to me and started to point at me with "######### are u doing man" on their face.
Depending on when you are playing and queue times mmr gets tossed out the window in favour of getting you a match.
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@Nexuiz said:
I didnt play for a couple months but when I started the game today I realised, that the recent grind reduction update stole some of my progress. I had most survivors leveled to level 40 and had a ton of perks unlocked but now all the perks I previously had unlocked are locked again. Is this intentional? And if it is intentional then what kind of grind reduction is this? taking away progression i previously earned. I understand that they put the perks on the prestige levels but why take away the progression I had earned?
Are they just showing locked on the character screen? Because now they show unlocked on the character screen once you prestige 3 to show them fully unlocked but they are still unlocked and you can level them up in the bloodweb if you previously unlocked the teachable.
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Does the adrenaline heal kick in once you are no longer broken?
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This thread has made me realized I need to go back and look at all the perk icons and see if I actually know what they are lol
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@Kaitsja said:
https://forum.deadbydaylight.com/en/discussion/comment/3164733#Comment_3164733
And killers have the option of forcing said survivors to leave. Unlike being slugged for the 4k, you still have a way to move on to your next game faster.
OK let's go over this point, It's a 1 on 1 hatch is closed, killer needs to patrol doors, survivor hides in locker for entire endgame, never making a move for the doors out of spite.
How exactly do you force them out?
@Kaitsja said:
https://forum.deadbydaylight.com/en/discussion/comment/3165431#Comment_3165431
Exit Gate regression and faster bleed outs aren't even related, so why should one require the other to be a thing? It's just silly. One is a direct buff to killers and the other is a QOL improvement that means one person isn't wasting their time for 4 minutes.
Ok I'm gonna give you the benefit of the doubt here and assume you want the faster bleedout as an actual QOL change.
So along with bleeding yourself out to move on to the next match, no longer caring about the current match, and we dont wanna give any advantages, hatch shouldnt spawn until your bleedout timer would have expired naturally.
And also since you are depriving the killer of the opportunity to make it back to hook you, using the faster bleedout would have to count as being hooked in terms of emblem score/perks and stuff, and assuming your not on death hook it would grant all individual hooks, so you cant use it to screw over a killer going for say an adept achievment.
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Damn... Mind blown
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@Reign225 said:
https://us.v-cdn.net/6030815/uploads/VEGOJJ6P7YGD/screenshot-20220901-102444-chrome.jpg
I have proof 5 different reports n i gotten same email through this man.
The better question is what did you say to get banned?
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@Kaitsja said:
https://forum.deadbydaylight.com/en/discussion/comment/3163950#Comment_3163950
Slugging for the 4k is not equivalent to survivors attempting a 4E. In a 4E attempt, it's extremely risky and likely to result in a trade. Slugging for the 4k has no risks. The survivors can't do the remaining gens at this point, and you're only doing it to prevent the possibility of the remaining survivor getting hatch.
The person on the ground has to bleed out for 4 minutes because it would be stupid for their teammate to pick them back up knowing that they'd just be taking the bait. There's a simple solution, though. Let survivors choose to bleed out faster. But I'm sure if that was an option, killer mains would cry about how it's unfair that survivors have hatch while killers have nothing equivalent.
You can have faster bleed outs as soon as exit gate regression is a thing
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@Ramanga said:
The disabling after a kill is more of an anti-tunneling fix. It's up to you if you want it to last for up to 9 hooks.
Its much more efficient to tunnel someone out than worry about keeping ruin around
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@MsSaltyGiggles said:
https://forum.deadbydaylight.com/en/discussion/comment/3164702#Comment_3164702
Well, in my original response I went over that...but as I said it magically disappeared and I didn't feel like writing it again. You can play the game however you want, but it's a bit silly to play a game and have no goal in mind. With the emblem system DBD gives us goals to accomplish each match and we can use are winnings to level our characters/prestige them and earn shards for the Shrine or cosmetics. When you're playing the game and not actively pursuing the goal then what are you doing? How is that fun? So the plan is to play however you want and do nothing or the bare minimum and to not progress the game or increase perk tiers? That doesn't make any sense to me.
The goal of any game would be to win. Any game I play I would try to maximize the amount of points I get. To do the exact opposite doesn't make any sense. The only thing I can think of is malicious intent. I hate saying that, but that's the only thing I can think of. DBD is a one of a kind game where you can literally not play the game to win and make everyone else in the lobby suffer for it too. The only people I can think that want to play that way are people who like to power trip, control, and feed off of others misery.
If i want to get xp and shards the most effective way to do that is, to Never have a match last more than 10 min since you dont get xp past that point (and before it gets brought up the emblem bonus xp is garbage in comparison to the time xp, 1xp/second max 600xp vs 72xp for quad irridescent)
Then you factor in rift challenges that make you as an example chase 12 different survivors, that takes 3 matches regardless of how long those matches go.
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/3164587#Comment_3164587
Killers can open doors themselves to start EGC. Survivors cant suicide while downed, bad argument.
And survivors can hide in a locker and force the killer to wait the whole endgame collapse too, wasting the killers time.
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@MsSaltyGiggles said:
https://forum.deadbydaylight.com/en/discussion/comment/3164635#Comment_3164635
Okay, my comment disappeared for some reason.
Basically, I'll just post this again then.
Devout Emblem -
Your goal is to gain as many points as possible for this Emblem:
- 0 points: starting value, No Emblem
- 2 points: awarded for each Sacrifice
- 2 points: awarded for each Kill
- 0 points: for each bleed-out death
- 2 points: awarded for each Disconnect
- 1 point: awarded for having hooked all Survivors at least once
- 1 point: awarded when Survivors have been hooked for 9 times.
*Notice how you get 0 points for bleed-out deaths.
Mass slugging is dumb early game if you do it at 5 gens because you're negating all the point categories for both you and the survivor. That is why I said it was dumb. When you're trying to earn bloodpoints to level up/prestige characters then you wouldn't want to earn the least amount of BP possible. That is why I said what I said.
What if that isnt my goal? What if my goal is just to kill 4 survivors and not care about bloodpoints or the emblem system?
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@MsSaltyGiggles said:
https://forum.deadbydaylight.com/en/discussion/comment/3164497#Comment_3164497
That's why I was making the suggestion for a nerf. Someone mentioned a rework which actually sounds better. I would prefer they rework Knockout like they did NOED. Increasing the aura reading range gradually every 30 seconds by 4 meters for a maximum of 24-28 meters...or something similar.
The big differences between knockout and NOED,
1. Totems dont move the survivor can make themselves easier to find by moving towards other survivors.
2. Totems are silent downed survivors make noise you can find them by sound
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@Rovend said:
https://forum.deadbydaylight.com/en/discussion/comment/3164026#Comment_3164026
With that logic, there are archives that require one (even two) hatch escape using a key, and these are FAR more RNG based than a 4k, like REALLY RNG BASED
But you can pretty much eliminate the RNG bring a key, bring a hatch offering , wait for the killer to close hatch and then use your key to open it when he starts patrolling doors.
Other than that all you gotta do is play super safe and anytime you even hear the killer's terrorist hide to make sure that you have the opportunity to get hatched at the end Game
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@MsSaltyGiggles said:
https://forum.deadbydaylight.com/en/discussion/comment/3164092#Comment_3164092
I've gotten adept by only killing 3 survivors and one escape through the hatch. It was 3 iridescent emblems and a gold gatekeeper emblem. It's possible to double pip if one person escapes through hatch. I have all my killer and survivor adepts - for reference.
You can but it's by no means guaranteed, For example the one metal to get ear adjustment you need to hook everyone at least once and you need at least 9 hook event, So if one person's been playing super stealthy and hiding the whole game and that ends up getting hatch you're not getting your adept.
Not to mention with some killers because your chaser emblem gets lowered by using your power sometimes you need those extra sacrifice points To make up for a weaker emblem in the chaser department
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@SilentShepherd said:
If there's two people left, and 1 guy gets caught first, he can just not struggle, and allow the Killer to walk around map while carrying survivor, to auto-find the last one. This just happened to me.
It's a crappy designed perk and only empowers trolls or people too lazy to do struggle mini game.
Shoulda hid in a locker i guess.
But realitically the other person may have just said screw it and went afk thinking they were gonna get slugged for the 4k or werent gonna have a chance to wiggle out any ways, there is no guarentee that it was any kind of trolling.
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@rafaelbisol said:
Recently they made a change that every survivor unhooked would get the Endurance status effect for 5 seconds. This doesn't avoid the killer to focus exclusively on you and wait for the timer to be over. Some people could say "ah, but you can go to a pallet after being unhooked", but this is not valid if there are no pallets near the hook or if they are already used by someone else.
They actually already buffed it to 10 seconds and the haste effect from 7% to 10%
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I would love to spend my bloodpoints while taking a crap on my lunchbreak at work.
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@danielmaster87 said:
I'm just wondering what the perk does now, because survivors already get Haste off hook.
Extra 7% haste and no scratch marks/blood for 8 sec
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@SgtMittens said:
https://forum.deadbydaylight.com/en/discussion/comment/3160898#Comment_3160898
Absolutely right. On Steam it's always the ones with the private profiles or don't allow public comments that talk about not being so sensitive. For them, being as racist/sexist/homophobic/etc as they want to be is the pinnacle of their existence.
Sorry i cant tell if your being hyperbolic and disagreeing with me, or agreeing with me.
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If it glows it goes.
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@KayTwoAyy said:
With J. Myer's Memorial and Judith's Journal, Myers can go from T1 to T3 in less than 10 seconds.
Neither of those were in play just the 11% memorial flower.
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@SassySnorlax said:
Will end game chat ever be implemented for consoles? Just seems kinda odd to have cross-platform play but no way to talk to one another.
Not a chance, behaviour does not do a good enough job of policing their endgame chat for microsoft and sony to allow it into the game.
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@SpaghettiVase said:
https://forum.deadbydaylight.com/en/discussion/comment/3160645#Comment_3160645
theres already a fairly loud audio cue as well as red blinking lights. If they open the gate under your nose, you patrolled poorly. You dont need every advantage to get a 4k
It's not about a 4k, killers dont stomp survivors every game, they still sometimes get 0k and 1k games too.
If the loud noise notification happened after 50% it wouldnt change anything to do with the 1v1 strat, because a survivor aint letting go of the door over 50% unless the killer found them. Heck even make it 75% when the third light comes on.
What this would do is give the killer info on gates that are 99% and maybe make for a more entertaining game when its a 4v1/3v1, maybe it would lessen camping for the 1k, if the killer knew where the 99% gate was they maybe try to make a play on it instead of camping the hook in the endgame. You cant always hear the gate being 99% when your chasing someone on the other side of the map.
It could also work to help as a diversion for survivors try and draw the killer to one gate and then sneak away to help buy time to get the other gate opened.
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@p4p444 said:
Let the endgame bar activate when all generators are repaired, but the bar takes 4 minutes to complete, if it is very op you can increase it to 5 minutes instead of 4 minutes.
Why?
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@GolbezGarlandGabrant said:
I sometimes like to 24% gates while killer patrols and try to rush the last 76% when they go back to patrol the other gate. Seems like it just punishes 24%ing
If it kicked in at 50% that would fix this, and still give the killer info for the 99% exit gates.
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I would just love a buy all to get from level 1 to 10 since the entity is sleeping anyways.