Avatar

limierr

limierr

About

Username
limierr
Joined
Visits
356
Last Active

Comments

  • atm 80% of the games when killer downs 3rd survivor they slug and camp him waiting for the bleed off.

    Suicide option ? Ok under this condition :

    1) The survivor who suicide get a malus in emblem system for survival (you receive 0 point) and he receive a malus in bp (as you get against survival and your own objective).

    2) Trap door become avaible only after 15s (to avoid the insta suicide).


    Otherwise i am sorry but slugging is a valid strat even if it is boring. Take for exemple the usual situation : you use a killer and you verse people who don't like it and dc straigth away. You verse now survivors that are not clearly the best... So you try to extend the game in order to get more bp and give them more survival / altruism point. In this case , tell me why it should be unfair as both side get benefit from it ?

  • Just have to love when high ranks switch to their alts just to bully the low ranks 3rd rank 16 in a row that played like a rank 1 SMFH

    Quite true , i see that with my second account ^^.

    However i admit also that at low rank, you also have the long waiting time ^^.

  • @OtakuZero said:

    https://forum.deadbydaylight.com/en/discussion/comment/517936#Comment_517936

    For the record this person thinks prayer beads are balanced. Think about that for a second.

    But this is balance ...

  • @MrDardon said:

    https://forum.deadbydaylight.com/en/discussion/comment/518055#Comment_518055

    That's a suggestion, not an official change. Things can be changed every time. If I was a dev I'd implement this change and wait for feedback. Devs should make changes strong and then wait for feedback. But instead they release things weak and don't care about changing the weak things. I feel like talking to the air when on this forum because nobody seems to understand how unbalanced this game is.

    Please don't make me the leason ;). I know also that the game is unbalance but take high mesure is not necessary good either. Sometimes small and adapted change can just make the difference ;).

  • Alert hasn't been activating can someone verify if it works for them? I'm on PS4 and it hasn't worked and didn't know if it was a bug or perhaps something else?

    I am not a ps4 player, so sorry to say this but alert could not have work depending the killer you verse (it didn't work on shape ew1 and nightmare).

  • Hey there! If 32000k is the Max you can get, why cant you get full 8k points in the "Survival" category?

    The thing could be said sadly for both side : you can't have max bp if you don't verse low survivors.

    For survival category it is a bit complicated as curently to have this point , you need :

    => To survive : +5000

    => To escape from the hook on your own : +1500

    => To cure / escape from some killer effect : go between 500 to 100 point each time.

    => Heal yourself : between 1 to 300 each time

    => Escape killer grasp (wont happen in most case hoppefully unless ds or a good sabo) : +500 point.

    If you are a decent stealth player and you run delivrance with a killer not camping, you could arrive to 6500 (and more depending what you run). Last time i did have combine ds with delivrance as i escape and it was really interesting : 5000 + 1500 + 600 (two full heal) + escape grasp (if i remember).


    I still think personnaly that we could add another thing to survival category by making some change : pallet stun. For me it should give a reward in boldness but also in survival (maybe split the reward in 800 / 200 between boldness / survival). At the same time, i think that if you don't escape, your survival score shouldn't be higher than 5000 in all case.

  • @Rasinbran said:

    Stop going for ambush attacks you won't hit then

    But what is the point to have an ability if you can't use it ? I mean the idea is decent but it is like if you add for the trapper for exemple a big noise when he put a trap on the floor that can be hear from the other side of the map ^^.

  • @MrDardon said:

    Like I said, holding M1 longer is boring. Another option would be my suggestion. Balancing something isn't just about making numbers higher. It's a possibility but it's boring. Rather making new mechanics which punish someone instead of making numbers as punishment.

    https://forum.deadbydaylight.com/en/discussion/comment/518030#Comment_518030

    Well no offense but your proposal is not either ideal ... I mean :

    => You propose to create a kind of timer where you need to clean and you have 45s but you forgot (or intentionnaly maybe) to precise how the timer works : did the timer keep getting down if the survivor is in chase , did the timer restart after the survivor get unhook , ... Because if it is not the case you transform the killer to legion first version 2.0 where you encourage people indirectly to tunnel the guy who get sick.

    => You also nerf the corruption by reduce the timer (as you pass the corruption from 60s to 45s). But itself the 60s are not much a threat as the corrupt effect already have counters.

    For the rest, i don't think we will be able to agree on this ^^.

  • @MrDardon said:

    https://forum.deadbydaylight.com/en/discussion/comment/517963#Comment_517963

    I think action speed debuffs won't do much, maybe if you increase the debuff drastically like 50 %. But those are small numbers and I don't think it'll do much. Also, changing numbers so you have to hold M1 longer seems kinda boring. I'd prefer the other alternative which punishes you for not cleansing. Also, if you make the second timer 60 seconds you'll still have time to do other ######### until you go down eventually.

    15% is quite interesting as it didn't only apply on gen repair. Interaction apply on cleansing, repair, sabo, healing. We could even at some point imagine it could apply on vaulting as i didn't add anymore precision (which mean it could help against loop).

    Also 15% is quite interesting as it add around 10s-12s of repair without mistake. If you cumulate that with thanatophobia you could at best obtain a malus of 30% per survivors (which is even better than dying light) ^^.

  • @Slayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/516040#Comment_516040

    You cant solve tunneling camping its all there for balance . Just start a new game simple as that.

    What make you think we can't solve it and have a balance game ? Of course if you think that right now the game is totally balance, ok it is over we can't do anything. But it can be done , however you will need to accept to become a "survivor" ^^.

  • Okay all the killer mains crying about 2019 dbd are a yikes.

    Well ... Yes and no.

    But nice try : +100 for boldness but -5000 for survival ^^.

  • I use to see them a lot as killer, but since this nerf, no one is playing legion, have they gone too far?

    Well even if i don't like the change they did on it, i must said they pass it from a low tier killer without addons to mid low tier without addons ... So it is not really the worst but it wasn't adapted (in my opinion).

    Otherwise, i still play him but only with addons and i still see some legion sometimes.

  • Just curious. I personally would love a Wraith movie.

    It seems weird but i would love a cross over with most of the non licensed killer.

    Otherwise i think i would like the hag or nurse.

  • I am never lacking better ones.

    I usually don't play with addons except on legion.

    For brown addons, i used to play mostly with them on doctor.

  • She is impossible to play on high ranks since nobody cleanses. Thanatophobia isn't really a punishment for not cleansing since it gives near to 0 effect.

    Since doing this, why not for exemple add an interaction malus of 10-15 % if you are in broken state following the sickness ? I mean it won't be much a trouble but it is still something taken.

  • Just had a game where I had 3 hooks on the basement all had been sitting there a full minute after gates were powered, during EGC guy comes in, all of them instantly recovered with Adrenaline, making it impossible to down them again, and with the gate open I either hit them and go to slow to ever catch up, or just dont hit them.

    Actually make a good proposal to rework it is kind of difficult.

    Currently, the perk :

    => Allow a survivor to fully heal, get a sprint burst for 5s as you ignore exhaustion.

    => This perk allow you also to wake up if you are in dream world (freddy).

    => You keep the effect even if you are on the hook.

    => This perk can be cumulate 4 time without any real consequence

    => The only condition is the fact to be in end game

    => The killer can't counter the perk : some killers can apply a broken / deep wound statut which avoid the survivor to get fully heal but you can't do anything about the speed boost. Even though i make a mistake : the only killer able to counter the perk is trapper if someone step in his traps.


    I had an idea a long time ago but i don't think it would really appreciate as it would most likely nerf a meta perk ... The idea is to :

    => Make this perk an obsession perk where only one survivor will get the benefit of everything : speed boost, heal , ... Others survivors who are not the obsession will only benefit of the speed boost but for a shorter time : 3s (as speed burst).

    => If a survivor is on the hook, he won't be fully heal but could benefit from the speed boost.

    => Here i have two proposal (on or another) : either you make the exhaustion of the perk permanent in order to deny any exhaustion perk in end game (which make sense) or you cause to the survivor an hindred state for 15/13/10s (logical too and it seems more interesting).

    => In exchange, all survivors who use this perk will receive a bonus for interaction of 15% during 15s (heal, cleansing, opening, ...).

  • For balance purposes, I hope that a future Survivor Perk will be allowed to directly counter the Exposed Status Effect. The Exposed Status Effect reads:

    The main thing with exposed statut is that they all come with downside or limit :

    => Hex Noed : can be destroy and cancel before it spawn. The killer can still be loop and stealth

    => Hex devour hope : can be destroy , deny by hook rush

    => Hex haunted the ground : the only condition is just to not touch it.

    => Rancor : Stealth and loop are the main strength against it.

    => Make your choice : Stealth and hook rush counter it

    => Iron maiden : you can avoid to use locker or be able to stealth for 3s or loop for 16s (even less since the killer need to come).

    => Myers ew 3 : myers usual counters

    => Ghostface :

    => Clown with addons : the condition is to be hit directly by a bottle and be in an open space to get affect by that. You need to avoid both as you use your three main strength : loop, gen rush and stealth.

    => Huntress with addons (even it is not exposed) : limited ammo, mostly rely on your ability to dodge.

    => Plague (even it is not exposed) : time waste if the killer focus on put you sick only and don't take the chance to take hits.


    So create perks to counter this when there is already existing counters that require no perks is not adapted.

  • One of the most useless perks in game. Here is my Idea: You are a battler and do everything to escape a foe's grasp.

    Honnestly i would like that the aura effect work in the first place.

    Now for the wiggle bar, i would say no as you already have a perk to reduce the wiggle and survivors gamecore give you tool to affect already the wiggle without perks : bodyblock, sabo ...

  • First i use google translator , sorry for the english....

    Even if the concept is not bad, i have to remind you that people see differently a win : bp, number of kill, fun ...

    Your solution could interest people who search bp, but as it didn't apply on emblem system it won't be interesting. Also as Milo say before :

    @Milo said:

    This wouldn't change a thing.

    People that want to be "toxic" will still be toxic


    To solve all of them i see only two way :

    1) Act on the causes of each problems and try to solve them as you follow one rule : since punnish people for doing something bad let's first reward them for doing something good. This would imply : gamecore change (but that is not intended by devs based on the devs stream), map rework (two should come at least but i wouldn't bet on that), survivors perk rework, items / addons rework, killer power and perks.

    2)Change the gamecore in order to make the entity a part of the game and make it the time control of the game. The idea is simple (but how to make it ...) : if the killer has too much advantage over survivors , the entity will either gives tools to survivors to help them (and give them fake hope) or slow down the killer. The same goes for survivors too.

  • I’m bored so does anyone have any perk loadouts I should try out?

    I love to use this build :

    Selfcare (not mandatory)

    Plunder instinct

    Ace in the hole

    Pharmacy.

    With this build you can sometimes found insta heal.

  • Even Tru can't wait and had to queue for Survivors at Rank 1, there is a lack of survivors on higher rank, why?

    Well i would say wait for the ptb to go live, you will have more tool to rank up.

    Also there is a little problem : the gamecore allow 4 random survivors to beat any killers under two conditions. Following this, you can in fact penalize yourself.

  • @CashelP14 said:

    @limierr on console it must be slightly different. You can still report them but I don't think you can send a link or screenshot.

    I appology i didn't know you was a console player... In this case i can't help you as i am a pc player ... sorry.

  • Actually one the main thing i would like to see is to add a system in order to influence the stun time after get out of frenzy, something like for exemple :

    => If you stop frenzy when you was between 100% to 75% of your frenzy bar, decrease the stun time of : 1.5s

    => If you stop frenzy when you was between 75% to 50% of your frenzy bar, decrease the stun time of : 1s

    => If you stop frenzy when you was between 50% to 25% of your frenzy bar, decrease the stun time of : 0.5s

    => If you stop frenzy when you was between 25% to 0% of your frenzy bar, decrease the stun time of : 0s

    Not much but i think it could add some mind game tool. Of course it should be test with the existing addons who influence this but it could be interesting.

  • Original: You are affected by the Broken Status Effect for the duration of the Trial. Your thick blood coagulates practically instantly.

    I would just personnaly add a bp / emblem bonus.

  • in the leaderboard, as the game end you have an option in order to give complementary report. Here you can explain the motive of the report and link stuff : screenshoot, videos, ... It works with a "ticket system".

  • ...So WGLF actually has a purpose outside of point gain? If not, what do you guys think they should add to WGLF?

    In my opinion it would be a bit abuse.

  • Im about to quit dbd again because of the freaking camping ect. Its annoying how they rub it in your face too.

    Well, you could solve camping and tunneling. However it would mean rework the gamecore, maps, killers and survivors, perks, items and addons ... It would also imply quite some nerfs / penality for survivors.

  • Windows of Opportunity is a decidedly poor and extremely situational perk:

    I would personnaly just reduce the cooldown of the current perk.

    Add a bonus of vault in the curent gamecore is not a good idea at all... Especially if it is an effect that you can recover in chase (which is quite easily).

  • Unlocks potential in one's Aura-reading ability. Once all Generators  are powered, Exit Gates   are revealed to you when within 128 metres of range.

    Sorry but i have some trouble :

    => First of all : i don't see why it should affect blood warden as it works differently... I mean it is like if i ask that unrelenting counter dead hard...

    => Secondary : why ? I mean there is two simple counter to this perk 99% door, just wait before opening the exit door, wait the time run out before get to exit door. The only case it could affect you is in case of over altruism which will be your fault.

    Personnaly it is a perk that i would keep that way as it is an interesting perk for end game.


  • @Akuma said:

    it's more like giving solo's swf advantages, like "being chased" icons, built in kindred and totem counter in the HUID to balance killer, survivor and maps better without ruining any mode, more like improving.

    Not really as the gamecore is not balance already against solo survivors IF they know the basis. Without forgetting that your idea add quite some balance issue ...

    Of course the idea will not solve the gamecore issue but would reduce the unbalance for swf and create a "swf friendly " mode ....

  • @NuclearBurrito said:

    Again. None of this is reliable enough. At any given moment there are only a few unfilled lobbies, so the odds of randomly being matched with your friends is high.

    DO NOT TRY TO BALANCE SWF USING VARIABLE GAME RULES!

    Could you explain more your point of view ?

    Currently my idea will change nearly nothing : you will just have an option to choose how you want to play as you will follow the exact queue system (unless the gamecore get change to balance everything but as devs are unable to do it because they can't identify all the problems ...).

    Also you listen to people : they want to play with their friend without carring much about ranking , so play in an "unranked" mode will be fine for them, no ?

  • @kabarekabal said:

    Much simpler solution: keep current unbalanced settings of survivors vs killers in invite-only mode, whereas in general ranking mode, nerf the killers, who're way unbalanced to play against for stranger-survivor players.

    Pretty stupid idea if you allow me to say that as the gamecore is not even balance against solo player ...

  • Hello i just bump the thread in order to precise that we could also add a bonus bp for the ranking mode.

  • @NeaJovovich said:

    This is interesting!

    Thanks.

    The idea is still a bit brut but i hope it could help a bit.


  • @NuclearBurrito said:

    Trying to directly nerf players for using SWF is both futile and infuriating. I vividly remember going out of my way to randomly match with my friends just to avoid those kinds of things

    That is a risk.

    However you will leave to people a choice :

    => Play in SWF in a "unranked" mode where they will be able to play for "fun".

    => Play in SWF in a "serious" mode where they will need to struggle in order to survive.


    We could also try to balance the gamecore first for solo and SWF but that would make more work than the devs can handle sadly (no offense for them but on some little things, they have progress to do)...


  • @prayer_survivor said:

    Why not allow only 3 perks for 3 survivors in SWF? Or 2 if they're 4

    I wanted first to split up the idea of people who want just to play for fun and discovering and the people who search to really rank up.

    For perks : the main issue is that just limit the number of perk is useless as you can pretty much survive and even more in swf without perks (so removing them wouldn't change much).

  • @Milo said:

    If i read correctly....

    Worse/Better bloodwarden depending on situation

    Worst not really but yeah pretty much that as you keep a speed boost and a cooldown for attack.

  • @Stompa said:

    swf isnt enjoyable for bot parties either, legion is fine as it is. if you dont like versing them do it as the rest. suicide on hook or dc and cherrypick your games.

    fun is subjective and just because the most vocal part of the community complains the moest does not make it apply to everybody.

    many like versing legion now since they know exactly that to do.

    many like to play legion and changing hm so others have "fun" again would just result in another freddy bait and switch

    may i ask what is your definition of "fun"?


    "swf isnt enjoyable for bot parties either, l" : If you want to start the debate : SWF itself is not the problem. The problem is that the gamecore allow already an easy win for solo survivor if they optimal, and this is even stronger with SWF.

    "if you dont like versing them do it as the rest. suicide on hook or dc and cherrypick your games." : i have no problem to verse as i get no fun to play it. However i am free to propose changes.

    "fun is subjective and just because the most vocal part of the community complains the moest does not make it apply to everybody." : true for the first part but that didn't mean that the killer couldn't get a rework.

    "many like versing legion now since they know exactly that to do." : well he is easy to beat but that didn't mean he is fun to verse and fun to use ...

    "many like to play legion and changing hm so others have "fun" again would just result in another freddy bait and switch" : in this case could please with both idea i give tell me how exactly we will get a second freddy as most of the nerf propose is to remove the cooldown for miss attack for the first proposition (so nothing unbeatable) and the second add more nerf as he get decent buff.

    "may i ask what is your definition of "fun"?" : as i didn't post anywhere in my two first message the word "fun" i will ask you to answer to your question. Otherwise i would define fun as something that didn't break any rules and didn't lead to any bad behavior.

  • @Master said:

    lul

    Best constructive feedback ... Even on steam forum they didn't reach this level ^^.

  • @Bongbingbing said:

    Sounds like a completely different perk, Hex: Fired up bloodwarden 🤣

    But Seriously, NOED is fine how it is. It's only strong because it's easily prevented. If people actually did dull totems like they should It wouldn't be a problem but a lot of people think gens are the only objective and ignore totems.

    Yes i am totally agree that the perk itself is fine, i was just proposing a rework IF one day the perk become unbalance because of the change of the gamecore and if the change wasn't interesting maybe create a perk apart ^^.

  • @Eveline said:

    Noed is so good that most killers in red ranks don't even use it.

    Well noed is balance but it is more a situational perk.

    Also enduring is also a good perk but not much use even at red rank.

  • @se05239 said:

    Or people just could spend an extra minute of their game to search for totems to break instead of calling for constant nerfs for a perk that has easy (but time consuming) counterplay?

    Read the first paragraph please.

  • @Wolf74 said:

    Stop trying to fix what ain't broken.

    Noed is fine how it is atm.

    Your idea in general sounds interesting as a complete NEW perk, although I think it only sounds good on paper, but would be terribly weak in reality.

    Man read the first line of the first message :

    "I make this proposition more like an idea if at some point the perk get unbalance in regard of the gamecore or to give maybe an idea for another perk." : i already say that currently the perk IS balance but i would just propose an idea to change it maybe for later and create something else .

    The perk will have mostly for effect to slow down the game, and this is something that a killer need ... Add to that a bonus of speed and you can have some impact.

  • @Orion said:

    8% cooldown reduction is worthless. Break the totems and NOED is gone.

    As it is nothing i don't see why it get remove from the original perk and it shouldn't came back ^^.

  • @Petraaahh said:

    The problem is that the change is to great, at this point it wouldn't even be NOED any longer it's just a completely new perk all together. It could definitely be an interesting new perk however my only stipulation is that you mention a token system but never say what the tokens would actually do?

    The token allow the killer to know how many hex totem link to noed he has at his disposal. For exemple if the killer have in the end game 2 hex lift cause to haunted the ground , he will have 3 token as the others will be associated to noed.

  • @Milo said:

    How to fix moon walking Legion = Make the Deep Wound Terror Radius based, proximity based

    It would be a problem as the radius of the killer is 24 m, 32m in frendy mod (and more with addons / perks).

    Unless we make him have a really low terror radius but that could cause some problems.

    Edit : i correct the radius as i look at the wiki : https://deadbydaylight.gamepedia.com/F._J._S._J.

  • Hello, i post back in order to post my second idea (i prefer to do a second message as the first one is pretty big ...)


    Idea : the power will remain basically the same in order to limit heavy work but there will have some change on the character and the power (nerf / buff).

     

    Nerf :

    ð Remove the short cooldown for miss attack (the goal is to make him able to be counter by juke more easily).

    ð As someone get hurt by the effect the killer recover half of his frenzy bar in order to limit to hit everyone in a row if they are far away.

    ð Miss an attack will consume more frenzy than simply moving (in addition to the short cooldown).

    ð It takes more time in order to fill the bar totally (for exemple +15s)

    ð Attacking a survivor in deep wound state will remove less percent of the bleed out timer by default.

    ð After leave your frenzy state you lose your ability to see scratchmark and blood for 5s (it allows the survivor to run away and avoid the use of the moon walk strat as the survivor have time to run and the killer will not be able to not look at him.).

     

    Buff :

    ð Normal killer speed : 115% (this is a compensation as his power will take more time to get back)

    ð The power of the killer can now be use longer (add for exemple +10s) to the previous version without addons.

    ð The stun time will depend how much the power get use (could be a buff or a nerf)

     

    Change done :

    ð The moon walk strat will remain possible IF the survivor is not able to lose the killer in 5s with a speed boost cause by the hit and the advantage to have the killer not able to follow scratchmark and blood for a short period.

    ð The juke will now be more efficient as his cooldown will be normal and he will lose more frenzy time because of it.

  • Hello.

    I don't think it is intended and the timer is actually of 5-6s ... Unless it is also bug ...

1 2 3 ›