nickofford
nickofford
About
- Username
- nickofford
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Comments
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At least give them a subtitle instead of a number , trying to remember the difference between Badham 2 and Badham 4 is a lot harder than remembering Badham:bloodstained
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With rank averaging disabled , everyone is qued at the highest rank in the party which means most swf are playing red ranks despite not being red ranks
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This would also be a massive buff to trapper/have unless , the phase could be ended by survivors seeing the killer
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The devs have said they want to keep numbers vauge for lore reasons and so players don't draw wrong conclusions , I think you should be able to unlock % descriptions with irredesent shards to keep it within lore
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It 100% means the killer is near/camping it always has , think of flailing as an alarm system , you want to signal danger
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@Kenshin said:
https://forum.deadbydaylight.com/en/discussion/comment/906311#Comment_906311
you guys had over 3 years now to figure out how to make the games a bit longer. the community already gave so many input to it but for you it seems to be too hard or do you just dont care? and your band-aid fixes like ruin dont count mate.
The average game length is 13 minutes , making the game longer would require rebalancing everything in the game , most people just want general survivor nerfs and increasing match length is far more time consuming than just improving matchmaking
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No the healing bonus does go over 100% it's the we'll make it that can't hit over 100% ,they really need to update the description
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Ideally recovering should be automatic if you are not moving , then you have two choices
-recover
-move
That would get rid of the third current option
-sit there not recovering or moving like a 4head
This would in no way be a buff to rank 1 and would help out rank 20 players
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@vossler25 said:
https://forum.deadbydaylight.com/en/discussion/comment/882690#Comment_882690
Nope, that's definitely what I max first, I just did a game which is how I know, should have added that
You do not max out survival first , you are probably thinking of boldness
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Just nerf every survivor in every rank because I can't 4k as often as I'd like
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Just make deep would radius based like 15 meters ez
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Didn't even think about this , please highlight this thread
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If there is no noed it's a waste of time and like less than 13% run noed and even still if there is noed and some totems are cleansed ,that time was a waste .its way more effective to just remember totem locations and then cleanse after noed activated
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Just farm with survivor and negotiate them to work on a gen and pull them
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This would be a big nerf to solo queue as it would randumbs and newbies think that cleansing dull totems is a good thing to do leading to everyone dying while Meg is cleansing in the corner
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Some of the pallets are so bad that if you drop them you actually lose distance in a chance as the killer can walk around faster than your drop animation takes
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Nurse was completely broken at base and giving her add-ons that no longer affect charge time would have made her dad+ , she still broken she just has to wait a couple seconds
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It refers to body locking in a survivor in a corner and going afk
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Imagine being this petty over a game getting more Balanced
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It is 100% they are camping if they are flapping arms , think of it as an alarm movement=danger .If people are flapping when the killer is not near don't save them or msg them after the match so that they'll learn eventually
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It does ? , When you hit like level 10 it tells you the entity has woken up
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You don't need to 1-100% 3 gens , you just need to be there for the completion of 3 gens
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I like everything but the Offerings the only ones that need to be reworked are shrouds and rework luck
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If I were using a totem search build I wouldn't spawn more totems ,and getting another potential inner strength heal isn't worth making Hexes harder to find. Also sachets give 50% Bloodpoints so they give 4000 at max (0.5 X 8000 = 4000
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@Boss said:
https://forum.deadbydaylight.com/en/discussion/comment/774134#Comment_774134
It's okay if you don't want to use them.
Some people like using Mist Offerings, some don't.
Same deal with these. 😊
This would literally be an offering that makes survivors less likely to survive , it would cost 3000 Bloodpoints on the web and they would only get 1000 bloodpoints for cleansing the totem .This item would have no purpose and would only serve to worsen survivor item pools , imagine getting these instead of sachets toolboxes or medkits
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No good survivor will run the candle offering , why would they nerf themselves? More totems makes every hex perk harder to find . Why clog up survivor offerings with this when we could run a common bloodpoint offering
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I would love to learn more about map layouts on my own , and about certain spawns , I've always wanted this
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First thing they should do is an add-on rework her add-ons are terrible and some even benefit survivors of they can great skill checks
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I do like the idea of using words instead of numbers for lore reasons , but it is not player friendly at all ,we should be able to unlock numbers beside the desription (ex Moderately increases fov(15%)) .they could be unlocked by a cost of either Bloodpoints or Iridescent shard. I'd rather unlock the ability to see numbers rather than look on the wiki
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Getting rid of useless add-ons is a great QOL change but crafting top items repeatedly will create problems I would rather get bloodpoints back and have them make items more useful (like luck offerings)
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I agree with this considering the average kill rate is a little over 50% so the average survivor gets 2500 from escapes make the survival cataogry really hard to fill
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Hex perks are supposed to be powerful perks balanced by the fact they can be destroyed they have bad and good locations to balance out it spawn rng
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I would rather have them balance the individual catagories on moth side .increasing the cap just make bloodpoint machines like doctor and legion the go to for bp and futhers the gap between killer and survivor bloodpoint gain
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Rancor is not fun to go against as a survivor .The best counter I use is to harass the killer in a Chase with another survivor ,either taking hit or blocking pallet breaks from behind and forcing the killer to down and hook you .Rancor loses a lot of power if you stay injured and are on your last hook ,it just saves them a trip to the hook.
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Make generators take longer overall , I'm sure the survivors will love it and make gens less dull;) , (taking longer to do gens isn't going to make survivor more fun )
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/756890#Comment_756890
"because you just have to look at the stats to see she dominates at high rank as the go-to killer for an almost guaranteed pip."
Have you actually seen the rank 1 stats? There is an 80% survival rate
Look at the addendum at the bottom of the May stats post , it's 80% because people who depip don't count as rank 1 or 2 the 20% is no rank change
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No survivor with a brain is going to spend (14secondsX5totems)70 seconds+search time on a perk that may not even be in play (noed was ran like 14% in yellow ranks in the may statistics) when they could repair,heal,search chests all of which 100% increase your odds of survival .So either killers get 70+ seconds of distractions (80 seconds for a gen) or a effortless exposed and 4% movement speed . The exposed allows a killer to easily secure a kill or waste a lot of time during the egc . People dislike this perk because it has bad counterplay and could get you camped to death with reliance on your teamates find the totem in time