kingcarl2012
kingcarl2012
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- kingcarl2012
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Imo i think by level 10 all 3 perks should be tier 2 and by level 20 you should be able to have them tier 3
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/3104440#Comment_3104440
It's a freeeee riiii-iiide, when you've already paid~
Its the goood adddviiiccee you just didnt take
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@tippy2k2 said:
It's like 10,000 spoons when all you need is a knife
Its like a no smoking sign on your cigarette plate
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Ive been having more fun playing survivor than ever, especially with shorter queue times so its a big win from me, if it wasnt for bad survivors dcing and killing themselves on first hook itd be even better. I dont even have to care on the rate occasion i get camped or tunnelled out because the next game is only seconds away
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@ACleverName4Me said:
The issue with this is that the killer cannot have limitations on their builds because they can only bring 4 perks, 2 addons and an offering.
Surviors have 16 perks, 4 items with addons and 4 offerings.
It is very easy for survivors to put on prove thyself and split up on gens. The killer is only 1 player on their own while the other side is 4 on a team with the same goal.
Not a problem with my suggestion
@kingcarl2012 said:
https://forum.deadbydaylight.com/en/discussion/338157/only-2-gen-regress-perks-opinios
Screw it why stop there, everyone gets 1 perk. Thats it done no more issues with stacking perks.
Oh wait no we have to have survivor categories so they dont stack either.
So 1 healer, 1 looper, 1 gen person, and 1 utility.
Also your item has to match your role
Healer - Medkit
Looper -Flashlight
Gen person - toolbox
Utility -Map/key
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Ghostface and myers tied at 4 a piece for the lead
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Im having more fun playing both sides with the new patch, the only downside is the reduced bp, but thats temporary and will be fixed once they get the bug out of the incentive system.
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@Sparks741420 said:
https://forum.deadbydaylight.com/en/discussion/comment/3102850#Comment_3102850
my million of bps and prestige are wiped gone... it's been almost 2 weeks. I don't expect anything but a big giant nothing... slapped in my face... I could care less about que times.. I want the 3000 hours I put into this game to be honored.. or i'm out
Well then just be out and stop saying it on every thread, there are bugs to fix that affect the whole player base, while your situation affects you, its pretty selfish to put yourself above everyone else, and to have such an entitled attitude about it.
As a person who has worked in customer service if you used the tone i see in your forumn posts, when filing your ticket with support, you definitely would have ended up at the bottom of my work pile.
Just food for thought, have a nice weekend.
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Im having way more fun since patch, playing more survivor than ever because of the shorter queue times, and having a blast playing both roles.
Give them some time they are probably backlogged tryng to get the bugs fixed (Clown and the incentive system spring to mind), and then they'll probably be able to get it fixed.
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@V1ntares said:
So after the new patch gens take longer to complete, thanato is buffed and survivors constantly DC in my survivor matches. And yes and we mostly all die with only 1 or 2 gens completed.
So what do you think would happen if BHVR decided that killers can´t stack Pain Resonance, Thanato, Call of Brian, Pop, Overcharge, Ruin and Corrupt in their builds anymore but are restricted to taking max 2 gen perks and 2 perks of their choice like chase perks or any other perk.
I think with the new gen speeds and the still strong gen regression combos like Pop and Call of Brian or Overcharge killers would still be oppressive enough. And no, not every game is a sweaty 4 man with BNP.
I don´t want to complain about the new patch and I think the game will get less stressful with the next few balance patches but atm survivor doesn´t feel nice to play.
What do you think, let me know your opinions. I play mostly killer and even I think that stacking gen regression perks is too powerful right now.
Please stay constructive, I´m really interested in what you think ;)
Screw it why stop there, everyone gets 1 perk. Thats it done no more issues with stacking perks.
Oh wait no we have to have survivor categories so they dont stack either.
So 1 healer, 1 looper, 1 gen person, and 1 utility.
Also your item has to match your role
Healer - Medkit
Looper -Flashlight
Gen person - toolbox
Utility -Map/key
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@AliceNull said:
I think the issue with DC penalties overall is that theres no nuance to the punishment. While it might work as a stopgap to solve the problem, it also unfairly punishes people who go against hackers (who very much do hold the game hostage) and people who have technical issues (something that unfortunately happens quite frequently.)
Instead of a blanket punishment, BHVR should implement a similar system to what plenty of online games do and either outright ban or queue together players who frequently DC or give up maliciously, for example if they have a pattern of DCing or throwing on first hook etc. as a consistent behaviour rather than people who might lose connection even partway through very successful matches.
Like the griefer world in gta5
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https://forum.deadbydaylight.com/en/discussion/338138/who-has-the-best-pallet-stun-groan
Cast your votes now :)
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@ThatOneDemoPlayer said:
I want Demogorgon in a Scoops Ahoy uniform, is it too much to ask?
That would be awesome.
Give me, Hillbilly in a blues brothers suit with the hat and sunglasses.
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@Droneinthrwind said:
He's bug is way more broken than clowns bug but for some reason he is still playable? Or is it intentional? His buff?
In what world is charging onis power slightly faster more broken than 10% permahaste and full map aura reading with no perks
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@LittleBigSunset said:
I'm wondering if this is just me because I'm genuinely convinced I'm insane. I play this game nearly every day when I have free time. Whenever I play it with friends or stream it I must sound miserable. I feel dejected and pessimistic about most matches as soon as they start. I slog through one match to the next and the next even when they go awful back to back. I'm clearly not enjoying myself most of the time but I just queue up for another game anyway.
Does anyone else feel like this? I feel like I can't quit the game for more than a week even if I want to.
Nope sorry ive been having a blast playing more survivor than ever thanks to reduced queue times.
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@UnluckyDucky said:
https://forum.deadbydaylight.com/en/discussion/comment/3101155#Comment_3101155
Yes, I relied on it to HIDE. Because not everyone has grinded 2000 hours into this game to god loop. If I'm fresh off of a hook and I dont have time to run a reasonable distance away from a hook, your only chance was to hide. If youre yodeling from a bush the killer is gonna find you instantly. Iron Will made it possible for a wider choice of evasion, and the fact that it can't even be used while Exhausted? There's literally 0 reason to even consider running this perk. It's become completely useless. For the year I've been playing this game Killer Mains havent shut up about DS and Dead Heard, this is the FIRST im hearing of "over powered iron will"
Ive got good news for you off the record does 100 % pain sound reducton for 80 sec after an unhook it sounds like the perfect perk for you.
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@ProfSinful said:
https://forum.deadbydaylight.com/en/discussion/comment/3098693#Comment_3098693
You're behaving as though blood favor and haunted ground don't exist
I acknowledged blood favour isnt terrible but it isnt go out of your way to find it strong as for haunted ground what perk are you using to bait them into it without ruin, the only 2 hexes im taking a chance on are lullaby devour and noed.
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@GentlemanFridge said:
I think it might be because, compared to the Clown issue in particular, the Oni issue isn't going to cause false cheating reports. Clown's straight-up walking faster than he should, permanently. For Oni it's "just" his power recharge.
Also, what's the issue with Legion again? The fact they sometimes can't down on the 5th frenzy hit?
Don't forget the mapwide wall hacks
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@luciferAngelsTTV said:
so i looked before posting this rework idea to make sure there wasnt other recent post.
so i my idea for reworking the dc penalties is to make them worse (let me explain), as of late it dont matter if i play killer or survivor i constantly see dc more survivor then killers, my rework suggestion is to alter the ways u can dc and punish hard for them,
dc,1) ingame dc: a normal dc in the menu should be 15 minutes instead of 5, reason why is because its so much easier to get killed on hook if u want to leave that badly, a dc should be more accidental and not purposeful.
dc,2) alt f4 crashes: alt f4 should be circumvented like some games such as gta have a alt f4 menu asking are u sure u want to quit, which will prevent that as an option forcing the next suggested nerf
dc,3) Task manager/internet dc/crashing: its hard to tell when someone has an actual internet issue it often happens and i understand its hard to tell when the game has actual crashes, i feel these should keep the 5 minute penalties, if not 0 penalty for say 1-2 games cause its hard to tell if it was purposed or accidental, however i think this should also be the most punished form of dc if consecutive, normally a person would figure out if their internet is acting up they would stop before getting a penalty, i would say 1-2 matches is a fair window to get ur internet in order, however those who would abuse the "accidental" dc should be punished anyone with more then 3-4 games within a set period of time who would crash their game via external(task manager/internet/ect..) should get a 1 hour penalty because they are attempting to get out of a smaller penalty by not using the dc button in game.
closing statement.) 1st i want to say im sorry about the hard to read text walls 2nd i dont think the times should be concrete and should be at the discretion of bhvr, but i think they need to be more severe given can just run to the killer to get hooked and die on hook, too many people dc outright because they dont like the way the game is going and 5 minutes does not seem to punish them enough to stop
Waaaaaayyyyyyyyy too weak.
Heres another thread where this was being discussed where i put forward some ideas judged to be too harsh
https://forum.deadbydaylight.com/en/discussion/comment/3079701#Comment_3079701
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@SnRw said:
I really don't think anyone here (including me) really knows what would happen if vc was implemented, sure people have examples of toxic vc from other games that they'll refer to, but the same is true the other way around, there are many or more situations of people working together in games like overwatch, valorant, tf2 that I have seen since I also played those games, I'm telling you guys a prox chat would work wonders for this game.
Please stop trying to find things that are wrong with this idea, there are always flaws, none of you are trying to find any good in this idea at all, and its almost like you didn't even read the post to begin with
I understand where your coming from I do but it's gonna play out like voice chat does in every other game
A percentage of people are going to use it, A percentage of people aren't going to use it, And a percentage of people regardless of how small it is, is going to use it to be Offensive and garbage human beings in general.
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@SnRw said:
https://forum.deadbydaylight.com/en/discussion/comment/3100928#Comment_3100928
These are small problems when taking into consideration the huge benefits a prox chat will provide
Zero benefit to the people who have it turned off, and a ping/quickchat/icon system requires no extra support. Whereas a voice chat system needs quite a bit because you cant slap a censorship algorithm on it, they can barely handle the post game chat as it stands, and because of the crossplay factor it all falls on them.
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@TragicSolitude said:
There's no option to hide my prestige from others. Prestige levels are shown in the lobby and on the end-game tally screen. I don't like it. I'm a private person. I don't care about anyone else's prestige levels, and I don't want to share my own.
Upon Prestiging, the Bloodweb is set back to level 1. I am now stuck, because if I put any more Bloodpoints into a killer I will have to upgrade a perk I want to keep at tier 1. Sucks to have personal preferences in this game, I guess.
BHVR increased the reward for escaping a match from 5k to 7k. I already had teammates who went into stealth mode after one death, refusing to participate and leaving me on my own to attempt gens. Now, I'm seeing survivors do it from the start of the match. I'm not playing an entire match on my goddamn own.
BBQ/WGLF stacks have been removed. Getting a 4-stack on BBQ was my win condition. I've lost the incentive to even bother hooking anyone a lot of the time. There are so many things that can go wrong after picking up a survivor, it's not worth wasting the time when there are no stacks for bonus BP. And there are no WGLF stacks to soften the blow of a bad survivor match. Matches are longer but I'm earning fewer Bloodpoints for them.
Teammates are acting worse, BHVR purposefully made it more difficult for survivors to escape, but de-pipping is still a thing.
Because fewer killers are running BBQ, it freed up a perk slot for another gen/slowdown perk. I preferred going against BBQ, that was easily countered and didn't bring the game to a crawl.
At some point recently Switch performance got worse and it's dropping a lot more frames than it used to. The low framerate plus increased frame drops is just a constant reminder that cross-progression had a set date and is now a pipe dream, like the game wants to make sure I never forget it took my money and ran.
I'm sure I'm forgetting stuff.
Just curious what perk are you trying to keep at tier 1?
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@SnRw said:
https://forum.deadbydaylight.com/en/discussion/comment/3100920#Comment_3100920
Maybe then it should be both
Sure thats fine too as long as i can turn it off. The problem with that is you have people using voice chat and thinking the person is ignoring them and getting annoyed instead of using the other system.
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@SnRw said:
Solo Queue is a problem
Solo Queue right now is the weakest side of the game atm, originally you had to deal with incompetent survivors who are either new, or misguided players who may think they know or who may not know what they are doing. Now however, you have to deal with the recent killer buffs stacked on top of that.
Many people (including Dowsey and Scottjund) have recently posted videos stating the fact that solo queue survivor in the state it's in right now is the biggest problem in Dead by Daylight, Dowsey gave his idea of what kind of buffs solo queue should get in order to fix this problem, which are his own idea, not gonna go into it, but the main takeaway that I 100% agree with is that the only way to fix this problem is to provide the same level of cooperation that you would get with a discord swf, and bring it to the game.
What if I told you there’s a simple change that could fix all of these problems with one single added mechanic?
Well… it exists, and it’s probably what you’d expect.
The Best solution to the Problem
The solution to this problem is a voice-chat system
Don’t click away just yet! I know it sounds foreign adding vc to DBD, However if you consider the hidden benefits the game would receive from this implementation, you might be on board with the idea.
Adding a vc would not only fix the problem with solo Q, it might also add to the health of the game in general.
First of all, I just want to clarify that a vc like discord might be a bit overpowered for solo queue, I think the best solution to this is making a proximity chat instead.
- Think of how many times you’ve solo queued in dbd and come across a Claudette hiding in a bush, a David unhooking you when the killer is right next to you, or a Dwight who is completely clueless and doesn’t know what to do.
Not only would a proximity chat allow you to make the game more survivable, it would also help these new players get into the swing of things, and feel more comfortable playing the game, adding to the overall health of DBD.
- When a trapper has set a trap near your hooked body and the Nea coming to rescue you is on a direct course to step on the trap
In this situation, the only thing you need to do is warn the survivor that there is a trap, but you simply cannot. Adding a proximity chat would help survivors learn to be more aware of killers power within the game, and avoid stepping into a trap that would more than likely put the game in jeopardy.
- Think of the times where you had a perk such as deliverance, or the “try to hook me build” (flip-flop, boil over, unbreakable), but the survivors you were playing with had no idea, so you try to use these perks against the killer, they try to unhook you when they could be doing a gen, they don’t body block for you because the hook seems too close. Ultimately, these perks become useless and get no value in many situations.
If you were able to just simply tell a survivor next to you, or while you’re on the hook, what build you are running, not only would new survivors be able to learn about different perks in the game and what they do, it would allow for a plethora of coordination where originally it would be absent. Also the argument that you could tell people before the game is kind of dumb, as there are so many inconsistent variables, such as, they may be a console player, or they are afk and not looking at the screen.
The Immersion
One problem with a vc that some people may have, is that it might ruin the “horror” aspect of the game, but here's the thing, players can choose to turn it off if they wish to experience the horror. The thing you also have to remember is that most of the time, people don’t want to deal with new players who don’t know what they’re doing, or players who are misguided or don’t know something, with this proximity chat, people can CHOOSE themselves if they want to keep dealing with infuriating clueless survivors, or not.
Also can we just be real for a sec and admit that no one who plays this game on the regular is ever immersed? Like EVER?
Yea… no
Toxicity
If you play survivor you might tend to think that a prox chat would increase toxicity within games, I however, completely disagree and believe it would help reduce toxicity within games. Please read below to see what I mean.
First to clarify I want this to be addressed to a average survivor, you know the people who might be really good and nice survivors in one match, but also salty and toxic in another (you know, normal humans), as this is the majority of players in dbd. What you shouldn't do is compare what I'm about to say to players who are ALWAYS toxic and no matter what will always be unhappy and pissed off because they suck. On to my point.
First of all, I want to say that if a prox chat was added, a lot of people would already stop being toxic, because if you think about it, more people are comfortable talking ######### through line of text, rather than through actual word of mouth, with the addition of a prox chat, many people will be kinder to others purely because that's how people work socially.
Second and lastly, I want to address what causes toxicity in DBD, this toxicity imo is a lack of communication, in the game right now, when you have a couple teammates who are kind of bad and are a little lost on what to do, you have to deal with it. This alone causes infuriating games to play, and is what I believe to be the main cause of toxicity atm. Adding a vc would COMPLETELY change everything, because once survivors gain the ability to effectively communicate, they can get out what they need to say in the moment to tell survivors what to do, rather than having to bottle it up, watch the survivor go down, and add it the pile of rage they plan on unleashing at endgame chat.
Conclusion
I believe that many people are not for this change because it feels foreign to add something like to this to a game of dbd where the concept of a vc was never discussed, mostly because it was never needed. But now I'd like to say IT IS needed, and people need to start talking about implementing it. Dowsey gave his ideas about implementing a system that floods the screen with a bunch of text bubbles and hud changes, let me tell you, adding a vc is way more simple and way WAY more effective. It teaches new players how to play the game, some perks that were once useless on solo q will now have a purpose, and IMO will help reduce toxicity in games.
P.S.
Many of my friends who play on console played this game one time, they said it was fun and liked playing it, so I asked them, “Why don’t you keep playing it?”, the answer is always something along the lines of “oh, there's no way to talk to people” I truly believe that if players were able to talk to each other it would bring a surplus of new and interested players into the game.
Please comment below whether you agree or disagree with a proximity chat, I would love to hear different opinions on this and see if this idea can go anywhere.
Some kind of ping system or quickchat option and icons showing what you are doing would probably be better, some people wouldnt use the voicechat even if it was there.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3100633#Comment_3100633
1) I don’t have an issue with killers being able to use their powers near a hook. Except for Bubba. Near a hook he should only be able to down one survivor, just like Billy.
2) No issue with this. I agree, who uses it besides camping or playing a basement defender meme anyway.
3) I just don’t agree with hook grabs being removed. I think if they address camping in other ways there is no need to remove this.
Personally, I have more issues with tunneling and would like to see that addressed.
I'm just throwing this out there sometimes i run it on twins near a gen and then make a move cause they think im controlling victor and smash them when they try to stop regression. Its actually pretty fun.
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@LapisInfernalis said:
I get it that camping is a strategy, but seriously: since when is ruining the gaming experience of another player a strategy? You can't say that camping at 5 or 4 gens is necessary. Not with the current buffs to killer. And especially not on high tier killers like Nurse or Blight. It is enough that killers just count to 5 and hit you just to follow you regardless of what others do, but this is not the point here.
The point is, that gens take 10s longer in general, and some perks like Thana add a ton of time on some killers which makes it really hard to just "do gens to punish the killer for camping". And not all "team mates" understand that occupying the killer at your hook gives your team a small chance.
What I propose is this (not necessarily all together):
For better understanding I define "camping" as an action where 10s after the survivor is hooked, the killer stays within 16m of said hook and no other survivor is present. This is already the in-game definition of camping via the emblem system. All the changes are deactivated once the exit gates are OPEN (*).
1. Killers who are inside of 16m of a hooked survivor (horizontally AND vertically), can't use their power. This is already implemented for killers like Artist, Dredge, Twins and Pyramid Head (to an extend). This means: No insidious basement Bubba who can just chainsaw everyone, no Huntress/Trickster standing and aiming right next to you etc. Sure ranged killers can still try to hit you from a distance but at 16m you have a good chance to dodge an axe. This means that Trapper/Hag need to place traps before they hook or have to live with the fact that they can't just put survivors into a box (especially basement now that DH can't pass traps anymore).
2. If the killer is still within the 16m radius around a hooked survivor and NO other survivor is present, the hook progression is stopped (*). After any other survivor left the area, the killer has 10s to leave until the hook progression is stopped again. This means that if you prevent an unhook the survivor needs to either unhook in your face or needs to leave so that another survivor can rescue which also creates a lot of pressure. This also means that you can't just camp for the 2nd hook state without someone else being there.
3. The other Survivors should get some kind of notification or short aura of the killer when he camps. Like a little Kindred, so that others now when to stay on gens.
4. repair/healing/cleansing/blessing speed is 10% faster when someone is being camped.
[Edit:
5. Give the camped person more BP and Emblem progress, so that you are not so punished. Maybe don't make a person who gets camped from 1. hook to death not depip.]
(*) Necessary adjustments:
Kinship: rework.
DS/OTR: Get deactivated one the exit OPENS. So even if you are unhooked before any exit is open, once one IS open, any DS or OTR timer you still had, is gone. - > it needs a good amount of communication to still get a "free" escape with these perks without leaving you totally defenseless in the endgame.
Exit gate: Loses progress when not being touched at at least half the rate it opens. This means that 99ing the exit will be more difficult and therefore the Survivors need to think about whether it will be better to just open it (risking bloodwarden and camping/tunneling) or to leave it as close to 99 as it gets.
This was a long post: Here is your potato🥔.
1. This has many issues that are far to open to abuse, and some hurt the idea of not camping. Some examples being, running into the hook zone to avoid one shot powers, preventing high mobility killers from being able to leave the area quickly, stopping teleporting killers from teleporting away.
2. This only really works if the area around a hook is a complete deadzone and there is nothing for the killer to interact with, that means no pallets, gens, lockers, or totems, which on some maps is a logistical nightmare (The Game). You shouldnt be punished for kicking gens, reloading, snuffing boons or breaking pallets.
3. No issue here i support a reduced basekit kindred.
4. Sure but in exchange those actions are debuffed 10% if the killer isn't camping. This just futher incentivizes not camping.
5. Again I'm in gavor of this one but i also think it should apply while you are chased, getting a cut of objective/altruism while you are occupying the killers attention is more than fair.
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@Pikachaouuu said:
So, if you have played 24 hours a day for the 9 days the patch is live, is a total of 216 hrs, if we average...... 7 minutes game and 30k bp just to say numbers, in this time he would have earned 55.542.857 bp.
So basically you would have to play the game for like 23 days, 24 hrs a day to be able to reach prestige 100
4 man swf burning flans every game would cut that to 6 days
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Dont you dare touch my deja vu, that perk is fantastic as is. Practically the only way to keep solo queue teammates from 3 genning the team
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@Reinami said:
It is becoming more and more common now. In the past week almost every day i have had at least 2 games with hackers in them, several of which just held the game hostage by doing all kinds of crazy stuff that prevents the game from ending.
Record it, report it, submit it.
Nothing can get done if you dont.
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@ScottJund said:
That's it. That seals the deal. I am no longer a Dead by Daylight fan. I’ve been a fan since 1982 and a season ticket holder since 1996. I officially will not be renewing my plan next season nor will I play on PC ever again. Cote is officially the worst game director in history.
Best post ever. Lol.
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@kizuati said:
https://forum.deadbydaylight.com/en/discussion/comment/3100435#Comment_3100435
Guess that Jane that was prestige 100 and flying was imaginary. Same with all of those macmillan offerings I'm getting with insta 5 gens done.
Yeah. No surge.
I dunno I've been playing several hours a night since a week before patch and plenty before that and i have honestly never seen one
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@toxik_survivor said:
Unless you are running fixated/self aware with it, it is a killer perk. Although the sprint itself is great and it gets you to a loop and is a safety perk, I see people walking EVERYWHERE. After this patch using your time wisely is essential to getting gens done and possibly escaping. You can not be walking around, especially at the start of the game. What puts pressure on killers early is survivors darting straight to gens when you spawn. But you can't dart to them if you are walking can you :/
At this point sprint burst should not be used to run from the killer when he's about to chase you, but instead to get to places quicker, like gens, hook saves etc. Nowadays the best value out of sprint burst is when a killer comes to caress your cheeks while you're on a gen, then sprint burst out of there. That's the only time using sprint burst to run away from the killer is actually value.
You should not be randomly walking recovering your sb and then popping it when the killer sees you walking. The only time you should be recover sb is when you are on a gen or actually being useful for your team like doing totems or something.
You should never be walking even with sprint burst, it waste too much time, that time you can be doing a gen and it can determine how many gens you get done that match.
I will give you that it often does get used poorly but there are lots of times where walking is fine.
As an example if you start near a generater it is probably better to use a couple extra seconds walking there and saving yoir sprint burst for when the killer shows up especially if that gen is in the open than to burn your burst so the killer has an easier hit leading to a faster down and hook causing others off gens faster.
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You need 70 perk tiers to get 1 free prestige, 120 got you 2 free prestige i cant remeber the higher ones but i had a few i made sure to get over 120 so i could keep add ons and then prestige to 3 post patch
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@geni said:
https://forum.deadbydaylight.com/en/discussion/comment/3098693#Comment_3098693
Hex: Blood Favour + Hex: Crow Control, Hex: Third Seal for fun and Hex: Huntress Lullaby for impossible skillchecks Doctor, it would give more opportunities for less used/weaker perks
I will give you blood favour i guess isnt terrible.
Crowd control is worse at what it does than bamboozle or demos perk whatever they changed the name to.
Lullaby needs stacks
And i refuse to acknowledge third seal as a perk
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@ProfSinful said:
https://forum.deadbydaylight.com/en/discussion/comment/3098601#Comment_3098601
In that case you revert the stack transfer as well, then there's literally 0 issue
What perk would you actually run it with if it didnt keep stacks.
The only decent hex perk to use it with would be NOED
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@ZVom said:
I honestly feel like it was the worst and best patch in the history.
It's the best because balance was finally brought to DBD - no more unpunishable t-bagging, bullying etc. by the survs
It's the worst because the grind was increased to the point I cannot even estimate how many hundreds of games will it take to get 1 char to P3 to get his perks.
You realize you dont have to get them to P3 if you get them to P1 all 3 of their perks get unlocked an all charcters at tier 1 and then you can level them up in the bloodweb like normal.
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@bacon said:
^^^^ gone across the map to get them and im standing next to the hook but they try getting of them selfs in my mind there trolling but is there a better reason why they do it cause it seems to happen more now
There are a few different answers for this one
there is an achievement for unhooking yourself so if you can attempt to Get off without sending yourself into struggle it is a free attempt at progress towards that achievement.
Someone might also try it if they think they're gonna go to struggle anyways to try and get off before going to 2nd stage
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@camping_site said:
After 3-4 years maining survivor I must admit last patch was a sign that I must be looking for a new game. In the first days, since likely I had high mmr, soloQ team managed max maybe 3-4 gens until 4K. After several of these matches I likely downgraded my mmr and luck changed, but the feel of the killers was just bad- complete babies, which didn't make that experience any fun.
What I noticed in most of my after patch matches?! Killers still run slowdown, regression perks. Killers still proxy camp, tunnel. That 5 sec BT does #########. And since gen repair nerf to 90 sec, camping is so much stronger. Actually, the same could be noticed after toolboxes, great skill checks and gen co-op was nerfed year or so ago, but not to this extent.
DBD just made every aspect of this game worse for survivor experience. I doubt they will revisit any changes in coming months, so... saying goodbye to great DBD community... Killer mains as well :):)
Bye bye
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@airii said:
I don't mind killer buffs, actually its nice I guess but we need to balance it out with making tunneling and camping not rewarding! All we get after the patch is tunneling and camping killers at 5 gens because they can afford it now even more while knowing that the rest of the party is screwed.
Just make the hook timer stop completely when killer is near without being in chase and some kind of mechanic that when hooking only one survivor they get minus points or something... make the game reward killers for hooking multiple survivors rather than killing one at the start of the game!... make the killers want to chase other survivors and not stay in one place all the time.
I like the intense matches that we get now when killer decides to play rather fairly, where everyone gets hooked twice rather than one person dying without the killer even looking at someone else which we get even more now than before... out of like 10 games, only 1 or 2 killers decide to chase survivors while the rest just camps and tunnels someone at the start. This has been a problem for a long time and now its even more exaggerated as other 3 survivor don't have the time to finish the gens while the last person is being camped and tunneled to death (and even more when other survivors decide to be altuiristic 'cause not everyone wants to sac someone and just hold M1 on gens, which is not even an option anymore anyway) and the killer knows it.
The buffs are nice but just make something about the other problems to balance it out so everyone has a fair chance. Most killers just tunnel and camp because they can instead of being grateful they dont need to anymore.
OK so here's the problem there are 2 types of people who camp.
1st you have the group of people it's just how they play and there's nothing that you're going to be able to do to incentivize them to not play that way short of banning them from the game.
The 2nd group you might be able to Incentivized away from tunneling and camping but you need to make it more Valuable then getting rid of a survivor to create a 3 V-1. The problem with this is you are then going to create a very oppressive situation for survivors, people are already complaining about things like thanatophobia, Hex plaything/pentaMento, Or frankly any other kind of gen reggression that doesn't suck.
As for pausing the hook timer we've already seen them try that it didn't work the The game's ability to detect Chase within range of a hook is already Terrible as you can see in the emblem system cause even if you're chasing a survivor around the hook you still lose emblem points for proximity to hooked survivor. And if you eliminate the Chase component then it's already been proven that survivors will just loop near the hook to keep the person alive indefinitely
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@Mediva said:
bleed out timer of 4 minutes is ridicolous. Its gettinmg used by killer when 2 survs already dead, two people in game....one person gets slugged, its then four full minutes where the killer can search for the last person where only he can progress by finding him, but the survivors cant. Its gives an unfair advantage to the killer.
timer needs to be significantly reduced (at least cut in half) or give the survivor an option, when fully recovered, to give up and die on the floor. Its literally 4 minutes of wasted time that is entirely for the killer. Doesnt do anything for survivor. Its being abused so much and hardly ever used as it was intended for. Its just for killers so they can deny hatch and a possible escape for the last survivor. And it bypasses the game mechanic of the hatch. Just as ds, bt and al that was a free escape for the survivor, the slugout timer is a free way to get a 4k when 2 people are in the game left. When there is one other person left in the game standing, just shorten it to 30 seconds or so. Its so annoying being on the floor for 4 minutes straight, or have to wait out as the last survivor.
It just drags games on forever. Even if you had unbreakable, it just starts again.
If you have such a problem with general slugging there are a variety of anti slugging perks to help with that.
If the issue is specifically regarding slugging for the 4K, Then there is plenty that you can be doing with that time
If the killer is Actively looking for you it gives you the chance to go pick up your teammate instead of hiding and waiting for Them to die. If the killer is camping the slug it gives you time to heal up look for a key in case you're gonna lose the hatch game, getting In a good position to be able to win the door game because at this point you should already know where there are a couple of chests you can check you should know roughly where your exit gates are.
There's also a common offering that you can use that is helpful in this situation the hatch offering, When you burn a Hatch offering this is gonna force the killer into 1 of 2 things either they're near where the hatch is supposed to spawn they're gonna hook right away and close hatch so you know you're looking for a door or a key, Or they're gonna slug and you know that they're gonna go to where the hatch is going to be to look for you which again opens up the possibility of picking up your teammate instead of just waiting for them to die
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Ash, Kate, Nancy
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@luciferAngelsTTV said:
So i havent seen a recent rework suggestion for Myers and i would like to suggest a somewhat reasonable rework that would bring him in line with other killers as most folks think Myers is the bottom of the barrel if its not meme related. i want to bring Myers back to the forefront of his core value being the stealthy boi he is.
so my suggestions for the rework are as follows
1.) Judith's tombstone: the point of the tombstone is to allow Myers to do a grab and kill animation to the survivors my suggestion is to change it to a cap of 2 survivors while maintaining the speed debuff and reduce your tier 3 down to tier 2.this will stop people from being cheeky with the perma tier 3 stab combo that tends to be abused in combos allowing for diverse addon plays. people who bring it tend to use it for a fast 4k and in some instances just to blow off steam from a previous match that didn't go their way i feel this slight nerf makes it somewhat fair and inline with my other suggestions to follow
2.) stalk rework: stalking for Myers takes way to long even if solid addons i feel Myers should stalk much faster but have a reduced base tier 3 time. his tier 3 currently last for 60 seconds as base i would suggest a base stalk increase of 25%-50% increase in exchange for 30 seconds since he already has addons to increase the time as is.
3.)fragrant tuft of hair: currently as it stand it takes 200% more stalk time to get a permanent tier 3. personally i feel with the increase to stalking speed suggested earlier u should have to fully stalk all 4 survivors to obtain permanent tier 3, which can be sped up with something like J.Myers memorial addon making it much more fair to obtain permanent tier 3
4.) tombstone piece: tombstone piece offers a quick and easy kill at the cost of your tier 3 status, my suggestion is remove the loss of tier 3 but reduce the ability to kill survivors to 1 kill then no longer works after that. i also think it should not be stackable with Judith's tombstone for obvious reasons stated in that section
5.) stealth rework: Myers is meant to be the king of stealth and i firmly believe that i feel Myers should remain undetectable in tier 2 but with the help of an addon say maybe a purple addon maybe replace vanity mirrors current ability with as follows: "evil within II reveals survivors auras within 8 meters, grants undetectable status while not in chase, increases terror radius by 8 meters while in chase, and increases time to reach evil within III by 100% for the 1st time
6.) nerf the stealth rework: imagine suggesting a buff then suggesting a nerf to what u just suggested right? well by nerfing the stealth rework i mean while using the addon to grant undetectable, perks that would not able able to sense killers in undetectable should be able to function like normal such as spine chill should be able to detect Myers when the normal activation requirements would apply, allowing for this type of buff to perks allows the perks to be more viable and more so since the rework giving these perks a chance to really shine, people wont know if they are going against a Myers so they would need to think carefully as to what perks they bring
7.) conclusion: overall i think Myers is a worthwhile killer who gets a bad rep because he has not gotten the tlc other killers have i believe that my suggestions for possible reworks allows him to have a better chance at thriving by allowing him to stalk much faster and putting him in line with other killers like ghost face who do the same job but much faster despite being 1 survivor at a time, and furthermore hush most of the folks who don't want to see more Myers cause of his instant moris they happen so very often.
by no means do i think this should be the finalization of a Myers rework but more a guideline suggestion for how the devs at behavior could work with Myers should they decide a rework is in order
Considering there is an achievement that requires judith tombstone and tuft for perma tier 3 reworking those addons as suggested would be problematic
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@BubbaIsJustVibin said:
Call of Brine has the same effect as Overcharge, but it kicks in immediately. The only things that Overcharge does better are so mild and incomparable that I don't consider it worth it, and buffing Overcharge to 300% max regression I think would make it much more interesting. That, and possible make the regression start at 100%.
Thats what it originally was gonna be but they had to scale it to where it us now because it was getting stacked with call of brine for 250% to start and got up to 400%
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@KFChris18 said:
I've seen and heard plenty of comments from folks I know complaining about the increase in camping and tunneling and how its a big problem. I don't really get it myself, since I've been camped and tunneled myself plenty before this latest patch. Heck, I still do both if the situation calls for it. What is it that makes it feel so much worse now?
So i have a bit if a hot take on this ive been monitoring this for myself, and while a small data point, its a data point none the less, and im not trying to make an us vs them point, just sharing my data.
So I play on xbox and over my last 76 matches ive had 19 killers who camped or tunnelled in a bad way. I say in a bad way excluding looping around the hook, an obvious retaliation for bm/toxicity, gen defense and other situations that are more than valid in my mind. Of those 19, 7 were on xbox and i could see their profile, of those 7 i was able to determine by their stats that 5 were definitely survivor mains 1 was a killer main, and 1 was hard to tell so i will assume 50/50. I will also state that Im not a top mmr type player and thus was mixed soloq, duo, and swf with 2 more experienced players and 2 newer players.
I'm going to withhold stating an opinion on this but its an interesting data point nonetheless.
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@Zexbunny said:
https://forum.deadbydaylight.com/en/discussion/comment/3096298#Comment_3096298
This isn't logical. You're telling a survivor to ignore their objective and just give up. Hooking the second last survivor does not prevent the killer from achieving their objective.
Actually in fact it does depending on how you define your objective.
If the killers objective is to kill all 4 survivors slugging for the 4k is part of that objective to prevent a hatch escape.
The example frome the survivor side is also grey because the proper objective is to try to get everyone out but in that situation the survivor is changing the objective to just getting themself out instead of trying to help their teammate.
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@Sparks741420 said:
https://forum.deadbydaylight.com/en/discussion/comment/3095790#Comment_3095790
ALL OF MY CHARACTERS WERE LVL 50 some P1 some P2 etc. as in my example my P2 lvl 50 which should be P8 lvl 50 is now P6. characters I had just lvl 50 (to unlock perks) are still at 0 prestige instead of P2 lvl 50. This isn't a bug its behavior rounding everyone down and screwing me out of hundreds of millions of bps and perks etc.
You know what your right behaviour is targeting you personally it cant be a bug even though many people are reporting it worked for them.
Behaviour is specifically targeting you to screw you out of all the time you put into the game and to force you specifically to grind a whole bunch more.
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@Rescultir said:
https://forum.deadbydaylight.com/en/discussion/comment/3095047#Comment_3095047
also, you have to spend MORE shards in the shrine to level up your perks. Tier 1 is 2k shards, tier 2 is 4k shards, and tier 3 is 6k shards.
Or you an just level them up in the bloodweb instead the same as you always have
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@Rescultir said:
https://forum.deadbydaylight.com/en/discussion/comment/3089647#Comment_3089647
that's for tier 1 (yellow) perks. You need to prestige them 2 more times for the Tier 2 (green) and Tier 3 (purple) perks.
Yes and once you get them at tier 1 you can still get tier 2 and 3 in the bloodweb of each character same as you always have been able to.
Not to mention if you had already leveled up to 40 and unlocked the teachable perk it is still unlocked and can be gotten through the bloodweb and the same goes for perks you bought in the shrine.
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@JackOfTrades said:
https://forum.deadbydaylight.com/en/discussion/comment/3094975#Comment_3094975
oh, okay. I just know that Feral Frenzy decreases sense output or something (lol, idk how to describe it, look at fandom if you must) so just thought I'd ask.
I will be honest other than the visual i barely noticed it but thats just me, I'd say try it and if its too much just let the match go.
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@Ghalam said:
I know this isn't new. But P3ing my demo before the patch and coming back to not having anything to show for it is frustrating. Please add something considering the amount of work that went into leveling him up, the grind is still atrocious.
What do you mean if he was p3 pre patch he should be p9 you get a cool red picture