scenicpickle
scenicpickle
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i like the change but 100% on unbreakable sounds abusable with bully squad
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@Chocolate_Cosmos said:
Less punishing, more easier, better in chase in every way. No overheat, charges are better and faster. Better camping too. Bubba does, expect for map presence, everything better and faster.
yes definitely more easier
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Huntress keeps throwin hatchets at my head in the lobby :(
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@HoodedWildKard said:
Playing dbd has really reminded me of it, I do miss evolve, an excellent asymmetric multiplayer game. Shame it died.
fun game with the lads will be missed thxs for the memories
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@Rovend said:
https://forum.deadbydaylight.com/en/discussion/comment/3199976#Comment_3199976
It is not about "letting them ruin games", you cant avoid that situation if they decide to afk or leave, you are not EAC or a BHVR employee to address this and punish players.
Maybe i shouldnt have said worse, but purposely slugging someone who does not want to play is not much of an improvement.
And i dont know in what world leaving someone bleeding out on the floor can be am encouragement to start playing. You are just taking out your frustration with them.
yes but that mori update tho :D
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3199947#Comment_3199947
A lot of people ragequit because they want to bully the killer, and if they can’t bully the killer they want to go onto the next match Immediately. Another popular reason for rage quitting is the survivor has a specific rift challenge, and they don’t think they can do the challenge with the current killer, so they want to get to the next game ASAP.
These people should be matched with each other, so they can ruin each other’s matches.
I like that idea but it would probably make queue times alot worse. I know some games like that where they match up bad players together for what ever is considered bad for that game like being toxic or afking
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@Rovend said:
https://forum.deadbydaylight.com/en/discussion/comment/3199696#Comment_3199696
What?, In any way did i defend afk or suiciding on hook.
Just because i dont agree with your behaviour does not make me one of them nor i encourage that kind of situations.
If you truly are affected for this players, then report them for griefing and move on.
If your response to bad behaviour is being bad yourself then you are not so different to the one you are hating upon, and you are not helping the community either.
If they want to die, let them die. You are not playing dbd to judge other people's intention.
If he/she wants to die, let him/her die. It's as simple as that.
The answer to bad behaviour is not to try to be worse than the first.
Passively stating to let them ruin games and telling me leaving them on the floor is worse than letting them ruin 4 other peoples experiences sound pretty favored towards afker and leavers but If you didn't mean that you should be clear.
And leaving them in the game and giving them a chance at playing is better than letting them off it and leave
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3199726#Comment_3199726
If it costs them players who frequently ragequit I’m ok with that.
My thoughts exactly
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3199818#Comment_3199818
I thought you were talking about people who give up on hook, now it's AFK players? I didn't see anyone defending either. You know you can disagree with how someone handles a "situation" while still not being fine with the "situation"?
No one likes to see someone go AFK and I try my best to play at times when I'm not going to be distracted but if my child or husband walks in to ask me something my attention is going to go to them. Life happens. Personally I hook the AFK player and move on. I don't have some burning desire to "punish" it. You asked for opinions and that's mine. You play how you want.
if you missed it. it wasn't in the original post go a couple comments down i clarified my apologies.
@scenicpickle said:
https://forum.deadbydaylight.com/en/discussion/comment/3199685#Comment_3199685
so wasting 4 peoples time by instantly leaving, making us all sit in queue, lobby and loading for 1-2 minutes just to play a botched game cause someone's feelings were hurt is better than making him play the game he readied up for. Besides the fact that the person probably does this on a regularly basis instead of dcing to avoid penalties. Ya I going to assume you do this on a regular basis if you defend them cause no non dcing or afking player would defend this lazy behavior, if you act like this you should either take your own advice or not play cause its not fair to the rest of us. half the reason i've been playing killer is cause my teammates constantly acted this way and it just ruins the game.
Side note. I feel i should mention after being unhooked 50% either int by making noise around teammates or sandbagging or afking with crows by hook which are reportable but yes slugging which is a valid tactic is unacceptable for people which gives them a chance to play :/ ya I'll be better *Biggest eyeroll you can imagine*
Side note. I feel i should mention after being unhooked 50% either int by making noise around teammates or sandbagging or afking with crows by hook which are reportable
And yes life happens but that's not "Life Happening". Thats someone upset about being first hook and giving up like i said earlier about being distracted
We all know what they are trying to do, don't be dense. this is a common thing that happens very frequently. Who is going to instantly throw caution to the wind and triple attempt then "get distracted" and miss a struggle check? 1 in a 1000 and considering i see an afker every 3rd game i doubt that's the case 99% of the time
that happening in every other game is not stuff happening its them wanting a clean slate and starting another match and screwing their current team
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@Entitled_survivor said:
Tell you what,,,the person u slugged to death probably doesn't even care,,,u probably give them time to recompose themselves from what made them kill themselves on hook,,You aren't punishing anyone there
I know that's the point if you leave them they sometime decide to just play since they can't leave.
"seems fair I either waste their time like they waste the other 3s or they wise up and play"
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@ZVom said:
https://forum.deadbydaylight.com/en/discussion/347697/punishment
Great idea, as a killer main I can say it's a fair approach. I always feel bad for the rest 3 survs that are left in the match when 1st hook just suicides so I try to compensate them by letting them pallet me or blind with flashlights and finish 2-3 gens before I kill them.
I'll try your solution - it seems good to me.
Sometimes they actual decide to start playing too since they realize they ain't getting out you force them to play with the others
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3199790#Comment_3199790
You know it's possible to discuss without throwing in ad hominems. I say just play killer as your role intended, being the executioner and don't worry about being judge and jury.
"sure self unhook is a mechanic go ahead, but missing struggling skill checks and standing still after unhook is game sabotage"
I've had times where I been distracted for a second a let a skill check pass by. Considering if this happens a second time you are sacrificed, does this mean you are slugging someone for missing one skill check? How do you know they are missing it too? Are you watching them struggle?
I mean of course im throwing ad hominems I have a general dislike of afkers so i play around alittle with those who support it while replying to their responses.
As for your second statement 2 things
- We all know what they are trying to do, don't be dense. this is a common thing that happens very frequently. Who is going to instantly throw caution to the wind and triple attempt then "get distracted" and miss a struggle check? 1 in a 1000 and considering i see an afker every 3rd game i doubt that's the case 99% of the time
- when they get unhooked they are afk or chasing me. Do i need to explain further than that.
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@hastarkis said:
https://forum.deadbydaylight.com/en/discussion/comment/3199736#Comment_3199736
both our opinions mean little in terms of what is best for others, how could we know what others want. But what i can say is after me "punishing" afkers 70% of the time in after game chat at least one person thanks me for giving them a chance, take that anyway you like.
Take a note, they thank you for giving them a chance, not for punishing this person. This person is afk anyway or sometimes they are trying to get killer's attention to be hooked 3d time after being unhooked. The fact you leave this person on the ground as a slug doesn't change anything in the game flow. Like really. Have you been there as a survivour? At least once? Have you felt difference? It's 3v1 anyway, sometimes even worth because of sandbagging and so on.
They thank you because you, probably, played fair or even mercifull, maybe sort of in easy mode because basically you are 3v1 and there's no need in sweating. And if killer is sweating anyway (or just want to end the game as quickly as possible because it's not really fun anymore after those suicides) it's frustrating for survivours and feels extremely unfair. Your playstyle is a key here to not ruin your shared expirience (and I personally thank you for that too). They thank you for that, not your decision to "punish" others.
No matter how noble your motives are, your behavior in punishing them is one step away from those suiciders. Now you punish them for throwing game like that, then you will punish who and for what? You aren't person in charge to judge; record and report them for afk or griefing, that's your duty. Even if I feel somehow revenged when killer let those people bleed out, I can admire it's toxic. Not only for those who suicide but also for us, like we feel good because we are bullying someone.
Bullying for bad behaviour is still bullying. Stay human.
- they give thanks for punishing as well a lotta time they end up teabagging the afker
- You're right it doesn't make a difference most the time but you waste my time I waste yours simple as that. it isn't noble I just don't like lazy and selfish gamers who give up when their ego takes a hit. Sometimes it does make a difference however and they aleast begrudgingly do gens even if wanting to die and sometime a few get out.
- As for thanking me for being merciful. I don't, ill still kill them i just ignore the afk guy and in terms of punishing the afker, I do "punish" by simply doing what he does to the game which is ignoring the game. He ignores the game, I ignore him
- As for bullying no one bullies he simply refuses to play with us so i refuse to play with him. I don't message them or anything i just move on to the next one
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@Jangles said:
Man you win the award for the most fried take of the week. Congrats.
thanks mail me the trophy
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@NemmyMan3000 said:
There is no need to be a dictator over how someone wants to play. Some people have bad days or just dont wanna play against a certain killer.
You are making it worse by slugging and making the other team think you're slugging for no reason.
If that surv doesnt like the match let them move on and you move on with the match as well.
Just because 1 surv gives up doesnt mean the others can't win
"There is no need to be a dictator over how someone wants to play." Sure all power to the survivor, play how you want, But not playing at all is the issue
Slugging the one afker is only worse for him. every survivor knows whats going on and knows why i'm slugging, they across the map doing a gen and see on the Hud the person tryna off themselves on hook.
As for moving on i do, i play normal i just choose to not let them leave. most the time they get picked up and begrudgingly do a gen afk still better for the other 3
As for the others winning while missing one player, highly unlikely unless its the worst killer in existence or they have mercy on the other 3
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@Pulsar said:
I say we move into the exact opposite direction you're proposing.
wasn't proposing anything that's just how I play was curious on what people thought
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@Yamaoka said:
Stop trying to be a control freak. If a person doesn't feel like playing you can't force them and you can't punish them.
Slugging them until they bleed out will only make them throw games even more quickly than they would have.
People need motivation to play this game - not punishment.
If you slug/camp/tunnel at 5 gens with 4 slowdowns while playing the strongest killers in the game (Nurse/Blight) obviously people will start throwing the match in solo queue because the current state of the game is crappy for solos unless all 4 survivors are comp-level players.
Looks like we have our 3rd advocate for afkers in the thread
- first off control freak is an interesting term for someone who likes toying around with my unsportsmanlike opponents sure call me what you will. can't force them to play perhaps, if they don't change their mind what can i do. not much but i can punish them if they gonna waste 3 peoples and my own time playing a 1 sided killer match i can make them sit there for 3 minutes till they decide to play
- I assume you misread or have poor understanding but when you say "Slugging them until they bleed out will only make them throw games even more quickly than they would have." this makes no sense. They already have thrown the game as mentioned earlier in the thread they are AFK at the hook after trying to fail the skill checks giving up roughly 40seconds to a minute into the game
- "People need motivation to play this game" You can't motivate someone who has given up. They will continue to ruin peoples games. the only people punished are the 3 left behind. If they are gonna ruin 3 other peoples time they can stay and waste time with them.
- "If you slug/camp/tunnel at 5 gens with 4 slowdowns while playing the strongest killers in the game (Nurse/Blight) obviously people will start throwing the match in solo queue because the current state of the game is crappy for solos unless all 4 survivors are comp-level players." This entire part seems personal and doesn't have anything to do with this thread. Seems like you are just mad at the game and in that case maybe take a break
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@Halloulle said:
I think that's called backseat "moderating" and generally frowned upon.
Self-unhook is a game mechanic and if someone in a match throws in the towel for whatever reason that's what they're free to do within the scope of the mechanics.
Contrary to your belief leaving someone slugged is not improving the other three's experience - on the contrary. As long as that slug is there they will keep wondering what you're up to and if they should pick with anything between one and three detours to check whats up. Actually, by doing that you're helping yourself while contributing to the bad experience of the other survs.
I feel like a broken record at this point but both DCing and suiciding on hook are symptoms of other issues. If the devs want people to stop that they need to address those issues - going the punishment route instead will cost them players.
guess i'll deconstruct this
- its not moderating if I'm directly involved ie ruining my games, I'm not a third party. You said he wants to throw in the towel it's his choice ok he can try but i choose how i want to play as well ie leave him on the floor if he wants to leave and screw his team he is free to dc and eat the penalty.
- sure self unhook is a mechanic go ahead, but missing struggling skill checks and standing still after unhook is game sabotage
- both our opinions mean little in terms of what is best for others, how could we know what others want. But what i can say is after me "punishing" afkers 70% of the time in after game chat at least one person thanks me for giving them a chance, take that anyway you like.
- You're a broken record because your mindset and solutions don't solve problems. DCing and suiciding is a symptom of nothing what's the issue if they are found and hooked first? its how the game works, there isn't any foul play, a simple hook and killer leaves. Give me one good justification or problem with that
- I'm assuming you defending this behavior means you actively participate in this. Go ahead its boring but go ahead but that is one problem devs won't solve, players giving up, Laziness and hurt egos can't be balanced by devs.
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@Rovend said:
https://forum.deadbydaylight.com/en/discussion/comment/3199682#Comment_3199682
The answer to bad behaviour is not to try to be worse than the first. This should be something that should come naturally to anyone.
Be the better player
so wasting 4 peoples time by instantly leaving, making us all sit in queue, lobby and loading for 1-2 minutes just to play a botched game cause someone's feelings were hurt is better than making him play the game he readied up for. Besides the fact that the person probably does this on a regularly basis instead of dcing to avoid penalties. Ya I going to assume you do this on a regular basis if you defend them cause no non dcing or afking player would defend this lazy behavior, if you act like this you should either take your own advice or not play cause its not fair to the rest of us. half the reason i've been playing killer is cause my teammates constantly acted this way and it just ruins the game.
Side note. I feel i should mention after being unhooked 50% either int by making noise around teammates or sandbagging or afking with crows by hook which are reportable but yes slugging which is a valid tactic is unacceptable for people which gives them a chance to play :/ ya I'll be better *Biggest eyeroll you can imagine*
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@badThots said:
They've made some changes such as the new prestige system and bloodpoint cost reduction. Is it enough? There's lots of characters on both Killer and Survivor side that will take a long time to get every perk even with the current system, especially for new players.
seems good to me although a button to quick buy webs so i don't have to sit there for 5 minutes spending 2 mill would be nice
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@Rovend said:
If he/she wants to die, let him/her die. It's as simple as that
Many problems of current Dbd comes from people feeling the need to punish the other side.
i guess you do that too then i mean i'm keep doing it but thanks for the feed back
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@Jangles said:
This didn't happen. You don't even know how prove and stake out work. Stop being disingenuous. All three of them would have to sit in your terror radius for at least 1 minute, prove only works with multiple people on a gen.
im glad you think it didn't happen proves my point on how busted it is
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no mither and mettle of man
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@Maelstrom808 said:
I can see a lot of stuff working but I doubt you'll ever see a complete overhaul like that. The one thing I'll point out is the basekit baby unbreakable is something I'd give a hard no to. Slugging is a necessity at times. Sabo and altruism squads that bomb the killer as they try to hook can make it almost impossible to get a hook if well-executed. The only defense against this is often slugging enough of them out so that you can safely get your hook. This can take some time. Also for those of us who try not to tunnel someone out of the game, slugging is an alternative when we run up against a survivor who was just unhooked. We generate pressure by keeping them from working on a gen plus getting a second survivor off of gens to come rescue them. They get to stay in the game and continue playing when they get up, and we get some precious time to find that immersed Claudette that's been eluding us for three gens.
A better option would be to look at how those quick 4-man slugs happen in the first place and address that, while giving survivors an option to speed up the bleed out for endgame 4-man slugs.
i think nurse with exposed perks is the big slugging problem most other 4 man slugging is just survivors playing stupid MOST not all also remember my mini unbreakable would be meant for my changes meaning no bully squads only one toolbox for sabos and no dupiclate perks meaning bodyblocking is alot more detrimental with only one person to sabo with tool box and only one dedicated healer with one medikit
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i like it but i get it its one of those super strong in soloq but trash in a good swf
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@scenicpickle said:
So I've been playing a lot recently and just had some ideas, didn't know who to tell or where to put them so i'll dump them here in case anyone is interested in the opinions of some sweaty dumpster baby.
Now despite how people feel about the game in terms of balance and whatnot, i want to just talk about a core thing that has been in the game since the beginning of time, the Bloodweb. It feels normal to me after years of this game but recently i've gotten some buddies into the game and they are all sitting around scratching their head like what kinda level up system is this and i thought about it and they got a point. Different character which are basically for cosmetic purposes with a handful of "unique perks" that become generic after prestige 1. Nothing is special about them and i wish there was. Like some sorta system that made each character unique.
Now i'm just gonna pitch this idea out there so let me know what you guys think. Every character having separate progression by playing, All BP from match gets pumped into character played, no blood web. BP is XP but also currency for that character like favor for the entity, you cash in between games to bring in an item, 2 addons like a shop. Offerings are removed for the most part, no more bp offerings, hooks, chest, spawn modifiers, item/addon saving wards or moris. Use the offering system as a map vote, all option always available. The killer being one person and being the entities favorite gets a bigger say than the survivors with having higher map vote percentage.
the vote should work like this: killer brings offering with 50% chance, if he/she choses to brings nothing survivors get the to vote, if he brings a ward it will be random map regardless of survivors influence
each survivor with offering 12.5% chance that way so if all survivors pick the same map its 50/50. if none vote killer gets his choice, if 3 or more bring a ward it will be random regardless of killers influence or other survivors, 2 or less wards will count as a no vote for the people bringing in wards and for each no vote under 4 split their % with other survivors
ie. only 1 vote 50%
2 votes 25% each
3 votes 16.67% each
4 votes 12.5% each
all these values double if killer doesn't vote or bring a ward.
As for perks well i think all generic perks should be available max level for everyone
As for character specific well that's where the big part of my idea comes in.
Each survivor should have an identity, they should have class and and there 4 perks corresponding to them and their class. The classes specializing in one of the four categories in DBD:
Strategist (objective) , Altruist, Survivalist, and Tough Guy/Gal (boldness)
I don't think it should matter which survivor you play because i think giving specific character classes would be to taxing on the game atm without serious overhaul. but if they did add a class system i think it would fundamentally improve the game 1 of each class per team and an with each class the corresponding item meaning only 1 of each item per team a toolbox for Strategist, Medikit for Altruist, Survivalist gets a key and Tough Guy/Gal gets a flashlight now how perks and perk combos would work maybe they could assign perks to specific classes so only a survivor who is the altruist can run something like botany this way no duplicate perks everyone runs different perks beside generic ones and maybe the survivor can run their teachable regard less of class this way when you see a survivor. you can identify them and potential perks. so if a Meg came into a lobby with a medikit you would know ok she can have her perk, generic perks, altruistic perks or a combination of these perks. I feel like this would dramatically improve game balance and increase creativity in builds now I also think duplicate survivors should not be allowed with this system for 2 reasons: 1 no duplicate teachables and 2 identification, I feel like a killer should know who is who. this would work for new players because the game already gives you the 4 classes when you first start DBD Dwight is Strategist, Meg is Tough Guy/Gal, Claudette is Altruist and Jake is Survivalist. All the pieces for this system are in the game, the devs just need to put it together. Now this idea of mine isn't perfect and could use revision but i feel it could improve the game a lot if given a chance. there are probably a few things i might of missed lmk in the comments but i think this idea is a solid foundation in which to begin improving the game.
Now I have a couple other ideas that could improve the game in terms of balance that could go very nicely with the ideas above.
im not gonna go too in-depth on these but ill just drop them with my rationalization and you all can let me know what yall thin in the comments.
Self care baseline you can heal your self at 25% speed all the time this can give last survivors a chance to do things on their own or finish an unfinished heal. I can't see too much of a down side on either side killers wouldnt care cause realistically if i were killer i'd rather a survivor waste 50 seconds healing in a corner than doing a gen anyway and survivors get an additional option in dire situations.
slower recovery speed but the ability to always pick self out of dying state. this can stop 4 man slugging to some extent it takes roughly 30 seconds to recovery rn so i think making it 45-60 seconds but being able to pick your self up is good this can stop alot of unfun games from happening cause my philosophy is perks are complementary not a make or break system. a game should not be over in 1 minute cause a nurse brought in starstruck, got a 4 man slug and no one brought unbreakable. game over gg :o
no struggle skill checks... they are not hard they don't emphasize skill all it does is give toxic players a fast track out of the game just have them hang i feel like it seems redundant and only allow place to Ragequit without dcing
killers who damage gens take 10% current regression every break action this gives killers power up close which they should have being the scary mfs this is more for lower tier killers with low mobility with the ability to apply more pressure on the gens they are near since they can't get around. yes high mobility killers can use it but if they stick around they A aren't using their power and are leaving other gens open or are running around kicking gens but aren't chasing anyone. some one like trapper can apply pressure to near by gens while setting up shop if someone trys to do gens near by he can hinder their progress a bit
Redistributing power taking alook at killer addons and powers. we need to take a look at weaker killers like trapper or clown and find ways to improve them and make them more competitive and take nurse and make her not game breaking cause i think her busted days should be over she is just on a different caliber than every other killer. i know i played religiously back in the day to get 4ks and jerk off my ego but ive stopped its not fun i rarely get less than a 4k and their is no challenge and on the other hand playing against a good nurse is oppressive and unfun there is counter play, counter play against bad nurses but good luck trying to have chases longer than 15 seconds against a really good nurse. her skill expression is too high which im sorry to the people who like those kind of killer but it needs to be change a she can be the worst killer by a huge margin or the best also by a huge margin depending on the player which to me seems unhealthy its not good when perks are getting nerf because of one killer. a cool power i thought of for her that could keep the character feeling somewhat similar is making her more of a ghost. she can hold her breath and traverse in the walls of the map giving her more fun, sneaky and spooky playstyle but ill let someone else figure out what to do with her.
As a killer player i feel like no specific or general fix could help them i think its more of a case by case since all killers have different ways of playing but i feel for killers bad stuff should be improved, strong stuff should be turned down and variety should be a priority make all perks viable and addons too. allow killer players to be creative just so they aren't forced to play with certain perks or addons because they can't survive without the meta perks which is understandable gen speed can be an issue on alot of killers and some times perks end up being Band-Aids to fix killer problems cause they can't have good games without them.
Anyway im out of steam and my brain is now mush so imma leave this here and feel free to drop your guys opinions and ideas.
Oh and make shattered hope on killers baseline maybe make the perk expose people in boon range for 30 seconds or something
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@RaSavage42 said:
https://forum.deadbydaylight.com/en/discussion/comment/3174169#Comment_3174169
But Pentimento needs totems to be cleansed
so run a hex?
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@dspaceman20 said:
I think they should just not make it work with Toolboxes. No need to change the numbers. Any less number will probably make it useless
its should be like autodidact where it only works while genning normally
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@Johnny_XMan said:
Considering the different things a killer can do like slug at 5 gens while having a full blown slow down build dedicated to slow the game down as much as possible for them, I think the perk is fine.
fair pentimento adds like 25 second to every gen for free so a perk that potential takes that away seems fair especially when you gotta use a tool box and 2 perks
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@Negi said:
I've been running hyperfocus and stakeout and I enjoy the combo a lot. It's very satisfying to continue to hit greats at increasing speeds to break up the monotony of doing gens. Stakeout also serves as an information perk letting you focus on skillchecks until you start to get a visual cue.
Do I think it's a problem? Not necessarily. You could make the argument that streetwise/built to last has a similar effect with a good toolbox. Hyperfocus losing its tokens the second you let go of the gen keeps it in check in my opinion. Stealth killers can weaken the combo significantly having no TR.
On top of every gen rushing assistance in the game? Sure, but that's not hyperfocus/stakeout being the contributing factor, it's the combination of everything.
yall can get rid of all the progression idc i just like the ding noise you get from skill checks its like a fun game to play while doing boring gen stuff
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@ThatOneBloodyBoi said:
Awhile ago I had the idea of a killer who's whole concept was that they suffered from paranoia and schizophrenia. They see the survivors as horrid monsters, similar to the monsters Dwight's boss hallucinates in the cutscene for the Dwight tome. They only attack since through their POV, these are horrid monsters trying to escape into the world. They are the only one who can stop these monsters from escaping. That's why they kill.
Now I wanna know what you'd do with this concept. What perks, powers, backstory, etc? Cause I'm good at base concepts, but always struggle to expand upon them.
pretty sure leatherfaces lore is something like that
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@Albert_Wesker said:
https://forum.deadbydaylight.com/en/discussion/comment/3169366#Comment_3169366
You just showed that you didn't play Wesker.
In my opinion 30cm isn't going to be enough because of desynchronizations, lag spikes and probably because they aren't getting rid of his feet collision detection and the close detection like Demogorgon has. The fairest of all must be between 35 and 40.
i mean i played him ptb and day one and I'm currently p5 with him and put roughly 10 hours into him. he seems fine to me actually improved cause the ptb i was just headbutting every wall i was near but ok
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@TheArbiter said:
I mean I would argue RPD again
the map is better but i think it needs some more work any one else think it just feels small maybe its just all the wesker games and his giant terror radius and such a narrow map makes it feel like im always in danger
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you're asking for buffs and you are saying it is reasonable but is it? Your asking to increase the hurt box and not increase collision... why cause people are 360ing you or because you can't hit them?? if your coming to the table with a proposal for change come with something more than i can't hit my bounds. I'm all for killer buffs but don't be those people who were like Billy too hard make chainsaw hit box huge and decrease collision maybe learn to play before asking for buff without actual justification only saying its "covers more of his body and more reasonable hitbox" and "I'm sure most of the DBD community can agree 30 cm is reasonable" like why how come you think this? these are just excuses, if you think he's hard to play just say so. maybe he does need a changes but not giving any actual reason and just showing pictures of the hurt box doesn't help.
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no
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@UnknownKiller said:
I swear that survivor bp boost was never down of 100% also i find killer queques in less than 5 secs like survivor
wait yall think its bugged cause its for survivors? XD its for survivors its not bugged the games a 4 to 1 ratio if half the players are playing killer its too much
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yes bp economy feel good rn
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@TheDarkTyrant said:
It's out. It's finally out. And it's just sad to see. It's a waste of a license just like the first time. I hope it flops but obviously it won't because gaming's BIGGEST horror game franchise's name on it. People shouldn't spend money on it though. It tell them we want more of this just... Badness.
I saw the skins. They look bad. Wesker's looks weird, Leon's looks terrible, Ada's looks good, Rebecca's looks fine, and Jill's looks fine. Carlos and Sheva look fine. So does Hunk. But then we get trash like Feng and Felix? Why would you make those? It's insulting because first off, absolutely no one is buying Feng's because you made the genius move of also releasing it on Jill at the same time, and second, Felix's is insulting because why is that just not on Chris himself? You spent precious time making crap instead of something that makes sense. I don't think anyone is buying those. The look bad. Especially Felix's.
Hunk shouldn't have been a killer skin. This is just stupid. Sure he's not a "good" person. Sure he works for Umbrella. Ada also worked with Wesker though and obviously she shouldn't be a killer. Hunk doesn't fit the killer DBD role. He's not the same as a Wesker or a Nemesis. He should've been a survivor skin. It's just dumb. Looks cool, but makes no sense to me.
Obviously, finally, Wesker's power eats toe nails.
how is hunk not the killer type?? the killers themselves are literally angsty teens
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/3160441#Comment_3160441
Mine are instant. RIP to you, but I am different.
Luckily survivors are easy to bribe. I have never had queues this good on a new killer launch. Ez money.
wouldn't it be that killers are easier to bribe cause the incentive are to get more killers to play survivor
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its the incentives more survivors cause its double bp to play them
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true this chapter crazy
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@Pulsar said:
I'd post the picture of the 4 slowdown stacking Nurse but I'm away from my PC in the hospital.
You don't need to be an 8K hour Nurse in order to be good.
sounds like you need a nurse ;:)
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@SuzuKR said:
For things like healing, repairing, blessing/snuffing, etc, they have a total number of charges that you must fill to complete the action. For example, a generator takes 90 charges. The default repair rate is 1 charge/second. The below is the formula for calculating the total time it would take to do a given action from 0 to full:
[Charges needed] / {([base charges per second] + increase1 + increase2 + ... + increaseN) x slowdown1 x slowdown2 x ... x slowdownN}
Speed increases are additive, speed reductions are multiplicative. They always go off base speed.
see i didn't know this should be in game so idiots like me can understand :)
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@ReverseVelocity said:
For those who weren't aware, Quick and Quiet used to reduce the vault/hide detection range by 90% instead of suppressing the noise/notification once every 20 seconds.
This meant while it didn't make the noise of the vault quieter, it meant you could fast vault without alerting the killer unless they were close enough to hear the actual noise itself. This was a pretty nice QOL feature for traversing the map quickly.
While it might not have been enough to justify a perk slot by itself, I think it would be really nice to have this effect back as a secondary effect on another perk. Maybe Urban Evasion for example, as it'd fit the theme very well.
What do you think?
i like that idea, throw that og effect on a perk like lightweight or self aware
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Just play the gun dude if you no like deadhard
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pink addon spirit XD deserved
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@HugTheHag said:
https://forum.deadbydaylight.com/en/discussion/comment/3151968#Comment_3151968
Yes. Literally every time I get Eyrie (as killer or survivor) I think back on that video of a Trapper lining up 10 traps and walking through all of them himself, because what else do you want him to do on that map ?? xD
they should make the addon make traps become translucent like glass so it'll blend in with what ever map your playing on or a camo addon that changes the colour depending on the map
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@ImNotBobDylan said:
On the plus side, new DS is a joke and would not have saved you anyway so you didn't really waste it
fair i should try off the record instead need to get with the times
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/3151725#Comment_3151725
None of that is relevant. If they chased you for 2 minutes. They're clearly not a good killer. At least good at huntress apparently.
You were in control. You could of choose where to go down. You stayed up for 2 minutes. Which is way more then a reasonable amount. DS on top of 2 minutes would just be overkill from a balance perspective.
idk just seems dumb to get punished for playing well plus it would negate the tunneling problem if it were buffed, it would be like it used to be where ppl didnt run it but wouldn't get tunneled out of fear they might have it. all this tunneling skyrocketed after ds was nerfed and no one ran it then killers including myself didnt care we would just take the risk and to this day i haven't eaten a ds since the nerf
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/342923/ds-buff
It's made for anti tunneling to an extent. But theres a difference between anti tunnel, and get out of jail free. If you pause it in chase. That just guarantees that no matter how long you're off the hook. You'll have your get out of jail free card. It would be unhealthy, balance wise.
Also just a tip. If you "sauced" the killer for 2 minutes. You clearly were in control of a newer killer. You could of chosen were to go down at any point. What people fail to realize is DS is still amazing. You just have to use it more smartly. Make sure you go down near a pallet or window and continue the chase.
This isn't to say I don't believe DS SHOULDNT be 5 seconds again. It should. But it's far from a dead perk for anti tunnel purposes. You just have to use it in a more calculated way
im red 1 and it was and P 24 huntress