slipttees
slipttees
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Is good now.
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I think the exit gates shouldn't be that close or their hatch.
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@Yuyukoyay said:
I'm for removing SWF instead then this probably wouldn't happen to begin with. This is basically Killers boycotting SWF's so doing the change you recommend will probably just kill the game outright than fix anything. Alternatively there are a few different ways they can do this.
- They can make it so solos and 2 man SWF's queue together. Then make 4 man SWF's an entirely seperate mode and ranking. Other games already do this.
- Remove SWF's from matchmaking completely, but allow them in custom games. Then allow custom games to give less bloodpoints than solo games, but allow them to get bloodpoints in general.
These are probably the only 2 changes Killer players will be ok with. If anything else is done without them in mind then it risks completely shutting down the game.
I'm the main survivor, but sometimes I play killer and I never closed the lobby for being a SWF. I don't even take Ebony Memento Mori. I see this as a challenge to my skills. Anyway, this for me is a big problem and frustrating. Why killer is closing the lobby because it's a SWF?
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@Fibijean said:
For anyone having trouble understanding, OP is suggesting two changes to matchmaking and lobbies - first, that the matchmaking system should match survivors in advance and then place them all into a lobby at the same time, so that the killer can't tell who is SWF based on how many survivors join at the same time. Second, they are proposing that the DC penalties should be extended to apply to people who dodge lobbies.
Thanks.
It's so frustrating to spend 30-40 minutes trying to play.
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In 10 match SWF killer close lobby 6 times.
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Entering the lobby all at once would prevent the killer from closing lobby.
SWF or not.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/960364#Comment_960364
A pro-Survivor suggestion is not inherently a bad one. This just is not a good idea to me.
Okay P.R.O
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/960153#Comment_960153
That doesn't make the suggestion a good one IMO.
Nothing here for survivors is well regarded. I'm used to it.
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Killer closed lobby with SWF.
idea: The markmarting algorithm can group users and lead everyone to the killer lobby at once. Thus preventing the murder from closing or lobby identifying when it is a SWF.
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Thanks!
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Yes. I do need to be broken or just injured?
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This bug fixed? We need broken or only injured?
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@The_Second_Coming said:
https://forum.deadbydaylight.com/en/discussion/comment/940220#Comment_940220
I'm a survivor main. Bill, specifically.
And it's not a nerf. If DS was "anti tunnel" as you continuously claim it is, why should it still be active after someone else gets hooked? At that point, clearly you're not being tunneled, as the killer hasn't ignored you and gone for someone else.
Please, back out of this debate. You have literally zero chance of a logical standpoint in your favor.
Ok Logical Lord.
Perk only works once in an entire match and you think still is bad?
bad joke some change in DS.
Who am I. Continue to destroy this game more than it already is. Bye
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@The_Second_Coming said:
https://forum.deadbydaylight.com/en/discussion/comment/940184#Comment_940184
wat?
https://forum.deadbydaylight.com/en/discussion/comment/940186#Comment_940186
Typical survivor main answer. It's not always a matter of tunneling. Tunneling = ignoring everyone else to go for you. If they hook someone else in the mean time, you are not being tunneled. Period.
Typical main killer. Nerf good survivor perk.
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@yoi said:
ds should be gone if the survivor goes inside a locker u cant wait there (gens will be done) u cant slug them u cant do nothing but give them a free card to ds u and escape also if u have time to do gens you are not being tunneled should deactivate as fast as u touch your objective, if u have time to do gens pretty much you are not being chased even less being tunneled. also 60 seconds is way too much 35/40 and 45 seems more about right. 60 is way too much pretty much 2 survivors can do 1 gen in that time and about half of another if the other is close, at the same time there is a 4° survivor at the game doing stuff.
No tunneling. Done
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@The_Second_Coming said:
So here's my more fleshed out DS rework idea:
Decisive Strike stuns the killer for a duration of 3 to 5 seconds (could even leave it at 5, because this will actually punish TRUE tunnelers)
- The effect lasts 20 seconds instead of 60.
- Decisive Strike does not proc if you are grabbed out of a locker, or off a trap.
- The timer freezes if you are in dying state, so killers can't slug you and wait it out. Do NOT attach it to chase mechanics, otherwise stealth killers will negate it. This does not apply if what downed you was a protection hit.
- If you unhook another survivor or stun the killer while Decisive Strike is still in effect, it is revoked.
It's up for debate, but I think this is a good start and would both deter tunneling/slugging, and would also completely deter survivors and their little sense of invincibility because they have DS. 20 seconds is more than enough, because honestly, if it's been 20 seconds, and you're not being chased, you're not being tunneled, and therefore don't need DS.
You need tunneling more easy. DS need buff
90 seg
8 seg stun killer
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@supersonic853 said:
Keys need to be changed let me just stand on the hatch with a key and tbag the killer as they are forced to either shut the hatch so i open it and jump in or just jump in when they get close.
Maybe
Skeleton Key: A tarnished and crooked Key, vibrating with ominous power. The Skeleton Key's power cannot be triggered by itself. Various objects can be attached to its jump ring, which channels the Skeleton Key's power into various effects. Need 3 seconds to open Hatch
Dull Key: A bent and dull Key that once held great power. The Dull Key's power cannot be triggered by itself. Various objects can be attached to its jump ring, which channels the Dull Key's remaining power into various effects. Need 6 seconds to open hatch.
Broken Key: The bow and shank of a key, vibrating with power. The Broken Key's power cannot be triggered by itself. Various objects can be attached to its jump ring, which channels the Broken Key's power into various effects.
(new) Rusty Key: The old key vibrating with power. The Rusty Key's power cannot be triggered by itself. Various objects can be attached to its jump ring, which channels the Rusty Key's power into various effects. Only can open Hatch closed by the Killer.
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Maybe
Cypress Memento Mori: Grants the ability to kill the last Survivor who has been hooked or not by your hand during the next trial.
Ivory Memento Mori: Grants the ability to kill one Survivor who has been hooked two times by your hand during the next trial.
Ebony Memento Mori: Grants the ability to kill all Survivors who have been hooked two times by your hand during the next trial.
That way the killer loses almost no Bloodpoints.
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Tier 57. Waiting level IV
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ONI is OP!
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I never play against nurse after nerf. Poor Nurse!
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Yes. The health of this game has never been a priority for developers. But a Gore Version with new moris animations would be interesting.
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I think this game needs to be more balanced for both.
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The generator needs gas to work, so you have to search the map for two gallons and complete the generator so you can fix it.
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@Rin_is_my_waifu said:
Rework keys
Too. Here: https://forum.deadbydaylight.com/en/discussion/112408/rework-keys/p1?new=1
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Nerf Balanced Landing. Waiting... medkit too. Cry more killers!
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Yeah, so dark!
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@KeeBy said:
it's funny because everyone it's an expert now
If you successfully unhook with BT and freedy hit him with endurance effect the oblivious effect negate the terror radius so the mend will put him down anywayy
this is the point. Little nerf in BT for me.
Oblivious is demogorgon skill.
Freddy is not stealthy killer!
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@LapisInfernalis said:
@slipttees Playing against Freddy/Spirit is not boring (at least for me) but challenging. I welcome the no collision and vault animation changes too, because even as killer this felt just cheap.
Concerning Freddy, what rank are you on? I never met a camping Freddy since the Rework on purple and red ranks. The only reason why I think the Oblivious Effect is bad, is the reason I mentioned before. It makes you helpless as Killer when you are going against Object of Obsession which should not be the case with any Killer and was the reason they gave stealth killers Undetectable.
And if Freddy is (Face)camping, then do gens. Punish him that way. But... don't forget the Totems, OK?
Killer rank 2, me 1. Gates open, EGC without noed. I try rescue team member.
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@LapisInfernalis said:
@slipttees well... against facecamping it needs more than just BT. It needs multiple Survivors for distraction and someone who fakes the unhook. I did it myself against freddy without having BT at all and it worked. He is no Bubba, Huntress or Billy where you even have problems trying that.
It's so boring to play against Freddy and Spirit.
Spirit chapter 14 have little good changes collision and window animation and now more balanced.
Freddy need little changes too. Oblivious status is good option.
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Die BT.
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@Toxicboii said:
Wake yourself up, and save that person. You aren't affected by oblivious while you are awake.
Honestly, the change only made 1 single perk less useful. The change was meant to have freddy not run any TR perks, since slowing the game down a lot was enough. If anything, we kinda need this change, otherwise, the slow games will get slower.
Was it worth it man? Was it worth getting a perk that guarantees a save? Was it worth having freddy slow the game down even further, and make it likely impossible to escape for a perk that guarantees hook saves?
No? Then learn and adapt against him, lazy f#ck.
Every update I need to adapt. I just think Oblivious status was supposed to be just Demogorgon's and not Freddy's.
Freddy is already good enough after rework.
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@UlvenDagoth said:
https://forum.deadbydaylight.com/en/discussion/108826/freedy-and-oblivious
Cause you are in HIS WORLD. Just go wake up. It's not that hard.
Try facecamping!
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Start match 2 survivors hooked!
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@tonycuup7 said:
https://forum.deadbydaylight.com/en/discussion/comment/848560#Comment_848560
I wanted it too :'(
Maybe a future cosmetic can change that??
I don't think so.
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I was waiting for the Human Spirit and I was completely disappointed.
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@pandorayr said:
https://forum.deadbydaylight.com/en/discussion/comment/835949#Comment_835949
Your opinion is only a main survivor player, in the last patches devs they nerf some killers and now if i talk about nerf gen rush u start to complain, ur opinion is not valid because u only want to win
And you main killer crying.This tiny changes are need.
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@YungCloutking1 said:
And the Death Garden Meg mask. A lot of people want that on console as well
We need this too.
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Now release Prestige legacy for all platforms. Thanks
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release legacy for consoles too. :-)
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@pandorayr said:
https://forum.deadbydaylight.com/en/discussion/comment/835824#Comment_835824
Perks or hex totem not solve the gen rush, repair is too easy, not require skill.
Maybe start game with 2 survivors in hook helper?
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@pandorayr said:
Spirit need a nerf but gen rush also
Ruin, Thanatophobia, Dying Light, Pop Goes the Weasel, Discordance, Corrupt Intervention, Surveillance, Surge, Thrilling Tremors. Need more?
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Need little buff for you can see hook aura sabotage in 10/15/20m
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Spirit need this changes!
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Only Jesus.
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Yes.. MoM dead like Ash.
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It could delimit a minimum and maximum distance from the gates as well as from the hatch to the gates.
There are maps that the killer is standing in a place that you can see the two gate switches.