rch614
rch614
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- rch614
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It's beneficial for many reasons, yeah.
You can bodyblock for the unhooker.
You can get a sprint burst / free health state.
You can combo it with DS.
You can consume killer tokens like PWYF or STBFL.
Etc
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Legion.
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@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/991814#Comment_991814
We'll just have to agree to disagree. I see nothing wrong with DS during end game. I can count on one hand how many times I got hit with DS at end game since the rework (not even joking). Killers can just take DS out early if they are scared of it.
Taking DS's early can be a serious game losing mistake but yeah we'll just have to disagree.
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@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/989076#Comment_989076
I do believe the survivor earned it if they survived till end game and still have DS. This is coming from someone that plays BOTH sides. Just take out DS before it gets to end game if you suspect someone has it. Not that hard. I don't believe it's BS... I think it's balanced.
Well it's not. And I'm a huge advocate for them to not touch DS. It's 100% BS in the endgame. 60 seconds is an insanely long time for endgame, especially if gates are open, you can't even slug that long. Not to mention people with DS going for very ballsy saves with BT and/or Unbreakable.
But even without those two perks, DS alone is insane in the endgame.
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How does this discourage farming though? Farmers tend to farm in the killer's face with BT so the aura reveal and scratchmark thing doesn't affect the farmer -too much-. Even if the farmer goes down, they get their token. That's all they wanted.
That said I do agree with combining them, but I don't think it'll fix the farming problem.
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Legion.
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@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/981760#Comment_981760
DS does not need a nerf during end game. If your DS lasted until end game then you deserve to be able to use it (this is when killers will usually tunnel or camp the most). I don't care about the lockers... I never use them.
It's when camping and tunneling are usually NECESSARY, especially if gates are 99%.
DS is generally a straight up guaranteed escape in the endgame, especially when paired with BT and/or Unbreakable.
I don't think it should be nerfed at all. But let's not pretend survivors "earned" it by not being tunneled all game up to that point.
Let's also not pretend it isn't total BS.
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DS only needs a potential nerf for its use in the end game and locker grabbing. It is absolutely fine as it is because you can slug and get plenty of pressure from that as it is.
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I am.
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@DWolfAlpha said:
https://forum.deadbydaylight.com/en/discussion/comment/953628#Comment_953628
Isn't Lery's the Nurse's stage? I thought Crotus Prenn Assylum for the Doctor?
Lerys is Doctor's map. Crotus is Nurse's.
As for OT, I'd have picked Haddonfield to be reworked first, but Lerys makes sense since Doctor is being reworked. They did the same thing with Badham and Freddy.
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I believe they were initially removed due to bugs / issues with the Bloodweb not spawning them correctly. They were never added back and I don't believe it's on their radar to do so, but you can always add them back yourself.
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As far as things that are legal in the game, mori channel spam / slugging until bleed out when game is already over.
Anything against the rules is more toxic though. Especially hacking.
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Yes they can and will use suicide to dodge bans.
No, they can't realistically punish suicides. And they shouldn't.
If a survivor doesn't want to play, they will DC/suicide/run at the killer/afk or what have you. Behavior can't put a stop to it all, just hard DC'ing and AFKing.
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I believe it said that charms are/will be exclusive and only available in their respective rifts. I do know for sure that rift skin cosmetics will be on the shop 6 months after each rift, but I'm unsure about charms.
I suppose we'll see if they ever add a charms section to the shop.
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@humanbeing1704 said:
I really don't see the point of blindness add ons what's blindness gonna help with mid chase unless your slugging
Blindness in general is great against solo survivors. The problem is SWF and the fact that blind addons don't last long enough because they're most likely in chase, yeah.
But I agree with OP. And Blindness in particular should probably last longer on addons. I'd hate to use Third Seal because hex totem.
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I dislike this play style because it's typically sandbag behavior and gets me killed more often than the one memeing around. It's sabotaging my game and sometimes borderline working with the killer (or at least in their favor).
Immersion is also bad and boring to play with / against, but at least they're not actively screwing over the team. They're just doing it passively :p
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Yes I'm getting it as there is no real reason not to if they keep it at $10 worth of auric cells. I play this game alot too and can reasonably expect to always get that $10 back from playtime / Tier 70.
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No.
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@Rasinbran said:
You really need those charms huh lucky?
The basement challenge is in the middle of level 4 and is unrelated to earning any charms unless you specifically get one for unlocking all the lore, which I'm not sure is a thing
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We have to wait. I sent in a support ticket and they simply forwarded me to Peanits' post about them handing out to the people who earned it in due time.
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It's all relative. I've currently played 122 games this season and have faced against 13 Onis.
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Clown because I want Kate lore.
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But what would its features be? Any ideas?
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Depends on the challenge. Dark sense one is an example of being too difficult / lucky for a one trial stipulation.
I also generally dislike EGC challenges that must be done in a single trial as well.
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@KeepDCPenalties said:
https://forum.deadbydaylight.com/en/discussion/comment/934525#Comment_934525
Saying that the majority DC for bug related issues is stupid. I'm not saying that people don't DC for bugs and issues like that, but we ALL know the majority is just to rage quit. Nothing more.
I didn't say the majority DC from bugs or crashes. I'm saying it's not exactly uncommon for them to do so and it's unfair for those it does happen to.
I'm quite aware the majority rage dc.
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@KeepDCPenalties said:
https://forum.deadbydaylight.com/en/discussion/comment/934514#Comment_934514
You're looking at rage quitters.
And? I see two quitters in that screenshot out of however many more people could be banned for bugs and crashes.
If they were truly ragequitters, I'm not arguing that they shouldn't be banned. They should. But we need a better system in place before we do so.
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Just like what was said in your previous thread, no. The punishment system was merely a test and was never meant to stick in its current state. The test succeeded in two things: the fact they're working on it and the fact they have a (very) rough system in place for the future. For that, I give them credit. But it failed at being reliable and also punished the innocent more than ragequitters. Ragequitters ended up suiciding.
Be patient. They're working on an actual system which is already way better than the past 3 years.
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Bait. But dumb regardless.
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The point here isn't "how often" any gamebreaking bugs can give you 3-5 dcs in a row. The point is -it can-. I've had a few games yesterday where the killer crashed in loading screen even after they played bloody party streamers and no one had any reason to dodge. They crashed and I know they got a penalty for it.
Bugs and crashes will happen regardless of your PC setup and internet connection and the "ramp down" from after a DC punishment doesn't offset the chances for back-to-back internet or bug issues, or heck even two DCs within 5 games of each other.
This was only a test, but the first implementation of it was a failure. That's fine. They need to fix it. But let's not sit here and pretend the current system is perfect and should be reenabled as-is. Too many innocents are getting punished and there's too much entitlement from the "gifted few" who are lucky they aren't experiencing the myriad of bugs still in this game, not to mention even more dedicated server issues.
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@Vetrathene said:
https://forum.deadbydaylight.com/en/discussion/comment/927170#Comment_927170
Yep, got rid of that exploit finally.
Hardly. 40s for giving a friend the hatch is a slap on the wrist and doesn't affect those who do it sparingly...people don't repeatedly do this in back-to-back games often.
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You have it for free. Check your Bill's torso cosmetics.
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When it works.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/922580#Comment_922580
with the right perks or hook distance offerings and you could just hold a game hostage indefinitely if you wanted to, the killer would be unable to hook anyone unless you let them.
Yes, I'm aware. Which is why slugging would be the only thing people could do even if people ran sabo builds, flipflop, mettle, and whatnot. I was agreeing with you and matter of fact it might actually cause killers to just let survivors bleed out instead of dealing with it.
Breakout on its own is already great with no mither sabo as well.
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It would me literally every game a slugfest if it stacked :P
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A big thing to realize about Myers and Oni...they have to build their power up, especially Myers. Him losing power on stun would effectively gut him.
Legion and Ghostface have cooldowns so it's not as big a deal for them.
Plague has a POWERFUL ability and stunning her is fine as punishment. She can have a hard time getting it, though.
Basically there is kind of a uniformity but there will be some exceptions and I think Myers is fine.
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They are not live yet. Behavior wanted to wait before flipping em on.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/919236#Comment_919236
The whole "band aid fix" thing is such a strawman.
Even if Windows were "perfectly" balanced there would still be bamboozle because it's fun
Even if pallets were "perfectly" balanced there would still be Brutal Strength/Spirit fury because they are fun and change the game up.
Even if gens were longer, ruin & pop would still exist
Perks aren't band aid fixes in the slightest they're supposed to change up game play, and they do, without them everything would be stale af.
Using perks to correct issues (specific issues...not like looping or windows) are band aids / lazy fixes until they get around to fixing the underlying causes.
For example, the changes to Balanced Landing (note: the nerf itself) is a bandaid fix to map design they will get around to in the future. Regardless of whether or not we think it needed a nerf, fact is they nerfed the perk instead of fixing core issues with map design. Matter of fact, before Balanced Landing was even added, survivors used to have no stagger so they added stagger and then had BL remove it.
This isn't a perk, but Bloodlust is also a bandaid fix to, again, map design and "infinites". It helps killers deal with it, but doesn't fix the core issue. Like the Kindred buff is doing now. It helps solo survivors but doesn't fix solo experience on its own and requires a perk slot to even function.
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@Karl_Childers said:
https://forum.deadbydaylight.com/en/discussion/comment/919204#Comment_919204
Not to nitpick, but “finish” buffing solos caught my eye. That implies that they’ve started...which they haven’t. Buffing Kindred is nice but doesn’t count, as it requires a perk. If they were to actually try to balance solo to 4 man SWF, and buff killers to that, they can’t require the solo player to have to use perks to do so. That stuff would have to be built in, if you are buffing killers based on all survivors having the info
I mean I agree with making stuff like that baseline, but they tend to use perks as band aids for issues anyway. So I suppose I more mean "finish bandaiding" the problem before we can give specific killers buffs.
But yeah you are right with it "fixing" solo with a perk. It's just "helping" them with a bandaid.
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@Gplays2000 said:
https://forum.deadbydaylight.com/en/discussion/comment/906686#Comment_906686
You don't understand it do you?It doesn't matter because then we all will get about 30 Ping :) We survivors don't have to suffer anymore because of the bad internet connection of the killer.
You still will suffer because their servers still aren't the best with handling laggy killers or survivors, and killers still get hit priority. You'll be rubberbanding alot less but you're also still going to get hit over a lot of windows and pallets.
I do hope it works out but sheesh I miss P2P on PC.
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@krowzar said:
https://forum.deadbydaylight.com/en/discussion/comment/917646#Comment_917646
Kindred, Empathy, Bond, and way more.
It counters a lot of killer perks as well such as Knockout, NOED, Blood Warden, and way more. SWF shouldn't even be in the game. The devs clearly stated that KYF was planned to be the only friends mode but added SWF do to high demand when they didn't realize why people wanted it.
@Vetrathene said:
https://forum.deadbydaylight.com/en/discussion/comment/918571#Comment_918571
No, SWF broke the game permanently when it was put into the game. It was never intended to be there.
Never intended or not, it was definitely necessary for the game's health in the long run, not just for keeping players in the game but also because people kept dodging lobbies until they got their friend anyway.
OT, yes SWF grants huge advantages to the team and should give killer bonus bloodpoints for dealing with them. But they can't get a specific gameplay benefit for SWF and you also can't punish swf for playing together. Behavior is going to have to finish buffing solos and then move on to killer. We will just have to keep waiting.
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65. I had a massive binge yesterday and went from 60 to here just via playtime. It's pretty much in the bag when level 4 comes out next week.
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Not yet. I want them to fix important bugs and glitches before they add penalties.
There are still instances of people getting stuck and either forced to DC or just sit there and do nothing.
Sanctum of Wrath is also too dark. I have a colorblind friend who can't see anything in that map and it is legitimately unplayable.
Not to mention other occasions where dedicated servers might just cause someone to inexplicably drop.
I want people to be banned for dc'ing, but not if they're innocent.
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The game is far more balanced than it ever has been in the past. Survivors are solid. Killers are solid. Killers run slowdown perks because gens get done far too quickly when survivors focus their objective and lead decent chases.
Thanatphobia? Heal.
Ruin? Find the totem or land skill checks.
Lightborn...?
Balanced Landing nerf was overkill, I agree, but it's still a good perk.
And needles needed to be nerfed. It's only a matter of time before a few killer addons and moris / keys finally get looked at as well.
Both sides need to stop trying to take things away from the other purely out of salt. It's always an "us vs them" mentality and Behavior of course is stuck in the middle. But I think they are, unironically, doing a pretty good job, with a few outliers.
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@underlord99 said:
devs have already said it's a legitimate tactic.
Not this type of camping. They specifically added swivel unhooks to make legitimate facecamping impossible.
Also, sometimes the killer doesn't even need to actually facecamp...I had a Nurse game on Hawkins where I couldn't unhook a teammate and she was carrying someone else away. Just...no prompt.
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I'm curious as well. Not many complained about it.
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Bright Claudettes and Aces for me. Ive never had a fun game with an Ace. I either dominate or get dominated but they're also almost always toxic.
I do respect -good- Claudettes though
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Saboing is fine. It's an option and while people are sabotaging, they aren't doing gens and it may or may not pay off. Plus it synergizes with flipflop, Breakout, etc.
Let's encourage options other than gens. Not remove them.
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I do but I understand why they were removed. Too much bloat.
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Yeah dont rely on Bloodlust. It'll make you lose.
But yes I love Yui's perk. I repair a lot of pallets
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No one really argues that SWF isn't incredibly strong and stacks odds against the killer. Everyone seems to realize this.
The thing with SWF is to find out how to balance killers and solo around them so that the most people can have fun.
You want to buff killers, but not destroy solo. You also want to not penalize swf for playing with their friends. It's a hard thing to balance and I don't envy Bvhr for it.
But yes, objectively, swf is a problem.