kingcarl2012
kingcarl2012
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@leonwolf88 said:
Hi there, Idk if this idea has been brought up but I was wondering about the color of gen progression as a survivor. I love when I use something to buff my gen work because it shows this awesome gold/yellow color, but when I work with another survivor the progress bar turns red. When something is slowing down gen progression it also turns red. So I sometimes get confused as to where I am being slowed down or receiving a buff. I know this is a small thing but it sometimes causes a little confusion. That is all, thanks for all the work yall do, its much appreciated.
Thats because when 2 people work on a generator your personal speed is slower than it usually is by around 10-15% hence why its red
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@AverageKateMain said:
https://forum.deadbydaylight.com/en/discussion/comment/3119682#Comment_3119682
Oh by inconsistency I meant how tier 1 Bloodwarden is 30 seconds, tier 2 is 40,and tier 3 is 60 when it should really be 40, 50, 60.
Or 30, 45, 60.
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@Biscuits said:
https://forum.deadbydaylight.com/en/discussion/comment/3117652#Comment_3117652
https://forum.deadbydaylight.com/en/discussion/comment/3117656#Comment_3117656
I am assuming you both run the perk with your comments. Would you still run it if the skill check had a cool down?
I dont i run deja vu to make sure i deal with any 3 gen possibilities right away
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@Biscuits said:
Currently the only perk needed to have a killer win a 3 gen game 100% of the time, is overcharge. I think the simplest change to keep a killer from being able to play kick simulator and win for free, is to put a cool down on the skill check. Allow overcharge to regress a gen every time you kick, but the skill check will only apply ever 30-45 seconds.
Dont get 3 genned
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/3114233#Comment_3114233
This is actually a pretty cool idea! Or just literally hook yourself for failing The Entity :P
Or maybe like a samurai style throw yourself on your sword in the basement ritual
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@JakeCannon said:
So if a team absolutely destroys me , and I get literally 0k I'll just open the gates for them . However 9/10 times they just tea bag and run in circles literally forcing me to smack them out of the gates . I get it it's only 2 min of the game where I can just go and break pallets or whatever but I'm ######### done with it . I wish there was some type of forfeit thing where I can just leave endgame early (without a penalty and to where the surv still get all the points they normally would) so I can move on to the next match quicker without as much frustration .
It would be cool if after you open the gate you could go to the barrier and hold a button to escape like the survivors. It doesnt even have to end the match the survivors can still stay in and do their healing and tbagging till the very last second if they want too.
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@D3spair said:
I thought that BHVR was reducing the Grind? BHVR please reconsider balancing BP Gain of Insta Down.
https://us.v-cdn.net/6030815/uploads/M7DSZH9GPBS9/image.png
(I got a Total of 10 Hooks here, all Insta downs while breaking 10+ Pallets/Doors and I got 22K BPs)
Why does Nurse, Spirit and Blight get like 30K + BPs every game while Bubba, Billy, Shape, Devour Users and etc. get less Bloodpoints while doing the same amount of effort?
Again please reconsider BP gain for Insta Down. A Curve Billy who get's insane insta down should get the same Bloodpoints of Blight that also get's insane and Spicy Hits. This is the same for Survivors, They should get the same amount of BPs on insta downs like when they get a 2 Hits Chase.
Is it really the same amount of effort if they are having to chase and hit twice, and you only have to do it once?
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@CyberRoninX said:
https://forum.deadbydaylight.com/en/discussion/339171/self-care-is-almost-unplayable-perk
The reason they nerfed it was because it was one of the most used perks according to BHVR, but when CoH is locked behind a paywall what do you expect new players and people that don't want to spend money one the game to use? It was a bad decision that just hurts new player which BHVR has said they could care less about new players, hence why soloq is a disaster right now.
You an buy mikaela with shards so not really behind a paywall
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@alunsa said:
I never realized this was bad manners? I be workin on my loadout right tilt the last second most games lol. Just indecisive
Its generally fine if its one person, its more when its like 3 or 4 all swapping at the last second that is douchey
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@jamally093 said:
Still waiting on them to say when it's fixed because it still isn't.
When queues are evened out after they fix matchmaking incentives so maybe next patch
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@Lx_malice said:
It's complete ass.
Not only do you have to pay 6k shards to get ONE perk to a useable level, the bp you could get from buying perks you already have was reduced to 100k. Like why?
You realize you can just upgrade it in the individual bloodwebs instead of with shards in the shrine right
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@tendyhands said:
I have no idea why the matchmaking for dbd is so busted but the skill level of survivors is so all over the place. There are games where you can run killers for 3 minutes then your teammates are getting insta downed and picked out of lockers. I feel like dbd doesn't show you your mmr because you would see how all over it is and they can't even match people of nearly equal skill. When you have people all at the same skill level then the games are fun, I don't even mind the latest update as a survivor main. If I have 3 decent teammates against a good killer I'm going to have fun. When I have teammates that can't find a pallet on the game then it's not going to be fun. Fix it.
The issue is the game has to throw matchmaking out the window In order to make matches happen when the queues aren't equal. That's why they were doing the match making incentives to equalize the Cues to get better matchmaking Which was bugged on release and we have to wait for them to fix it.
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@Mondhirsch said:
I always unlocked the Bloody Cosmetics for every Character. Now we have to P9 every new Character instead of P3. The grinding is real...
Good news you only actually need p6 for bloody cosmetics p7-9 is for perk charms
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@Wewantjason said:
I am not sure if my mmr has simply gotten higher (I was at home sick with covid for about six days and did nothing but sleep and play dbd.)
This morning I am geting nothing but EXTREMELY good survivors. The type that I don't feel I am skilled enough to play against. I had a nea make me whiff somewhere around 8 or 9 times in one chase earlier. I have gotten 2-4k every match against these sweats but prior to this morning I was getting a 4k 99% of the time
Is this a sign I'm moving up into a sweatier mmr or just that no one else but the sweats are playing right now?
Is there ANY way to figure out mmr?
Note: I'm not angry at the sweats. But I don't much enjoy playing against legacy skin chain blinding swf comm tourney players every single game when my own skill level isn't to that degree. They deserve to show off their skills clearly they earned them from long practice, but what rookie wants to get dunked by Jordan?
edit: So five games in a row of extremely talented survivors breaking my ankles, 2-4 kills each, I suddenly got a team of baby survivors newbies that got 4ked at zero gens done. I don't get it lol. This game I didn't have to camp or tunnel but I did against the sweat squads.
I really wish I understood the mmr system better or that there was some kind of reason to the matchups.
MMR kind of gets thrown out the window when there are long queue times on one side or the other it favors making a match over proper match making
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@SirSar said:
Now, let us talk about matchmaking.
Currently, we have a little problem when it comes to that. The matchmaking. Games where killers are completly overpowered and survivors with 2000 hours playtime are matched with survivors that are playing their first game.
It is a problem that is rooted deep within the game mechanics and the question just how competitiv this game should be. On top of that, it is not easy to determine the skill of a killer and a survivor, as escaping the trial or sacrificing all 4 survivors doesn't really tell that much about skill.
As you all know, alot of crazy stuff can happen in a game and you never know what weird strategies you might encounter.
But their ARE certain things that happen in nearly every game. Generators being repaired and survivors being chased. Of course, this matter is a little bit more complicated.
Let us start with a chase. From the beginning of a chase untill you get hit. In other words: How long is the time in a chase you spend running without getting hit.
Of course you chase longer when you are at full health and hit your dead hard as the killer needs to hit you 3 times. More important is the time you can run away from the killer without being hit. At least if we want to meassure the skill of a survivor.
On top of that it is important how many skill chekcs you hit.
But let us not forget about idle time. We all know and love the survivors that crouch 3 Minutes in circles untill they finally start cleansing totems. Gonna love those guys.
So: long chases, hit skill checks and less idle time would cause a survivor to increase the elo in wich he is placed.
Likewise, how fast a killer can accumulate hits and build up pressure would also increase his rank.
i understand why it is not like that already. Those are hard to grasp for the individual players and are by no means easy numbers to understand. It would be a matchmaking different from every other game. The ranks as well would'nt feel so clear either.
This new system would look bad, feel bad but work great.
Because now i get killers that i can loop for days or killers that are so high above me in skills that i don't get to enter shack.
And that is incredible sad, since running away from a killer on the same level as you is so much fun!
As always excuse my lacking english skills and have a nice day.
The problem with matchmaking has to do with the requirements being thrown out the window when one queue is bigger than the other.
The incentive system is supposed to help with that but it didnt work on release and has to get fixed, once it is back up and going it will help stabilize the queues and matchmaking will be more accurate.
Keep in mind i said more not perfect.
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@Zeidoktor said:
To be honest, with the sheer size DBD has reached in not sure there is a way to reduce the grind for brand new players short of overhauling the entire system from scratch (something I wouldn't be opposed to, myself)
One thought I did have was take the PC base characters (Dwight, Meg, Claudette, Jake, Nea, Bill, Trapper, Wraith, Hillbilly, Nurse, and Huntress) and have them all start P1.
Gives new players the chance to try out different builds ASAP, while still giving plenty to work towards even without additional DLC.
Making all the base characters start at p1 is actually a really good idea
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@Marc_123 said:
I am doing tome 1 - 4.
Complete 4 gens in 1 trial ! This is simply impossiible today. And no alternative route to go.
You could arrange this in a swf, but otherwise yeah its pretty tough
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@D2night said:
https://forum.deadbydaylight.com/en/discussion/comment/3108314#Comment_3108314
Not necessarily true. I repaired it 100% but at a faster rate. Pretty sure flashbang works like this, not sure why blast mine wouldn’t.
Nope flash bang works the same way it only counts your progress which is 50% if you both jumped on a fresh gen at the same time
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@D2night said:
Why has this not been changed? It’s been like this since the beginning. Blast mines description says “blast mine activated after completing a total of 66% worth of repair progress on generators” but that’s not how blast mine actually activates. It’s more like “complete 66 seconds of repair TIME on a generator” because I’ve fully repaired a generator with another survivor and still didn’t activate the perk, and it’s been like this for a long time. Should change the description or fix the perk
Well if 2 people repair 1 full gen then YOU only repaired 50%
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/3107991#Comment_3107991
FoV affecting motion sickness is quite common thing across people, maybe it's not for you but it exists.
I never said it didnt, and i do suffer from motion sickness in real life in quite a few situations, i just dont understand how the fov in a videogame makes a difference.
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@6659Leg said:
https://forum.deadbydaylight.com/en/discussion/comment/3107804#Comment_3107804
I can get with this,although I'd like if the killer can see as well in the lobby. Like how they can see the items they bring,it might sound like a bad idea but the killers having the advantage of knowing what you have is more or less equal unto your teammates knowing what you have.
Id say no to that unless your showing them your perks and add ons as well. Which would be terrible youd have so many loading screen dcs that way.
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I had to use it when i went for adept wraith i noticed 0 difference, I dont understand how it stops migraines or motion sickness.
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@StarLost said:
Okay, a fair question as I play a lot of solo.
I'll go through your suggestions, then add my own. Assume a non-mention is mostly an agreement.
- No. One of these is more than sufficient. Basekit at 3 seconds? Sure. 5 seconds? Sure. 3 seconds, double activation? Sure. All 3 together - not a chance in hell.
- I've suggested this in the past, with the easier solution just being able to see what perks everyone else has. The problem is that this would result in lobby dodges if anyone is running stuff off meta. Your idea is just...too complicated.
- I think BHVR realized that these won't do much, for the work they'll take to implement. I like the idea, but we'll have to wait.
- Chests? Sure. Totems? No. Totems are already meh.
- Baseline Kindred with survivor auras only? Absolutely fine. Killer aura - no. Too strong for basekit. The information that aura gives even if the killer isn't camping is ridiculously good.
- YES. But...I'd rather see this done in the same way other games do it - rather than falling off over time, DCs now require you to play multiple games out without DCing to get the penalty to decrease.
- Sure. But it would be used excessively and would get a bit silly.
- Just rework it.
- No, Artist is nearly perfect.
As for my own ideas...you actually got most of them.
I'd like to see:
- SWFs gain a temporary inflated MMR number, proportional to the number of people playing together. This means that communication is offset by a slightly stronger opponent. This would also free up killers of the correct MMR for solos.
- If a killer remains within a certain radius of a hooked survivor, they lose their ability to use their power and perks. This persists for a few seconds after the unhook, or they leave the radius.
- An ingame tool to help people find groups. Something like a 'LFG'.
And for some controversial ones:
- Solo players get a bonus to BP and a bonus to score events. Pipping is...honestly too damn hard at times.
- Survivors gain a portion of the BP/score events earned while on the hook, much as they do during a chase. This will encourage people to not suicide.
I would like to hear about this in more detail.
If a killer remains within a certain radius of a hooked survivor, they lose their ability to use their power and perks. This persists for a few seconds after the unhook, or they leave the radius.
Mostly because there are some major potential issues with that.
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@Star99er said:
Considering the fact that I cannot run Iron Will with Sprint Burst anymore, I have to disagree. Iron Will not working while exhausted was too much of a nerf. It really just needed the noise reduced from 25/50/75% and that’s it.
Not true while it wouldnt work in chase it may still work if you are repairing a gen and walk away before the killer gets there it also still works with other exhaustion perks that have more specific control on being triggered until you use them.
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@Kzzortney said:
I absolutely think the deactivation of any perk for a “conspicuous action” is crap.
For a survivor, it can easily be translated to “either get tunneled or make yourself lose by not being able to perform any of the objectives needed to progress towards escaping.” Many will argue “well, if you can do something then you’re not being tunneled” but that’s simply not true. Me tapping a gen doesn’t mean the killer isn’t chasing me or hasn’t used their stealth to hide around the corner just to down me again and hook me with no consequences. This defeats the purpose of Killers having any accountability for being toxic.
I was so excited for the huge perk rework and all of the things mentioned at the 6th anniversary, but I absolutely hate playing the game now. I mean, HATE, playing. Often times there is TOO much being done at once towards either side before you can take the time to evaluate the single change you’re making.
Example: increasing speed of gens while buffing an excessive amount of regression perks.
Example #2: increasing Killer’s M1 recovery while decreasing Survivors speed boost from a hit.
The examples don’t stop there. It’s an ongoing list. Bottom line, what Killer perks are turned off or deactivated by a Killer simply playing the game? Name one… There aren’t any because that’s ridiculous, but it continues to happen to Survivors and I am over it.
PS: Can we talk about how a camping Bubba continues to be the only Killer who is unaffected by the base kit BT and can down both Survivors immediately.
It is not toxic for a killer to down someone they see repairing a generator, it is however very dumb to punish a killer for doing that very thing which is his job
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@SuzuKR said:
There is literally no good reason to not make a FOV slider basekit for killer.
Hiding right beside the killer does not work even without Shadowborn if the killer has enough common sense to realize if the survivor is nowhere to be seen, they would have to be beside the killer.
Wider peripheral vision doesn’t really matter when good killer players will be walking across a map while checking side to side anyways, because not doing so is how you miss out on people running around on the sides.
And most importantly, not having it literally gives migraines to some people. Thus, there NEEDS to be a slider. Not everyone is comfortable with the max, not everyone is comfortable with the min.
I dont get it
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@TDtheDoc said:
Adept Doc seems impossible,have gotten 4 4ks on a row,3 or less gens done and have gotten just ruthless 4 straight.
Rank reset is the easiest time to do it but if you wanna do it now, and need to boost chaser specifically, once your down to a 3v1/2v1 slug more and let them pick up and farm some extra chaser points. This works great later in the match when you already got rid of pallets so you get the down faster, i did this with bubba because one shots with the chainsaw lead to lower chaser emblem
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@RedCloud said:
https://forum.deadbydaylight.com/en/discussion/comment/3107482#Comment_3107482
I hope more people will do so!
In a perfect world they would, and if that ever happens I will gladly jump on the train, until then OTR for the win.
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@Mewishis said:
https://forum.deadbydaylight.com/en/discussion/comment/3107838#Comment_3107838
I will die on the hill that calm spirit is a good perk just underappreciated, it really became one of my favorite perks to run I'm not even joking, but maybe I'm just crazy I have no idea anymore. Seems like this is a bit of an unpopular opinion and I have no idea how to convince anyone it's a good perk lol.
I tried in another thread had several niche uses that were strong enough to be the potential differece between escaping and being killed. This was my post from another thread.
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 s 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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@turfking said:
ok so you changed up the system, I get it but there's some things I don't find fair. See the way the Prestiging and Teachables were, had me have a plan to get all my main squeeze's to P3 50 Level and make sure I had them all with My Fav Perks at III and then I was going to Prestiege everyone over P1 and get the rest of the teachables. If I didn't have to lose and regain Perks after each Prestiege, this would have been done a long time ago but okay, this plan will work in time. I had every one of my Mains at Level 3+ or just about and then the rest I had at like 45 waiting to soon get the rest of the Teachables but now that's ruined for me and I dont think it's fair that now I have to play players for 3 full cycles just to unlock III on every Perk. Especially when there are Survivors I just dont vibe with or wish to play that long. Now eventually I wanted to get everybody over P3 so I could have all the Prestige Bloodied outfits BUT NOW, I would have to do that to LEVEL 6 ON EVERYONE, that's not realistic and I play ALOT of DBD. Ok so now all my 2ndary Survivors who were at 45 or even 50 in some cases waiting to obtain those Teachables for all, now had some random Perk swapped out for Teachables that I could have got at any time before. Ok so I see you can buy them like before but now they are sold by each level. Even then I'm like okay. So I'm thinkin 2G's for each Level but I go to buy Level 1 and then Level 2 of FOR THE PEOPLE today and when I go to buy Levdl 2, it tells me its 4G's for JUST LEVEL 2 and I assume Level III is 6G's so no way! 12G's for each Perk is insane! Especially when I played my butt off to get myself in position to unlock them all and would have if the ones I dont care for were already clogging up my Bloodweb. So 12G is too steep and just on principle, I will never pay that much. 2G a Level is at least reasonable but at this rate, I'll never meet my goals now which are to have every Perk for every player, available as Level III to every player and to have all bloodied Prestige's as well. Impossible for me now.
PS> My Main Survivors are, in case anyone is wondering, are in order of preference... KATE, MEG, MIN, YIU, DWIGHT and if I'm missing anyone, i'll add a reply or edit this if I am permitted to.
You do realize that you dont have to buy the perk 3 times in the shrine you can still upgrade the level 1 perks to level 3 in the bloodweb.
It does kinda suck that the bloody cosmetics are harder to get but since most people weren't prestiging for those anyways because they didnt wanna have to lose their items and stuff/or are using skins they bought in the store.
@turfking said:
Ya know, this is surprising more people don't think this is an issue? Or do they have more pressing issues to delve into? I have a fair fix though I don't really know if Devs care what's fair.
Easy Fair Fix would be to place every Survivor/Killer who was at 40 or above, to Tier 4. It seems that's what you did with everyone over Prestige 1, so 40 is fairer. I was setup to take my Teachable Perks at my choosing and now you messed my entire plan up, that I've been grinding on forever and now you want my Shards I use for cosmetics for what I legally grinded for and you have them at 12G in iShards to boot. Unfair
Not really a fair fix because alot of people decided to bite the bullet before the patch and prestige and lose a bunch of stuff to get to P1 so the patch raised them to P3 for the convenience of having all those perks unlocked.
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@6659Leg said:
https://forum.deadbydaylight.com/en/discussion/comment/3107487#Comment_3107487
Dunno about this tbh,The ability to see ahead of what your matchmaking will lead to entitled twits leaving if they see 1 person not running the absolute meta or just general trolling.
Maybe instead of showing it pre match have it show on the loading screen since thats just kinda dead time anyways
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@Huge_Bush said:
https://forum.deadbydaylight.com/en/discussion/comment/3107618#Comment_3107618
Yea, no. Survivors shouldn't be able to resort to cheating in order to be able to help their teammate escape. The punishment should be worse for players like you.
Darn right
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@Aradia5589 said:
And this is why they should put a notification into it so the killer has no choice but to leave the survivor and go for someone else
A notification isnt going to do anything. The only way to lesson camping is to make it less effective the only problem with that is there are times when camping is unavoidable due to survivor actions and the killer shouldnt be punished for that. So it becomes a very tight balance beam to walk.
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@Huge_Bush said:
Seeing as there is plenty of complaining, arguing, sarcasm and just general angst, I figure that we can try to be a bit more constructive and spitball ideas in hopes of improving the game. Please don't ask for nerfs for killers, this is just for giving solo some better quality of life.
- DS should be base-kit, go back to a 5 second stun and proc after both unhooks.
- Visual indicators of what perks teammates have. For example, I would like to run head on to help teammates during a chase. The problem is they have no way to know what I have planned and would think I'm just hiding. Perks should allow teammates to know whats up. So for head on, upon entering a locker, the doors will highlight or glow white to indicate that it's active, allowing players to have some better coordination that swfs have. Borrowed Time could let the perk holder have a blue aura as they get in range of the hook so everyone knows to let them do the unhook. These visual "buffs" would only be visible to survivors and killers should not be able to see them. I know it would be a lot of work, but the devs should really go over all the perks and see which ones would work best with indicators.
- Action icons. They said they were working on them and in typical Behaviour fashion, they put it on the back burner. This is ridiculous. While solo will never be on par with swf, they should get access to as much information that swf has. People will argue that buffing solo will buff swf, but this would do nothing with swf since they're already on coms and make call outs. Solo players are just as important as the other players and this habit of letting players suffer imbalances for extended periods of time needs to stop (remember how long it took them to nerf keys after they butchered moris (though they needed to be)).
- Cleansing totems and opening chest speeds should be reduced by 30 percent. Seeing as how the main objectives are longer and killers have ways to slow them down even more, one can argue that the side objectives don't need to be as long as they are. I would think that killers would rather have survivors off of gens for a short time cleansing some bones or looking for a broken key instead of have them power through gens. This would encourage them to do so.
- While I would like this to be a thing, it may be too strong, but I'd like some form of Kindred to be basekit. They can water it down like they did with the basekit BT and make it last 10 seconds or just stop showing the killers aura after 5 seconds.
- Harsher DC penalties. One of the most frustrating things for me is when I'm about 80% done with my first gen and all of a sudden a teammate DC's the moment they get downed. It's basically a loss after that because the game gets much easier for the killer. Some would argue that they shouldn't be forced to play a game they're not having fun with, and I would agree, which is why they should go play something other than DBD if they can't handle loss. It should be an hour ban after the first two or three DCs. The game should track all the serial dcers and just have match making start grouping them up all together.
- Basekit map marker. The glass bead add-on is a slept on tool that many people don't know exists. I've started using it to attract survivors to central gens in hopes of preventing a three-gen in endgame. While I found it funny when teammates would come and stare at it, twerk while standing in it, or point at it, I found it sad that they didn't know what it was. Good thing was they all eventually got the hint and started working on the gens I set it next to.
- Delete RpD.
- Nuke Poo Poo Bird Lady. Replace her with this
1. No, I do think something does need to be done to help with tunnelling but this is ridiculous and is far too harsh to accidental tunnels
2, 3, 5, 6, all good.
4. I dont really like this one mostly because hex perks are already in shambles as it is and this makes them even worse, id rather see a speed boost added to small game like there is for plunderers
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@ElleGreen said:
This would give you distance and make the perk more viable. It Is clear to everyone how useless the 3 seconds Is. The 2 second sprint burst might make the killers drop the tunnel after. Tunneling has been horrible ever since the DS nerf. DS should punish tunneling killers tunneling Is very annoying. Please make this perk useful again it was already balanced before the 500th nerf. Make better choices BHVR please :)
If anything i think that should be built into the unhook if anything, a short no exhaustion sprint burst off the hook so you dont need to run ds.
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@RedCloud said:
https://forum.deadbydaylight.com/en/discussion/comment/3107425#Comment_3107425
I dont get it, why do you care less? Its just a should survivors use BT more often or not question.
https://forum.deadbydaylight.com/en/discussion/comment/3107406#Comment_3107406
How can it be redundant? Does OTR disable if you mend after getting hit with BT?
I care less because when 1 match is over i just go to the next one which takes at most 1 min 10 sec instead of several minutes thanks to reduced queue times.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/3107375#Comment_3107375
i like perks having more use on some killers than others (ie I'm All Ears is easily Pyramid Head's best perk but it's terrible on Spirit) but the entire issue people had with the perk was that Legion and Plague were too good at using it. So instead of making it a more appealing perk for other killers (such as like +10% for 1 injury, +5% for 2, +3% for 3, +2% for 4) they've made it an awful perk on every killer except for Plague and Legion, who will likely still be able to get consistent value from it. They've not fixed the problem, they've only made it worse.
Okay but while people were complaining about its effectiveness on those killers a solid chunk of those complaints were about it being too oppressive for solo q to deal with, this solves both problems.
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@RedCloud said:
https://forum.deadbydaylight.com/en/discussion/comment/3107403#Comment_3107403
Yes I do agree, but I think the tunneling has become worse, because less people actually use BT and/or not enough people are running OTR.
I keep hearing that but havent actually experienced it myself, but with survivor queues so short i also care less.
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@RedCloud said:
https://forum.deadbydaylight.com/en/discussion/comment/3107356#Comment_3107356
I really dont get your mentality, either more people run OTR or more people run BT which is more superior, because you help 3 people instead of only yourself. So you can equip BT to help your whole team and thereby increasing your own chance to survive. Thats why I personally run BT even in solo queue
And that would be a great solution if everyone ran BT, which wasnt even the case pre patch, and i cant help 3 people if they arent running BT and unhooking me in front of the killer.
With OTR instead when i get unhooked if the killer is coming back i can walk away while the person who unhooks runs away i can hide with no sound and the killer can chase the scratchmarks because he doesnt hear me so i can stay alive to help the team even when they are being dumb.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/3107200#Comment_3107200
https://forum.deadbydaylight.com/en/discussion/comment/3107204#Comment_3107204
Do you deny that pre-patch Legion and Plague were the best users of the perk, and post-patch they will be by far the best users of the perk due to the bonus of having all 4 survivors injured? And therefore, the perk was nerfed harder on every killer except for those who can consistently injure all 4 survivors, even if not keeping them injured?
Like, overall it was a nerf, yes. I agree. Across all levels it has been nerfed. However, it's now even better on Legion and Plague relative to all other killers due to their specific ease of injuring people and keeping them injured, while becoming a lot more of a situational gimmicky perk on all other killers.
Im not understanding the problem here. Its best on plague and legion, as it always has been, whether pre patch, post patch/pre nerf, or post nerf. They made it much less oppressive vs solo q where its harder to coordinate heals. Where's the beef.
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@Adjatha said:
Borrowed Time: the 2nd most used perk in the game.
Meta Perk Overhaul kills off 7 (actually 9) killer perks and 6 (actually 4) survivor perks
BT's big change?
Invulnerability buffed by 50% bonus duration AND +7% run speed (faster than the killer) for the full duration.
ShOuLd PeOpLe RuN bT?
Yes.
Yes, everybody should be running BT.
There is zero reason why you're not running BT. It was already the 2nd best in the game and now it's even better.
Run BT.
Nope i will run OTR because even before patch i would always have to wonder if the person unhooking me had BT or not and the number of times i got unhooked with no BT in front of the killer was substantial. Now i can protect myself and dont have to worry about getting hook farmed.
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@Gamall said:
The problem of thana has always been its use on certain few killers (Legion,Plague) who could gain a huge advantage from it, while for all other killers the perk was completely OK.
Now the situation is comical, the perk has been nerfed for every other killers except for the above ones because a 2% speed action penalty is ridicoulous and you hardly have all the survivors injured at the same time.
For Legion and Plague nothing has changed: healing ("cleansing") against Plague is a terrible countemeasures to drop thana effect as you are literraly giving her a strongest power. Healing against Legion is more reasonable but let's not forget that it has the add-on that inflicts the broken effect for 60 seconds (not to mention the fact that every legion has sloppy butcher in 70% of cases)
Thana needed a rework, but that was definitely not what was intended
What are you talking about, this is a perfect change if you ask me. This perk is no longer busted against solo Q because as long as one person heals its not much of a problem.
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@Pulsar said:
DS was fine at 5 seconds.
It made sense for it to be 3 seconds when there were old instant heals, horrific chain tiles, enormous maps, god windows, ect.
It no longer does. Most Killers do not give a single ######### about a 3 second stun.
To be fair the killers who dont care about the 3 sec stun also didnt care about the 5 sec stun.
As an example i typically try to play fair killer more than less. I will generally slug at 5 gens if your on death hook, and typically tunnel by accident or if you piss me off. If you pissed me off i couldnt care less about your ds, I am gonna tunnel straight through that.
As for the 3 vs 5 sec debate i will say both sides have merit however by changing the perk and reducing its effectiveness (its not worthless, but because of the drop animation maybe 4 sec would be more appropriate), once the dust settles and data is collected we may see other changes to prevent tunnelling at a base level.
For instance extending the base borrowed time or adding a no exhaustion 2 second sprintburst before the haste kicks in or losing collision with the killer for a few seconds, or 10 seconds of no pain noise, blood, scratch marks and maybe increasing the visability/time to disappear of the unhookers scratch marks.
Several of these things are already happening with current perks so we can see the effectiveness of them
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@DredgeyEdgey said:
https://forum.deadbydaylight.com/en/discussion/comment/3106457#Comment_3106457
Rainbow 6 has a fov slider and its way more competitive than dbd I know it's like comparing oranges to mangos but still
The difference is in rainbow your all on the same playingfield. It might be different if killer and survivor used the same perspective, but an you imagine anyone playing first person survivor or going against 3rd person killer.
The thing i dont understand is how the fov matters so much. I only ran shadowborn on wraith going for adept, i honestly didnt notice any difference. I guess for nurse cause so much of her screen goes black after a blink maybe.
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@Akito said:
You take the boring aspects of your game that no ones likes or uses, or prefers, or promotes or even think about to interact with them and make them strong/fun/interactive.
You don't take the good and fun and cool things of a game and ruin them entirely just because.
So my little dear students. Now do good game design! Fly little birds! Fly!
What exactly did they ruin exactly?
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@MikusCheck1 said:
https://forum.deadbydaylight.com/en/discussion/comment/3106561#Comment_3106561
People who hunt for achievement still want to get it? Also, it can't be the goal having an achievement that makes everyone able to exploit it so easy by just hiding in a locker
Burn a map offering to get a map with less or clustered lockers pull them out take them away use agitation to help get farther from lockers so you can get them after they wiggle out i've heard people have success with coldwind and red forest but a huntress/trickster main would be a good person to ask about maps with fewer/really spread out locker spawns.
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@Pulsar said:
Getting the Bloody Cosmetics on the Project W chapter is going to be a nightmare.
500+ Killer games at a minimum, if not over 700.
That is a fair criticism,but hopefully they get the incentives back online to help with that.
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@Name_Unavailable said:
https://forum.deadbydaylight.com/en/discussion/comment/3104508#Comment_3104508
LOL
I guess Tunnelers is also Survivors mains who wants to ruin Killers image.
Actually i have noticed when im able to look at the killers profiles that ive seen tunnel the majority have been survivor mains which i found to be interesting
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@bestgirlsusie said:
https://forum.deadbydaylight.com/en/discussion/comment/3104891#Comment_3104891
omg you are right I just bought a new char just to test it thank you. I was so scared I couldnt level them up in the bloodweb without prestige 3 nvm guys sorry my bad.
No worries alot of people have had trouble with this
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@bestgirlsusie said:
I feel as we get more survivors people will want to play them. I know the new system had no issues with our mains but if we want to play as new survivors releasing or change mains if you do not have every single character prestige 3 basically all the effort you have put into dbd is wasted. I had pretty much every single char at lv 40 some skills purchased from the shrine and now if I play as someone new its all gone every single perk will be either gone/unobtainable or tier 1 so basically useless. in order to fix this I have to grind millions of bp and spend them on all the other chars. Even though I already took the time in the past to unlock these perks I now have to do it again. 400 hours of dbd again. I just honestly dont even want to play anymore it just feels so unfair to players to do this at least with the old system yes I had to unlock all tiers on 1 char but I was gaining items ect for a char I want to play. you know whats going to happen to the entire 3 prestiges on dwight? all those items will sit there never being used and all that bp wasted and thats just one char just ONE. I bet this is going to have an impact in due time with the next re patch when ppl want to play ada or rebecca just wait. not your cup of tea? at some point you will want to play a new survivor and its going to be the worst feeling ever.
Incorrect when a new character is unlocked you automattically get all teachable perks at the tier matching the prestige ( lets assume the worst and all your teachable unlock at level 1) you can still just start leveling up the character and unlock the higher tiers in the bloodweb of that character just like you always could except you get tier 1 for free so lets say 20 perks at 4k per perk you just saved 80k bloodpoints.