not_requested49
not_requested49
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@kingcarl2012 said:
https://forum.deadbydaylight.com/en/discussion/345523/please-revert-pharmacy-bhvr
Would you be happier with the perk if you could only get one green med kit per match but it was tied to a rummage
I didnt say rummage because im not sure how it would work with appraisal and residual manifest
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@Raptorrotas said:
Lol.
It was fixed because being able to struggle or unhook yourself wasted everyones time.
It was possible before, devs fixed it. And it will stay that way.
As for your deliverance example. Use it before youre the last.
I mean i wouldnt mind if it gave you like 3 seconds to atrempt escape before it skips the phases
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@SimplyPixelated06 said:
Feel free to input your own ideas below. These are just some things that I would like that would save time and make things just a little bit easier/better.
- Perk search bar, I need it in my life... perks are ever increasing, and having to go through each page to try and find what you're looking for is a little annoying. I just wanna type a couple letters in and click the perk I want.
- If we could have a button that would just auto fill up the bloodweb with the cheapest path.... life changed. This would be so good, cause often I'm just trying to prestige characters to unlock their teachables and better tiers but I have to click one by one, spending a ton of time to level up a character a fair amount.
- If we select the furthest thing in the bloodweb, it would be great if it just created the shortest path to it, saving some time and straight away getting the item you want without clicking one by one.
- Allowing players to mix and match cosmetics in the store that aren't purchased (as of now and I think this has always been the case, you can't pair together unpurchased cosmetics to see how your outfit would look). Right now I have to go in photoshop and get a rough idea of what it would look like.
- A settings option to turn off chat. Sometimes you just don't want to bother with the endgame chat because of some interactions you get, but all you can do is essentially hide chat. It would be great to actually have a permanent on/off option.
Id even take the ability to autofill for the most expensive options or just randomized and charged 20k extra
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>I fear for the day you wake up and feel like "reworking" Adrenaline. It'll probably give you a 3 seconds sprint burst and then put you in the dying state with a -80% recovery speed.
BHVR: "Thats actually not a bad idea!"
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@Akumakaji said:
Dear BHVR,
I love the game and I think that its in a better state then it has ever been before, if you dont count the crazy first years.
But now that rank and grades are no longer used for match making, de-pipping serves no purpose. On one hand people say "grade is no skill indicator anymore, its monitors how much you played that month", while on the other hand they say "removing the de-pipping would take away all excitement and skill requirement, giving free BP to everyone".
So what do you want? Do you want the grades to reflect skill? But right now we can't flex with our awesome Iri1 grades, because its hidden from everyone besides friends in SWFs lobbies. Or do you want to make it a reward for loyal players who came back time and time again to play your game? You can't have the Escape cake AND eat it, so please make up your mind.
I would prefer that it was, indeed, a reward. So please, please, PLEASE take away de-pipping. Its a relic of the old ranks system and serves no purpose besides being extremely frustrating and unfun at times.
Everyone knows the pain of being in gold or iri, 4 pips, and then a series of unforseen events sends you tumbling down to 1 or even zero pips. As a killer it is pretty hard in the Iri region to pip at all and a good SWF group can easily make you de-pip just by denying you any success. But as survivors its even worse: you could be camped as the first survivor being found in that trial with no chance at all. Or somewhat even more frustrating: earlier this day I had a game with an afk killer. I did my gens, I cleansed a totem, open a chest .. and still de-piped. Well, thanks for that one, no I am back to start.
I am a killer main, and I love to give survivors who played well the hatch or relax the tension a bit after two survivors died and the last two sorta "give up", by memeing with them. But when I am in the Iri grades and get like 3 pips, I just can't effort that. In a game plagued with toxicity and players feeling hopeless after getting stomped, the de-pipping system does nothing to help the situation, but actually increases the problems. When I am just one or two pips from grading up I frankly don't give hatch, I don`t relax my playstyle and I play as sweaty as it gets. Its actually a real relieve when I finally hit Iri1 with killer, usually a week before grade reset and I finally can play the game the way I like and not play "balls to the walls" every single time. I am definitely not the only one who thinks so and it would be way more healthy for the game to just count your good games until you reach Iri 1 and don't bother with the bad ones, besides DCs. DCs are the only valid reasons IMHO that warrant to take a pip away.
And now a dirty, little secret at the end: some people have suggested a method that works pretty well if you struggle with pipping up in the Iri grades, and I tried it out for the first time this month. You go for two hook and don't kill anyone, not even the dirty SWF bullies who really try to get under your skin. Let everyone escape scot free, 8 hooks being the max you go for. Do so till you drop in MMR deep enough that you notice that the baby survivors around you are too afraid of you, dont do gens and dont go for saves. When peple start dying on first hook, even though you are at the other side of the map, shift gears, play as sweaty as possible, dont show mercy and just burst through 2 grades in 5 games by getting a mercyless rating every game. Just dont kill them too fast and shoot for 12 hooks.
Is this a playstyle that you want to promote? Smurfing is nothing new and some people do it regularly. I didn't enjoy doing it, as it probably ruined the experience of the 6 games or so that I utterly stomped, but I am adapting. So please, dont force people to adapt this way. I would hit Iri 1 naturally each month by playing in my MMR bracket, just by the occasional stelar game that garners me a pip, IF de-pipping wasnt a thing.
Thanks for listening
Sincerely
Me
In ur survivor match with an afk killer, thats your own fault
Everyone just genrushes against an afk killer and complain that they depipped, like duh
You need to actually get the killer if they have a macro to hit you, get ur team to heal u (by getting downed so they see your aura), and rinse and repeat, evader is easy too since u just need to stand next to him
If its a wraith afk its more difficult but still possible to get at least iri evader by listening for his growling (and his body blocking you) and hanging out next to him
So please, stop complaining abt afk killers because of your own fault, ig u had done this you would not have only gotten a safety pip, but 2
Im so tired of these posts complaining abt those killers
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@Lenny197 said:
Since Dead by Daylight is such a lore driven game because almost everything connects with the lore, even the gameplay itself. Wouldn't it be nice that each survivors should have their own voice lines inside the trials?
I always feel like it's just too quiet and awkward when the survivors are repairing on a gen for nearly a minute and not a single word is spoken at all. I'm not sure if the reason why survivors couldn't speak is because the Entity doesn't allow it? I heard it like almost everywhere but never mentioned in the lore.
I would love to hear interactions between certain survivors like Leon or Jill inside the trials because they've never actually met in Resident Evil. Imagine hearing them talking something along the lines of:
Leon: "You were in Raccoon City too?" (triggers on any maps that is not RPD)
Jill: "Yeah and there was this monster covered in garbage bag chasing me across the city."
Leon: "Oh you wouldn't believe me, I was chased by a big guy in a suit and fedora inside RPD."
Jill: "No way! Seriously?"
...
Or just any other survivors that were acquaintances prior to being inside the Entity's Realm like Felix and Elodie, maybe survivors with something in common as well. I'm thinking that it should be triggered in certain circumstances like fixing a gen for 10 seconds with another survivor without any dangers nearby. Should be heard on both sides like how the Trickster or Wesker speaks. But if it's too risky then just make it survivor-sided and the killer couldn't hear. If both sides then maybe survivors would speak outside the terror radius or if it's a stealth killer then they would still speak regardless because they wouldn't know the killer is near and whenever they gets injured while speaking, the voice line is interrupted with grunts of pain.
As for the killer, make it so that stealth killers can only hear when they are extremely close like close enough to hear the sound of generators being repaired or when someone is being healed.
The voice lines could be random interactions like in Overwatch or League of Legends or maybe a sort of voice menus like in Team Fortress 2 or Valorant for telling someone to go for a save while you stay to fix the gen or warn other survivors that the killer is nearby when you have spine chill or something like that. A mix of both could be good too.
It's alright to not have this in the game but it wouldn't hurt either to add it because the Resident Evil survivors are already speaking, which means that it is canon that they could speak at the campfire, would be cool to have it in trials as well. Not to mention that it's also a good way to communicate with other survivors that are strangers without the need to use voice chat because solo queues are a nightmare without any sorts of communication.
I hope this is considered a possibility and having it would make the game more immersive and builds more lore to it as well.
I'd like this, but it would be too much work for BHVR for very little profit cuz they need to get voice actors involved and whatnot, and i just dont see that happening with all the costs for them
Mabye if they make a dbd 2 tho
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@Lenny197 said:
I have to agree on this one. Never have I ever seen something as traumatizing as this, and it's a good thing because the normal Doctor mori looks very bland and the survivors don't exactly look like they're dead. But if we can keep this then make it so that it looks less traumatic for everyone, lol.
Nah, this is a horror game, its supposed to look traumatic lol
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@Zultek said:
Every 100 player levels, the level resets and you get +1 devotion. Devotion currently has no effect. It just exists. I propose to introduce a reward system for loyal players who invest a lot of time in this game. This reward system, which I envision, works in tandem with the devotion system as follows: For each devotion level you get 1 aura cell per gold medal, 2 aura cells per iridescent (red) medal. If no medal is received in a field, all aura cells are omitted. Each bronze medal reduces the aura cells received by 1 per devotion level. - With this system, loyal players will get some aura cells. The number increases with the invested time. It takes about 50-100 hours of gameplay to reach 100 player levels and earn/increase Aura Cells. With devotion level 1 (lvl 100), 8 aura cells can be earned on a perfect match. A game lasts about 20-30 minutes. Even with 100 perfect games (which would be about another 40 hours of play), you wouldn't have 1000 aura cells. Good players will probably be able to afford a legendary skin for 1080 aura cells after 75 hours of play from devotion level 1. The preservation of the aura cells increases with increasing invested time. The system doesn't hurt the economy as there isn't a single player who owns nearly all the skins yet. If a player wants a certain skin, he buys it immediately and doesn't spend more than 80 hours playing it. It serves more as a small bonus.
(Sorry for this format, wrote it in google translate and can't change the copy&paste style of this forum)
I already suggested auric cells for devotion a while ago, everyone said BHVR would never do it because its giving liscenses away for "free"
However i do think that you should get something for devotion like extra shards or something
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@dugman said:
I'd love it if after the custom matches with bots are introduced that, if they work well, the devs eventually consider letting bots take the place of disconnected players. I'd much rather have a semi-ok bot plus four humans in a match then the match just be short a player.
Imagine someone disconnecting right when theyre on death hook so they get another bot to help out
I feel like this should only be the case if they DC in the first 3 mins
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@MrsCantParry said:
It's super jarring to hear a teenager's voice emit from HUNK, same with his chase theme. That is all.
https://us.v-cdn.net/6030815/uploads/MJQWYY0KQ5YX/resident-evil-dbds-skins.png
I agree, theyre losing sales on him for that reason alone
Granted people are stikl buying him like crazy but they still lose some sales for that reason
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@TunnelVision said:
I couldn't care less about the skins, the only one that i'd be remotely interested in is the Hunk skin (Just not for the price they're asking)
As for Wesker, i absolutely love him, he's fun to play and the animations along with voice lines are fantastic. The perks on the other hand are nothing amazing sadly.
He doesnt have a unique terror radius or even a new voice, he just reuses frank's so i dont think even hunk is worth it
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@buffcoyote said:
It's not going to stop people much. The next problem you'll see is survivors just running up to the killer, letting themselves be downed so they can suicide on the hook.
Thats not a problem already?
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@Rovend said:
Why? Just why?
Who would actually complaint about this perk to add that restriction?
Random nerfs like this makes me think BHVR runs a perk roulette every month and whatever gets picked receives a random restriction for the sake of filling a patch list.
Salty devs, probably
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@SimplyPixelated06 said:
I was about to come on here and complain about it, like an already pretty unuseful perk, and is really just for memeing, has been nerfed...
Yeah, definitely way too OP perk, next they should just have it be disabled as a conspicuous action!
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@MikaelaWantsYourBoon said:
Why this perk needed nerf jess? Survivors can not use any fun perk? They did not allowed? What's wrong with you BHVR seriously?
Probably someone got salty that survivors could put it back on it and complained to BHVR so they nerfed it lol
Or more likely, it was a salty dev playing killer and complained to the rest of the team lol
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@FeryGEN said:
https://forum.deadbydaylight.com/en/discussion/comment/3146624#Comment_3146624
As the developers themselves wrote, they don’t want bloodpoints to determine the choice of perks, for this reason, why should I take perks for farming these categories - this is firstly, and secondly, I tested with two of these perks playing as a huntress, moreover that you can lose a match, you still don't earn the maximum. Perks work from pursuit, Huntress hits with hatchets outside of pursuit. That's why I wrote that points in the hunter should be given for hits outside the chase.
Each of the perks should increase gain by 100% in hunting + be useful, they don't have either.
If that was true, why didnt they get rid of distressing, beast of prey and thrill of the hunt in their update? They only removed BBQ because it was too powerful in terms of bloodpoints as it added onto the catagories, which wasnt supposed to happen outside of offerings and the incentives, and rarely anyone ever uses them
So they havr no reason not to add a sacrifice point perk
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@Thrax said:
I want to be able to grab the hook for support and run in place to tell them to come get me.
If being camped from nearby I can grab the hook and while keeping my feet together spin them around in a circle as if on a pommel horse doing tricks.
If I'm being face camped I should be able to grab the hook and kick the killer. Kicking the killer forces them to see everyone teabagging when they stand idle. Being kicked a second time makes them hear phantom flashlight clicking while a third adds grunts of pain. Fourth and fifth add random scratch marks and loud noise notifications respectively. 6 times ends the game removing the killer from the players roster permanently.
Lol
But in all seriousness imagine a perk where you can replace the self unhook action with a kick (it would still look like the survivor grabbing the hook and moving as normal but when the action is completed it instead is a kick that stuns the killer if they are within range
Killers would then be afraid of course when a survivor is doing the self unhook but they can mindgame and act like they have the perk even tho they dont
This wouldnt work when in the struggle phase of course
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@LISS_Official said:
I think that everyone knows that no mither sucks, and needs a rework. To make this perk less painful for survivors and stop tempting killers to tunnel, it should start the trail healthy and after the first hit you get the broken state and only the survivors will get the visual icon of broken.
Please no, that would ruin the synergy it already has with pharmacy (unlock chests tome challenge)
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@Wesu said:
https://forum.deadbydaylight.com/en/discussion/comment/3152306#Comment_3152306
No thanks. Can you imagine how many pub games this perk would singlehandedly lose?
I mean some ppl dont care abt winning and the effects of this rework idea are really strong and match the risk
Risk reward type perk, as its meant to be
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@Dead_Harder said:
No mither, you start the trial broken and will immediately go to struggle phase when hooked.
30% increased generator repair speed. 30% increased healing and vaulting speed.
It should always be a go ahead and use it if you dare perk. Atm its a why would i use it perk.
I actually like this lol, i would especially use this in natches where i dont care abt winning and more abt tome challenges (for example the repair generators challenge)
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Honestly this is just a more stupid way than just stopping the hook timer when the killer is within x distance from the hook
But BHVR has already made it clear that tunneling, camping, and slugging are valid strategies
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I agree, based on the patch notes tho it seemed that a dev changed it for their own personal use as they apparently had matches where a "meg" would steal their medkit somehow from the chest, lol
So thats what really caused the change i assume
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Lol imagine complaining about points in the hunter catagory when we have TWO perks that increase the amount you get from that catagory
Brutality is one thats understandable but playing legion pretty much solves that
What we DO need is a sacrifice point perk, mabye make territorial imperative give 100% additional when hooking in the basement
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I love these, especially the sacrificial lamb one
But what characters could they possibly give these to?
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@gatsby said:
I think there should be a base game mechanic where each hook gives +5% slowdown that stacks until the end of the match.
This would incentivize Killers prioritizing hooks and reward them for trying to hook as many people as possible. Less slugging and less camping because Killers are rewarded for their progress.
If the Killer hooks everyone twice (eight hooks), that would equate to 40% slowdown without anyone even killed yet. Sounds like an easy way to get Killers to play “nice” to me.
Thoughts?
Or just bring back bbq..
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@White_Owl said:
I'm not a fan of the last change, so I just came up with a rework idea:
You transform plants found around The Campfire into tinctures that slow down bleeding.
Increases healing speed by 10/15/20%.
While suffering the Hemorrage status effect, press the secondary action button while healing yourself or other survivors to stop the loss of healing progress for 30/40/45 seconds. This effect has a cooldown of 120 seconds.
I thought of this changes because Hemorrage and Mangled are very common nowadays, and there is nothing currently to counter the former, so I thought it would be nice have a perk for that. Botany Knowledge seemed the perfect candidate.
So basically nerf it AGAIN?
Not really a fan, keep it as it is please
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@Goblets said:
I would like to voice my sadness about the mettle of man nerf, altho it was some time ago it's sad to see this perk was nerfed.
Sure i did not use it alot & it was more of a fun meme perk, but sometimes you want to switch perk build and have some fun and be protective of your teammates.
I can't recall seeing mettle of man when playing killer either, sure must have been someone using it sometimes but can't recall anyone getting any value out of it then either.
Bhvr, this nerf was not needed, what is your thought process when you decided to do this? the perk should be brought back to life.
What do you community think of the mettle of man perk situation?
Also a little spicy side topic, im still rocking Dead Hard, it's still the best exhaustion perk even with the nerf to it.
Pretty sure one day one of the devs were playing killer one day against someone using it and got salty that they couldnt down them
Thats literally the only reasoning i could possibly think of
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nn
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Im not sure if i should tepost this to see if they already know or they missed my report
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Im not even gonna say anything, ill just let everyone else do that for me
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@HNTR_Green said:
https://forum.deadbydaylight.com/en/discussion/comment/3131104#Comment_3131104
Its almost like you're proving my point... if the only reason to pick the perk is BP bonus, it is a bad perk and needs to be reworked...
Idc if its a "bad perk", the bp is what it has goinf for it
Not every perk has to be meta
Heck, if there was a perk that let survivoes take another hook in exchange for 100% bonus sacrifice points i'd for sure take it
even if it added TWO additional hooks needed to sacrifice, id still take it
In fact id take it regardless of how many extra hooks are needed lol
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@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/3131100#Comment_3131100
I feel the same way. I stopped playing a couple weeks ago, and since then the one time my friend handed me the controller to do a match, I was just not into it.
https://forum.deadbydaylight.com/en/discussion/comment/3131104#Comment_3131104
But there are characters and other perks that benefit from the increased terror radius. Distressing is great on Doctor, I use it on every build of his I do. Distressing + Whispers + Unnerving Presence is my go-to on him. Whenever I return to playing the game I mean to try out a build that also includes Merciless Storm.
There are perk combos that have synergy with Distressing. Starstruck + Infectious Fright + Distressing (and possibly + Agitation) is one off the top of my head. So, you're right that the point of distressing is to use it when the killer benefits from the increased terror radius, but you imply that's a bad thing or super rare when really it's perfectly fine.
Now, if you're not using it in one of those builds, then it can actually become a hindrance because survivors can get a good head start running away before you get near the gen. But if someone is playing on hard mode for the BP, then that's the player's choice.
Exactly, its the players choice, so why do you want to take that choice away from them?
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@twistedmonkey said:
In reality the just need to make the old BP perks base kit.
These helped with tunneling and many like myself playing killer used this as a goal to reach. You could even add stacks to killers for snuffing out boons, sacrifice on 3rd hook.
Survivor make stacks earned by unhooking, taking hits, destroying totems/setting up boons, gens, getting a slug up, losing chase etc. Since everyone has it the stacks need opened up.
Basically every action you do well should be part of the gains.
Queue incentives they could change those to double xp instead of BP if they worry about the BP economy.
Right now the smaller webs with terrible addons (the fix didnt help for what i see) along with the removal of BP perks makes the grind feel alot worse.
Players like myself who played a few chars are now worse off.
Wait bp *PERKS*? as in plural?
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@Biscuits said:
I would much rather have the developers remove the Myer's addons that let him just out right kill survivors. Than for them to change them to make it easier to do. I am pretty sure he is close up for a rework, I hope that they choose to move away from him being able to kill people.
I mean, him killing people is thematic so i wouldnt outright remove it
It is very powerful, but thats kinda the point
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@Xord said:
Lol lol lol lol lol lol lol.
What?? Double Iri Myers is one of the most toxic thing to face. He's still faster with Play With your food (which is easy to stack and cant be lost)
Farming stalking isn't that hard, easpecially since survivors can't know your build before Tier 2. It's also easy to get a fast Tier 2 if you're playing lethal.
There is no countering it really, it's heavily map dependant, and if you hide into a locker, it's not a counter, you're still giving a free hook, which ultimately will lead to 4 kills. Also, the first survivor has no way to know about the mori for sure.
If anything, it needs a nerf. Not necessarily because it's OP but because it's toxic, it prevents survivors from getting bloodpoints (0 guaranteed in altruism, 0 in evader...). There really isn't much a survivor can do if he's on an open map.
Even if you do end up escaping you made no bloodpoints and had absolutely no fun in the process.
If there's an exploit made, it's on Myers side because being able to take an instant kill is too strong. And applying pressure to gens being worked on is not hard at all.
I agree, i play myers too and when i first played as him with tuft + tombstone i couldnt imagine how broken it was
I understand that myer's whole power is to be deadly but jeez
If they were to nerf it, i would say nerf tuft of hair to not be infinite, but allow infinite stalking and have the duration reduced by 30 seconds, meaning survivors have a chance to escape death by waiting out the duration
Of course this could be abused by stalking like an afk player so they coukd make it so that stalk points slowly build back up rather than it just being an infinite amount you can drain from a single survivor
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@Rick3543 said:
The perk is absolutely busted, and i see it nonstop in high rank games. Atleast 2 survivors are always using it.
The bonuses it gives are too high, 30% faster gen repair for being next to a survivor as the only requirement? That's like Reverse hex pentimento with no real condition to use it. Absolutely braindead design by the devs.
BHVR has absolutely no awareness of their own game or how dumb some perks are. It's not even funny how fast gens get repaired because of it. This game is not going to last like this, please nerf the bonus from 15% to 5% which is appropriate.
Found the killer main..
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@ZVom said:
I absolutely Freaking agree with this gentleman. Finally there's someone reasonable on these forums. Damn, long time no see.
And your ideas are great! Very, very balanced and fun changes. These would bring fresh air to most annoying parts of the game!
we also have these MFers that need to be buffed hella lot. I think they should begin with 100% bonus in a category and go up to 300% for green ones in order for them to be reasonable.
https://us.v-cdn.net/6030815/uploads/BRIOU2S5MQ1N/obraz.png
https://us.v-cdn.net/6030815/uploads/MGPGLLRMSBE3/obraz.png
https://us.v-cdn.net/6030815/uploads/73I67BF5YFJB/obraz.png
https://us.v-cdn.net/6030815/uploads/29FRQX1ASSR8/obraz.png
But tbh - I don't expect any of these changes to be implemented as bhvr is clearly satisfied with the amount of grind. They don't have to progress through the game so they can't taste their own medicine sadly.
I honestly hate the hollowed shell more than any of these tbh, like how can somrthing be higher rarity and be much worse as well as being in the same rarity as survivor pudding, which is one of the most useful offerings?
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@HNTR_Green said:
https://forum.deadbydaylight.com/en/discussion/comment/3130664#Comment_3130664
I'm saying as a design perspective: If the only reason you're picking said perk is because it gives you more BP, then the perk itself is not great, and should be rethought. You're even admit that without rewarding you for picking them for BP they're bad. I'd rather have interesting perk decisions that mainly affect gameplay than bonus that might allow me to buy one or two more spots on a bloodweb instead.
Theres literally no other point to distressinf which is already a lesser used card when youre using it on characters that dont benefit from the increased terror radius
Remove that and the pick rate will go from 7% to 0.5%
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@ThMnWthNVwls said:
Instead of running a single perk in each build due to desparation for bloodpoints, I'm using all 4. All I can do is attempt to max out the categories, so I'm running Prove Thyself, Off The Record (because of the survival point glitch), Empathy (for altruism healing), and a boon (for boldness, jumping between totems for 1500 points at a time)
It isn't fun doing bloodwebs anymore, it's just sad.
Even if you made a perk that took multiple perk stots just for gaining bloodpoints and no in-game effects, I would run it. Please.
This
Since they removed the bonuses on bbq and wglf im having less and less energy to play the game
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@deckyr said:
i mean. valve will basically allow you to do whatever you want, right? they seem really relaxed as far as crossover content goes (given the period of time where literally everything had either a tf2 crossover or a l4d crossover, like DBD for example). let's see Rochelle or Francis in the game, i think they'd be a lot of fun. or maybe even a L4D killer, i think the Hunter or Smoker would be really fun additions. who cares if l4d isn't new? neither is the ring lol. and i'm by no means saying the ring shouldn't have been a crossover, i'm just saying, you guys seem to do content based on what you want, not based on marketing. so... yeah, i'd love to see left 4 dead go for another spin!
... they both already are? As outfits
Imo we dont need the actual characters in the game, pretty sure most players would agree with that
What *would* be nice tho is if we got a nick outfit for ace and a louis outfit for adam
Thays really it tho, and the infected woulfnt make sense at all to be a killer.. so i'll hard pass on pretty much everything you said, its not needed or wanted
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Spine chill is still good, wdym? Its better than ever at countering stealth killers since it lights up even if they are undetectable
Granted it probably shouldn't but it isnt completely useless, at least not yet
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@TheDarkTyrant said:
https://forum.deadbydaylight.com/en/discussion/comment/3111406#Comment_3111406
It's very easy to make me happy with this. They go out of their way to make poopoo though. Like I've said a million times but people can't seem to grasp, it's very easier to get the characters right. Obviously Nemesis only needed a rocket launcher and a sprint and that would've made me happy. I would've loved it.
I cant tell if youre trolling or what lol
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3103836#Comment_3103836
that is stronger than old ds. I already see survivors using dead hard-decisive strike-off the record when I'm playing blight. Its not on every survivor yet but taking 2 ds, 2 off the record and dealing with dead hard. big oof for killer. not losing to it yet, but taking 2 decisive strikes is definitely going to hurt.
the meta build i am starting to see on survivor is DS+DH+OTR+Prove thyself.... why did start using that prove thyself perk.... ugh i liked it better when people weren't using that one.
Theyre using it because of the increased gen times and the slowdown killers usually have..
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So basically punish killers for NOT tunneling? Thats a terrible idea
It would be much better idea to keep it disabled when the exit gates are powered, but revert the stun back to 5 seconds or make it repeatedly usable
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@yes_hello said:
I'd say about half of my matches result in one survivor being dead before 2 generators are completed since 6.1. More often it's due to DC or giving up on hook, but I notice tunneling and camping have increased significantly.
I don't think it's healthy that as a solo survivor, I have to constantly, and I mean CONSTANTLY hold my breath every single match that the first person to go down doesn't give up. And when they do, I have to totally change how I manage my expectations for that particular match, almost instantly knowing I won't win and have to just farm for BPs. Not at all a good thing for any game, I'd expect.
In what world would this consistent pattern of player base behavior be ok for a developer team? I cannot imagine this is isolated to only a few people, but if most people are having different, positive experiences as solo players, I'm envious! :P I'm truly hoping BHVR's relative silence on this is lifted soon, and that they are working to both address and possibly "correct" the new, unhealthy gameplay trends.
I feel like the increase in camping and tunneling is due to the change in BBQ and decisive strike
Since they dont earn anything from targeting different survivors now and that decisive strike no longer gives them as much penalty, they have no reason not to tunnel and camp
I really hope they revert the changes to these perks, but we all knows that its pretty unlikely to happen
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3102636#Comment_3102636
i don't think it was meant to be a buff. i think the general consensus was that med-kit are overpowered and pharmacy provides a med-kit therefore the perk is too strong. it makes sense because if you look at self-care change and botany change, both remove med-kit efficiency. now even reduce med-kit efficiency.
so their general alignment was. let's weaken the perk that improve med-kits since they get complaints on daily basis that med-kit are too strong probably from redit killers & steam, twitter. I mean if they were looking to weaken med-kits, the perk certainly weren't what was making them strong. all they have to do make med-kits less powerful is remove the self-healing action on med-kits. it balances their add-ons, now you can't use purple endurence add-on on yourself, you can't use over-time heal in-chase on yourself and the med-kit won't help you when your injured, it only helps other teammates and you still need find other teammates to heal you.
instead they went and weaken perks that weren't problematic instead of addressing the item that other people find problematic.
I dont think anyone thought medkits were "overpowered", and if they did they were just salty that they would have to run a perk to counter this, lol
What next, salty killers that complain they have to run lightborn or look away against a team with flashlights?
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@ByeByeQ said:
https://forum.deadbydaylight.com/en/discussion/comment/3102878#Comment_3102878
They based their 39 perk changes on usage data. Pharmacy was one of the least used perks, so the changes it received were meant to increase its usage. They just have don't play their own game, have quality control or even run it by a few 10k hours gamers, so they thought they buffed it. Self Care and Botany were overused and thus received nerfs to decrease their usage and med-kit efficiency was the low hanging fruit.
That's why many of the perk changes are horrible for the game. BBQ & Chili was an extremely good perk for the game both for survivors and killers as it encourage healthy gameplay while giving killers an incentive to use it. They just thought "It's massively overused, must nerf."
..yet they didnt touch dark theory????
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@rvzrvzrvz said:
Previous version was bad too, why not make it simple like "You spawn in the trial with a medkit" or "hide in a locker for 15 seconds to craft a medkit", I don't know something not clunky for once..
What would happen to the item you bring then??
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@Nos37 said:
I never had the issue of others stealing my green med-kit, so I don't get the change to Pharmacy.
Before, I felt guaranteed to get a green med-kit, even if I escape through hatch without getting injured becuase the killer camped the others out of the match. At least I could stockpile spare med-kits.
Now, I have to interact with the killer in a dangerous way or run No Mither (defeating the purpose of the med-kit, unless I'm soley stockpiling and somehow escape while injured the whole match).
It feels inconvenient...
I get unhooked. Okay
- I can run away from the hook to go hunt down a chest (maybe waste an additional perk slot just to find the chests)
- I let the rescuer heal me up (I cannot get the green med-kit from the chests)
- I let them 99% heal me (if I'm not hemorrhaging) and then finish the last 1% myself after I hunt down some chests
The only time it's convenient is if the rescuer gets chased away right after they unhook me and I have to fend for myself.
The only time the "extra" med-kits gets value is if
- I'm in a SWF, and I run around to all the chests to get my team med-kits
- The killer can inflict hemorrhage, making Built to Last no longer an option
I would waste less time and take less risk restoring charges with Built to Last than running around the map injured hunting down chests.
Based on the pacvh note commentary, i think it was changed because of a single dev's experience during a solo queue match lol (a meg stile their medkit and they got salty about it so they changed the whole perk XD)
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@KayTwoAyy said:
https://forum.deadbydaylight.com/en/discussion/comment/3080029#Comment_3080029
That is the one I was doing!
I had to kill everyone before they finished the 5th gen. It doesn't count otherwise
Weird, thats what i did beforehand
Mabye i'll give it another go, thx