latinfla4
latinfla4
About
- Username
- latinfla4
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
Doc because he will laugh at my jokes or wraith so he can bring me an xbox x with his stealth ability 🤣
-
@DecisiveDwight said:
Or they could just make it so survivors have to search for items to survive such as
Oil for gens
Spark plugs and lever for exit gates
They could even go as far too throw in a find the golden key to get hatch. I dunno just anything but holding m1 or right bumper.
How many items would you suggest 🙂
-
@Jasix said:
With the introduction of boon totems - here is what I think should happen.
Four boon totems per match - that equals to 1 per survivor (not that each survivor has to do one). In order for survivors to access the gate OR the hatch - all 4 boon totems must be cleansed. Boon totems should take 21 seconds to cleanse (50% more than a regular/hex totem). Boon totems will not decrease regular totem counts - so you will end up with 9 total totems per map. That being said; more unique and random spots need added to each map for totems. With 9 totems per map I think there should be a minimum of 36 spots on each map where any totem can spawn.
I do not think there needs to be a regular totem counter, BUT I do think just like generators - there needs to be a boon totem counter so once all 4 are cleansed other survivors are not trying to find boon totems. Boon totems should award 1k BP in Objective and Boldness category.
You could make the boon totems look like dull totems for the killer...this makes it fair so the totems are not camped
-
@CoalTower said:
https://forum.deadbydaylight.com/en/discussion/comment/2262290#Comment_2262290
How about this:
Survivors have to find a specific part for each specific generator. This part is located as far away as possible from that generator.
You get to slow down the game, and the survivor has fun looking for the part.
Not a bad idea and even if you are parroting the idea it does fit with the game really well😁
-
@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/comment/2262400#Comment_2262400
Your just trying to say that all swfs are equal. Not every swf can use the map/perks too their full potential. Give the rank 20s comms and all the meta perks they want, even let them choose the map but it doesn't mean it'll matter that much since they don't know how to use them properly.
What a very particular situation you created. So a killer such as Spirit, Nurse, Blight, Hag with 4 meta perks won't beat a baby swf on a tiny map especially with 4 gen protection perks?
It's quite easy to write these really favourable scenarios that don't happen too often.
Gen rush threads are a normal occurrence on these forums, but so are:
- Spirit needs a nerf
- Noed needs a nerf
- Swf needs a nerf
- Devs are survivor favoured
- Devs are killer favoured
- Etc
Just because there is a lot of threads about something, doesn't mean it's right.
You do realize I am talking about high rank play right in that scenario? That is like saying a baby nurse is going to take out a swf in her first game
-
@coldestwinter123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2262682#Comment_2262682
i mean just basic concepts like skill floor and skill celling comes to mind like both are not mutual things. you can have a game with a very high skill floor and a high skill celling things don't have to be hard for there to exist skill expression.
This game in general is not balanced for high level play and is more so target for a much more casual audience,sink or swim attitude is definitely something BVHR hasn't went for and most people looking for a highly competitive game would most certainly not look towards DBD.
the success and the health of the game isin't dependent on the competitive scene or the 4% red ranks, however it does depend on a steady pyramid flow of players to the top ranks that requires a huge player base and allot of them won't make it.There's an entire genre who are all about the struggle life and all about hardships and doing it the hardway, its called FGC. where some of their Biggest games have 20k players between multiple platforms, and household names like StreetFighter or Mortal Kombat cant keep 16k concurrent players even for a year. And thats not speaking on the sea of dead anime fighters.
For me personally your overall attitude is bizarre for a game thats not really that competitive or deep(most of the skill like 65% if not more is macro based and not micro) i would understand if you would take this approach towards a game like Dota2 or CSGO hell even COD or League,and thats not to say you can't get better or that you shouldn't get better. Its more so to the point that people should struggle in a game that's not really that serious .
Just a very simple example right? Dota2 has almost twice as much depth as League ever has had in its entire existence, yet most people will prefer to play League. You can attribute this to allot of factors like the artstyle or the flare of it or the feel. But allot what it boils down to is when the game gets rough and you don't know how to progress will you overcome or jumpship? Because everyone starts bad, and bad players need other bad players to practice to get good. You can't just expect to throw everyone in the deep end and expect them to swim, some of them will but allot of them will just sink. Ultimately the game doesn't need another red rank but the game could use couple of yellow,green,and purple ranks. cause those purple ranks will one day become red ranks. You don't want a cutthroat environment where people don't want to comeback gaming is a optional hobby NOT mandatory. You want to create an environment that you want to come back too and want to learn in.And it doesn't have to be either or.
just think about broader perspectives.
Ok I play plenty of fighting games and they have ranked, story, and casual modes but the developers refuse to put anything other than a ranked mode...that is why I have that mentality for this game.
A while ago they asked in a survey about having an e-sports feel for the game but i am not sure what the results of the survey were.
-
@DeliciousFood said:
How a sweaty team that 'Gen rushes' will actually play:
4 gens will fly because people who think NOED is a solution are 99% of the time going to get rushed even by solo's.
The last gen, or two and maybe even 3 are 99'd while the team scrambles to find the totems.
In a minute or so all totems are gone, they all escape or you get a cheeky 1K.
Alternative:
They don't bother with totems and just let one guy die. Maybe 2. GG got a 2k thanks to NOED.
How it'll feel for generic solo queue people:
More M1 holding and killers getting insecure that they're being looped by solo's in Ironworks of Misery, may or may not be some BM after the NOED down.
Bad idea. I'd prefer some slowdown perk to be given than NOED. Except on Nurse. No decent nurse needs a free slowdown in public matches.
So a thana buff but with gen slowdown as well? Will it really make survivors do totems though?
-
@Marik13 said:
As a killer main who does use NOED from time to time (mostly on my killers who are baby levels and/or have no other good/decent perks to use) I don't think this is a good idea. Imagine giving Nurse and Spirit a base kit NOED. Oof...yeah that sounds kinda terrible. Hell as Blight where I use Hex: Devour Hope, making survivors exposed against him is nasty. Nah this would be way too oppressive imo.
I do however agree that secondary objectives should be something to look at and give survivors. I've said before in the past why not take from what the Friday the 13th game did right and make it so that survivors have to find items randomly hidden around the map before they can work on gens? Perhaps even take that concept and evolve it to where it changes based on the map? For instance, on the junkyard you have to find generator parts before you can start working on gens. In the Oni's map, Yamaoka Estate, maybe make it so that they have to cleanse the area of dark energies by lighting candles spread around the map before they can also work on gens and start to escape. Hell, maybe change the gens themselves, to where the candles clear the entities magic in the level that reveal some sort of dark glowing object (different looking from totems) that work the same as gens, where you work on them but like for the dark objects you're cleansing them which will allow you to open the gates and escape. Essentially just make gen skins is what I'm saying, if you want to theme the secondary objectives to the gens.
I think doing something like that and finding the right kind of balance between the number of objects you need to find before gens and possibly even looking at gen times too, might be the better way to go about this.
In fairness, a high level nurse, spirit, and blight probably wont need the buff since it will be hard to get to end game as the survivor😂...they are the s tier for a reason.
-
@FFirebrandd said:
https://forum.deadbydaylight.com/en/discussion/comment/2262450#Comment_2262450
I didn't have it give out buffs to those because those stats are very powerful. I wanted to give the Survivors an incentive to break dull totems, not make it near mandatory.
Fair enough 😁
-
@Kharbarg said:
https://forum.deadbydaylight.com/en/discussion/256386/this-might-be-unpopular-but
Another survivor's objective it would be nice.
I like your idea about base kit end game killer buff but I wouldn't make NOED to be base kit because NOED gives imprevisibility, emotion and suspense to the game. If it would be base kit we all would loose that feelings.
I think the run speed buff from NOED would be a good base kit when the last gen is done and also a combination of some cool-down reduction on successful attacks and some cool-down reduction on failure attacks.
So no insta down basically a relentless perk buff maybe mixed in with a mad grit buff?
-
@TAG said:
That just seems like promoting poor gameplay for Killers, so I'd say no.
Y is it poor gameplay...the scenerio happens If the killer gets gen rushed in a certain amount of time?
-
It just sucks I have to take a penalty for something I have no control over and could be fixed with a coding change.
-
@[Deleted User] said:
I think it could work. High pressure situation👍🏾. Sounds good to me!
It kind of reminds me of horror movies where the killer gets that last desperation burst to finish the survivors...fits with the element of the game. If the killer fails then he/she deserves that entity displeased result🤣
-
@FFirebrandd said:
Funnily enough... I also came up with an idea to encourage Survivors to break Totems even without Hex Perks in play.
Each Totem in play provides the Killer a 1% bonus to Break, Vault, Pick Up, and Hook actions per completed generator. This bonus is lowered by 3% for each dead Survivor. That might not sound like much, but at the end of the game with no totems destroyed and no dead Survivors, the Killer is rocking a 25% Fire Up bonus. Of course everyone would be given a totem counter if this happened.
Good idea...worst case scenerio it is a bunch of body blocking at the exit gates unless there was a cooldown to the attack animation as well as the walking speed and a totem counter has to be given for fairness.
-
@whammigobambam said:
https://forum.deadbydaylight.com/en/discussion/comment/2262347#Comment_2262347
Cleansing totems has been my secondary objective since inner strength was released I gotta tell ya, killers are still pretty disappointed when the totems are busted and gens still fly.
See you are already accostumed to it😂 I actually forgot about the inner strength perk.
-
@CashelP14 said:
Don't try and tell me that more killers will stay IF noed is base kit.
I've probably had over 100 games where a killer has DC at 1+ gens, even though they have noed. Literally last night I seen a tunnelling Bubba dc just at the exit doors after the person he was tunnelling was about to escape.
Don't try to say "16 perks + comms.." is that fair. The kill rate wouldn't be above 50% if this game was so massively unfair.
So a swf on coms with 16 meta perks wont beat a low mobility killer with 4 perks on larger maps especially with a gen rush build? I mean gen rush threads are kind of a normal occurrence in these forums?
-
@Marc_go_solo said:
Maybe not NOED, but some sort of extra step before escaping via the exit gates could be beneficial, or even adapted to fixing the gens.
I admire your cajones for bringing up the idea though!
Yeah I figured people would be mad but like I said I am open to discussing how this could work there have been some good points that have been brought up😁
-
@whammigobambam said:
Small game basekit as well. seems fair to me.
That would be fine...the whole point of the second objective happening is the main point...that way solos don't feel underpowered as well.
-
@coldestwinter123 said:
i actually thought about this aswell, because it would also restrict perk freedom since you would need some sort of totem tracking like tapp's hunch or small game.
one of the issues i think thats the most problematic is , SWF would become stronger, and solo players would become even weaker, and some of the killers like Nurse and Spirit would become more deadly, while one shot killers would become weaker.
if they did something like a hex totem starts to hiss or has a burning sound more intense so the totems over time would be easier found, it could be a viable thing. I think ruin for example has WON GAMES straight up on both sides. we couldn't find Ruin as survivors and couldn't really pressure gens because we got pushed off and couldn't cordinate 2 man sticks. As killer ive had insane Ruin locations that never got found and even when i over chased one person(most of them rank1) it didn't matter because you could still crowd control very effectively and once you create deadzones theres no real outplays possible .
if you could figure out some of the more glaring issues with NOED being too strong for killers that are already strong, this could be a real solution. Especially because people hate NOED and call killers trash for using it , but often times using it could help them win games. Once it becomes standardized and normalized not saying the stigma would be gone, but people would be more understanding of NOED in general while also helping the killers.
(i would imagine like NOED lasting for 1-2 hits maybe and then a survivor could easily find it not like currently where you just sometimes dont find it at all)
That would be perfect like a haunting grounds type of cooldown...at end game 60 seconds of insta down if you don't get anything then yeah killer loses there last ditch effort to stop the survivors...is it really more oppressive than a tier 3 Myers?
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2262275#Comment_2262275
It shouldn't be freely given, it should require at least some kind of input. I'm of the same mind with Hatch. NOED as a Perk could be kept to perform the "rituals" immediately, but if it's basekit, it needs some kind of time investment.
Open to suggestions...that is the point of this thread😊
-
@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2262257#Comment_2262257
In fact, I got some a few weeks ago: Pig, Doctor, Wraih, Clown, Huntress, Nurse and Hag. Obviously some strong Killers there.
And when it comes to Adepts, while those are a little bit too hard currently (mainly because it gets artificially harder in Red Ranks because of the Requirements), those should be challenging.
And not every game is Adept, so players have their full Loadout AND get Training Wheels for free aka built-in NOED? Or a free Perk Slot when they used NOED before? Nah, really, that is too much.
I am thinking of the new players that are about to enter the game...if they get gen rushed after rising in ranks to even a green rank do you really think they will stick around?
-
@[Deleted User] said:
I wouldn't be against it.
But Hex Totems would need to be able to be easier to find sans Perks, otherwise it's kinda just a wash on maps such as Lery's, and because you'd kinda want to keep the feeling of Dull totems as "optional", Which also means you would need to rework how Killers apply their Hexes in the first place so they don't get absolutely shafted if it spawns cross-map near a Survivor.
And then it's like: does NOED just auto activate at the end of the Trial, or does the Killer need to do something to activate it like the rest of the Hex Perks so that it isn't quite an instant buff and actually requires player input.
So, a conditional yes.
Sure make it so if gens are done in under let's say 7 minutes it activates...a killer is obviously hopelessly outmatched if the survivors are finishing their objectives this quickly so why would they not need the boost?
-
@justbecause said:
Other objective to surv by making killer getting base kit for free kills? Ain't it chief
No one is forcing gens to be done at rapid pace and like there aren't maps, small game, detectives hunch, and the new re dlc perk to search for totems...one person on totem duty will help the killer have time to apply gen pressure at a normal pace (without having to rely on corrupt intervention, ruin/undying and would help to try new builds). Killer mains staying would only be good especially in the evening hours.
-
Try to get killer adepts right now without gen rush regression perks on large maps or just regular matches at higher ranks without gen regression...tell me how well you do😎. This forces a stop to gen rushing 4 to 5 minute games.
-
@EQWashu said:
As others have mentioned, the encouragement or endorsement of unsportsmanlike conduct (DCing in this case) is against Forum Rules, please avoid doing so.
In this instance that the OP described where survivors refused to progress the match (no touching gens, only hiding) for 20-30 minutes, this could be considered holding the game hostage, and reportable with video evidence sent to Support for the ACMs to review: https://support.deadbydaylight.com/hc/en-us/
Thank you...would.the players just get a temporary ban or what would happen? I don't want them doing the same thing to other killers? It was still a waste of time I could have been playing more killer matches and lord knows there is a lack of killers...fixing this would only help in the long run for the longetivity of this game.
-
@SilentPill said:
https://forum.deadbydaylight.com/en/discussion/comment/2260759#Comment_2260759
Survivors can definitely waste a ton of your time. I feel like after the match has been going on for X amount of minutes the survivors should be forced to complete generators at intervals or be aura revealed.
If I’m am winning a game by a landslide I typically camp the 3rd survivor to death so they can’t take my game hostage by hiding for 20+ minutes.
I was on the boat ramp in the swamp and could see the other two gens close by and the boat gen was still unfinished...figured I could frenzy with legion if I needed to close the gap but nope...sorry legion you have two pretty useless perks but you have too sweat and earn that adept.
-
@TheStabbiNAngeL said:
https://forum.deadbydaylight.com/en/discussion/comment/2260731#Comment_2260731
That's how you handle the trolls, they think their wasting you're time ,make what they're doing not even matter
Just annoys me that I am wasting time going for an adept actually doing well but nope they get to hold the game hostage and I get screwed with a hatch escape...I would love to see the developers get some of these killer adepts myself🙄
-
@TheStabbiNAngeL said:
https://forum.deadbydaylight.com/en/discussion/256245/waiting-20-minutes-for-a-game-to-end
Just stand their and do something else,fix a sandwich
Ended up playing Microsoft wordament on my phone getting cheevos😂
-
@Hex_Llama said:
Try checking the lockers in the basement and/or the ones near the hatch, if the hatch is visible.
I always wait them out on principle, because I refuse to be forced to DC by people who just want to hide.
I feel exactly the same way I figure they might have hid in the killer shack across the map in the basement...match ended with them escaping with a key and hatch🙄 waited 30 minutes for that crap.
-
@mad_hatter said:
Were they the last survivor, or were they all hiding? Obviously, if it was the last survivor, you go close the hatch. If there's more than one of them hiding, just quit out and try again. You only have to wait 5 mins then,instead of 20.
Perhaps that's not the best advice, but it's what I'd do.
Until I get DC penalties I didnt earn...if gens aren't worked on for 10 minutes start end game collapse is that so hard?
-
Lobby dodge
-
Good thing there are plenty of lockers and hardly any crows
-
@FrndlyChnswSalzmn said:
https://forum.deadbydaylight.com/en/discussion/comment/2257418#Comment_2257418
A good Killer player is a good Killer player on any Killer. We know this to be true.
So a trickster player is equal to a nurse player🙄
-
My poor adept legion has been bullied for 6 hours over 2 days and getting 1 hook vs red and purple ranks(played him 10 times before this testing)...I am just going to slug with nurse and wraith
-
Ok I will just reword it because it was also a discussion
-
Trapper being able to transport more than 1 trap and to start with at least 3 traps.
Trickster...less knives to down or the laceration meter does not decrease(gives deep wound until you heal) or 115 walking speed if you have no knives.
Legion have him have less cooldown or expose people depending on how many get hit with feral frenzy
-
@gendoss said:
It's been taking data in the background for months, so if you play often it knows you very well already, the 10 matches it took from you was a long time ago.
That's the thing I would play my doctor and wraith mains and then try adept with trickster and would get stomped...there was no point in even trying with a new killer anymore
-
@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2257471#Comment_2257471
Just don't expect it to start working immediately. It could take several matches before mmr puts you in the right spot.
Good enough...was running into red ranks and purples when I was going for the adept as a green rank
-
@danielmaster87 said:
The better you do with a killer, the higher your mmr with them will go. The worse you do with a killer, the lower your mmr with them will go. That's how we'll get more accurate data on matchups.
Thanks that is what I thought...my trickster should be at the bottom then
-
@TheeclumsyNinja said:
https://forum.deadbydaylight.com/en/discussion/comment/2257229#Comment_2257229
Sooo what about people that q with different ranks? Lol you ask “why is that so hard” but clearly put 0 thought into that idea.
In your simple minded scenario i would not be able to play with any of my friends and would not be able to play with any friends i introduce to the game.
Often im qing with 3/5 color ranks.
Make that a casual mode where it is a free for all with swf and a BP bonus for killers who play in that mode
-
@DeadbyDeathGarden said:
Thank you for any responses.
Mmr is live...no wait...keys got nerfed...no wait...we got a casual mode...no wait...swf got nerfed...no wait...meta perks changed...no wait...we got trickster and wraith and demogorgon got buffs and freddy got nerfed and ds got nerfed that is all😂
-
@Ryan489x said:
I have Pig, Freddy and Michael. on PC I have trapper too.
Michael was by far the hardest for me to get at this point.
I'll been trying to get Pyramid head but it's been quite annoying. I'll get the adepts when I get them. It would be far better if they had it as a 4K with a killer with the 3 perks. but they changed that with the emblem system
Yeah the joke is to get merciless you have to show mercy and leave them alive to get enough hooks for the devout emblem and not finish chases too early😛
-
@Crythor said:
Hello,
i was wondering what do you guys think are the 3 Killers that need to be buffed the most and how would you buff them?
Interested if there is a forum "consensus".
Have a nice day!
Trapper needs stitched bag to be base kit...only being able to transport 1 trap and having to go all around the map to use his power is ridiculous
Legion needs something else to pressure good survivors know not to group up on gens vs a legion and make him run around the map to use his power effectively...not sure how to improve it though...maybe down status if you hit the same survivor twice in the same fury and it immediately ends the fury like it does right now?
Trickster...make it less knives for a hurt status or faster startup time with the same amount of blades or how about a faster walking speed if he doesn't have any knives like basic 115 speed?
-
@Dwight_Fairfield said:
I have them all. The easiest for me was Myers, Freddy, and Spirit. The toughest was definitely Trickster. He's just so bad it was a big struggle to double pip with only his three perks.
Yeah I feel your pain...just keep trying and worst case scenerio you depip enough where it will be easier to double pip for his adept😂
-
@Heartbound said:
https://forum.deadbydaylight.com/en/discussion/comment/2239748#Comment_2239748
I was still trying to figure him out and you can't really one shot down people when you're doing adepts and I just got sweat squads for two days in a row. You have to hold back and Oni is a killer that screams massacre. I'd 4k and not have enough chaser or SOMETHING would go wrong. It was a mess.
Yeah you cant one shot...i used his power to dash and then m1 when I caught up
-
@CoalTower said:
https://forum.deadbydaylight.com/en/discussion/comment/2239765#Comment_2239765
You want to get tier 2 and stay there for the rest of the game. So the only good addon would be dead rabbit.
Will do that when I try the adept thanks for the tip😎
-
Day 9 update...4 non toxic red ranks oh happy days...I must pay thos positivity forward to the next 4 killers 😁
-
@CoalTower said:
https://forum.deadbydaylight.com/en/discussion/comment/2239740#Comment_2239740
You can't use either of their powers and still get merciless
Yeah that is what was happening when I learned the plague adept and Myers makes sense since they would be short chases with his insta down..did you use any specific add ons for Myers?
-
@humanbeing1704 said:
Only killer adepts I have are legion hillbilly myers and doctor
Have you tried any others?
-
Without a doubt they are all easy... the only "hard" survivor one might be David with no mither.