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rexydon

rexydon

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rexydon
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  • I have only noticed hooking, I have to drop the survivor and pick them back up for it to work properly. On the PS$ with Nightmare Hag and Doctor.

  • I did not notice the lost BP but there had been matches where I lost items. Escaped through the door, this glitch hit and I lost the key I had.

  • What do you recommend time wise for a generator? And I am asking about one person on a gen without using a tool kit or any perks. As of right now that would take a person 80 seconds to complete. How much would you increase that? I can understand making it 90 seconds. Even then you also have to think about balance. The more you increase the time the more perks and abilities will effect it. Ruin's 5%, Pop goes the weasel's 25%, Brand new part's 15%/5%, etc right now Ruin will set back 4 secs per skill check, if you double to 160 secs then each skill check reduces it 8 secs. At the same time you have no change in killer chase time. So killers that are able to 4k as the system is with 2-3 gens getting finished will now be constantly 4k with no gens completed, and let us be honest, yes this game should be balanced towards the killer, but the survivors should be able to get at least 1-2 gens done even on a 4k.

  • @Incirion said:

    https://forum.deadbydaylight.com/en/discussion/comment/427334#Comment_427334

    @rexydon Actually they said in the video that the hatch spawns when there's one survivor left, regardless of how many generators were completed.

    What? I will have to re-watch that. I hope not because even as a survivor main that is bull #########.

  • @Dwight_Confusion said:

    If the killer closes the hatch... it should F that survivor.

    Especially if no gens got done.

    Does a survivor that was apart of a team that got 0 gens done really deserve an escape anyways?

    Where do you get that the hatch will appear with 0 gens done?

  • @The_Bogeyman said:

    Well now survivors can be lazy and not do a single gen and still be guaranteed someone's got a shot at escaping. Way better than the old system where they had to get at least 2 gens done before someone had a shot at hatch. Sounds awesome. Hype is real.

    How do you figure? The survivors still need 2 gens for the hatch to appear when there is one survivor left. Which now the killer can close the hatch.

    NOED is already a strong endgame perk. Running that with this new endgame makes being hooked in the basement a death sentence for sure now. I am consurned how this works with blood warden.

  • How is the last survivor supposed to leave if the remaining generators are blocked when the killer closes the hatch.

  • @Eveline said:

    https://forum.deadbydaylight.com/en/discussion/comment/373035#Comment_373035

    Yeah perk that dissapears in first 30 seconds and survivors spawning on top of it.

    Due to the update survivors are not supposed to spawn within line of sight of a totem.

  • I did not get my Adept Plague, thought it might have been because one was a d/c

  • As a survivor main I only DC if the lag is horrable (or it is obvious they are lag switchinhg) I have DCed a total of three games. As a killer though I notice this with almost any killer I play. I played the doctor once and as soon as the first person screamed they dced and it snowballed from there. (Thanks for the easy adept) I find the legion fun to play against so I don't understand why all the DC on him. But in general the number of survivors that DC are stupid. If you are not going to play the game in full, then find another game. (Goes the same to killers that dc because they got a map they don't like or thhier hex gets destroyed)

  • @GrootDude said:

    @Bongbingbing it would be nice if both sides could just say gg instead of “git gud” I wish both sides got along and realized both sides will have play styles we don’t like.

    Soon people will think of means git gud and not good game.

  • But how do you balance this? If you raise the time it takes then you may slow down the gen rush (I doubt it) but then survivors would quit playing as now all a killer needs to do is camp three gens close together since it will take the survivors 2+ minutes to complete the one gen that is needed left. And any competent killer will be able to keep the three gens from getting done.

  • @Gardenia said:

    Just random FYI, NOED doesn't work with her Corrupted Purge

    NOED doesn't work with any killers power (hatchets, frenzy, traps, gas bottles) So I thought it would have been known it wouldn't have worked for the Purge.

  • @Entità said:

    Excuse me, why should the Developers remove to all players a feature someone doesn't like? Don't use it, pay attention with the controller, but leave other people the right to enjoy it. :)

    My issue is due to the long wait times I set my controller down. Ps4 controllers rest on the R2L2 buttons so the slightest bump activates it. In my opinion the reason this needs to be changed/the change needed is to have somewhere in the options that allows a player that does not want to use it to turn it off. Thankfully they are adding in the patch from my understanding that if you are ready the buttons will not change your character which is where a lot of the issues arise.

  • @Peanits said:

    Having the survivors next to each other is actually ideal. Survivors are less efficient when working together on a single generator, and having everyone in one place makes it easier for the killer to apply pressure. If everyone's in the same spot, all you need to do is interrupt that one generator and all progress stops. If everyone's on separate generators, apply pressure to one generator still leaves three others being powered at full speed.

    I will be honest, I never thought about it this way. My thought has been even if the killer chases one off of the gen then the others can still work on it, either that or the killer had to stop chasing one survivor to get the others off of that gen.

  • @ATOMIC_ACE_PUGG said:

    Play the game

    But to whose standards? The way the game was made to be played or the way that killer mains wasn't you to play?

  • I just was thinking about the nurse using the hags traps.

  • It should be a run so the scratch marks let the killer know they were there.

  • Nope, killers will still camp and then complain that the other three did 3 gens rather then come get the other survivor/walk softly into the killers arms.

  • All I want to add is that what ever is done needs done for killers as well. The number of killers that DC because of the map or their hex was found or w/e is annoying as well . My biggest issue is the offerings that are wasted. I had a match where I took bloody party streamers. It ended up being the swamp and the killer dced right away. Killers get bounes blood points when a survivor DC's and the other survivors get screwed) but survivors get nothing when a killer DC's. I would like to see more penalty for dcing on both sides.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/353563#Comment_353563

    You're not getting the point, why heal when you can rush generators? Why cure yourself when you can still rush generators while sick and deny the killer her upgrade?

    By the way, saying git gud is so childish and isn't bring any constructive feedback.

    For the same reason no mether is a stupid perk. I would like to avoid one hit downs. With thanephobia would reinforce healing due to the penalty. So are you saying people don't heal aginst the cannibal or hillbilly since they can ne one shotted with the chainsaw? Or aginst the shape because their three is insta down? Also while wounded survivors make noise and drop blood which any good killer will use to find them. Gen rushing or not (which the whole gen rushing is what they are supposed to do, either survivors get blasted for gen rushing or not doing their objective.) A smart survivor is not going to want to stay in a wounded status for to long.

  • Take thanathobia, there your reason to heal. I mean... wow really? I have watched streams and videos of the new killer and people are not having the issues you are complaining about. Sooo... get gud?

  • Sooo what? If they fail ruin then what? Where is the negative to this? If the engine goes below the 12.5% marker then do they have to do another check, or is it a one and done?


    I am sorry but even as a survivor main, I don't see this being any more fun, or even needed.

  • Honestly I just feel like there are too many options that create the exposed status.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/344985#Comment_344985

    Yeah well he needs that advantage to compensate for his disadvantage. You're lucky enough to be able to hit skill checks all day long with your eyes closed. For such thing to be implemented though the devs would probably need direct contact with the person and have some form of confirmation that said person does indeed have a disability.

    I meant no disrespect. I do understand that disabilities make it harder and if there was something that could make it equal for your other to play I would be okay with it. The toolbox you proposed has a lot of disadvantages and advantages. As you said it would definitely have to be something that would need direct contact with the creators. Is there a possibility of a model to the controler/keyboard to help? I do hope you are able to find something that works.

  • New map, anything to reduce the chance of going to the game

  • I personally would not suggest the toolbox. The only reason is (from how I understand it) is that it would remove the skill check from him. Even the best players fail skill checks due to mental state, the doctors power, and huntress lullaby. Giving him that toolbox in a all multiplayer game would be effectively giving him a major advatage. He would never fail a skill check so not only would the gen not have any kickbacks (not including ruin) but also the sound notifications would never go off either (free use of tech perk without using the perk slot). Same though about the macro. (The biggest reason I am aginst this is because this is nothing but a player vs player game) As others said gen tapping would be the best method I can think of. The tech perk helps eliminate the noise but still reduces the gen bar. Personally I have never gotten mad at someone who gen taps.

  • I don't see the issue, everyone has their own playstyle. I personally know the six I would take if it was possible as a survivor and none of the are DS or DH. Outside of that, the point of having that limit is to create a sense of challenge and make you actually think about what you are choosing.

  • Okay, here is my thing. If I have a choice between a survivor that is health and one that is injured, I will always go after the injured one. It makes more sense to me to take the quick down. When the other survivors unhook right in front of me it, well it is your teammates fault there.

  • ShyN3ko said:

    @thesuicidefox said:
    1) As Huntress it makes you reload faster. Especially important if you have Iri Heads/Belt combo.
    2) As Doc, counters the tactic used to avoid madness.
    3) As Freddy, counters the tactic used to avoid aura reading in DW.
    4) As Nurse, counters the locker juke tactic to avoid blink hits.
    5) As any killer using BBQ to counter the tactic used to avoid BBQ aura reading.
    6) As any spoopy build, like SM Myers or All Seeing Wraith, where you just wanna be a lil extra spoopy.

    That all out of the way, only 1 and 2 are viable reasons to use it. The rest are hit or miss.

    But survivors get after 1 time a notification.
    They will only use 1 time a locker.

    Yes, and that is good. It removes a hiding option for them. Are you that reliant on the exposed status where that is the only thing you care about? Yes it let's them know that they are exposed while coming out of a locker. Now they have to decide is it worth being exposed to use this hiding method. Not all perks need to be super powerful that are constantly being triggered to be good and useful.
  • *As a side note, having to go through a blood-web after every game/other game just to get certain add-ons makes killers even more grind dependent than it is for perks and hurts killer variety.

    Olay, really? As is a killer always has a power. And every add on they get worked for that power. Survivors not only have to grind to find items able to use but also the addons for those specific items. Which make it a lot more of a grind. 
  • Quick answer and probably the main reason is Nurses Calling. Recovery is a healing action which means doing so shows your aura to nurses calling.