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snek

snek

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snek
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  • they should give us options to ban several (1-2) maps and several (1-2) killers, maybe then they'll see which ones are the most problematic

  • you just exchanged grind for another grind, not really helpful with bloodweb problem

  • maybe instead of 150% exhaustion, it could give like 10% haste for both of you and 6 seconds endurance effect for the teammate (like Soul Guard but in reverse)

  • nah, just pointing out what a joke of a dev company this game has

  • my dude, they don't even have proper graphics options in settings to the point i have to adjust my resolution in .ini files, and you're asking them for a fov slider?

  • you mean immense grind, yeah, as i said, not everyone wants Plague

  • @[Deleted User] said:

    Build accordingly. Any killer not taking Corrupt Intervention is kind of throwing if the survivors are any good. You have free pressure if the survivor in chase doesn't have the game sense to take the chase into the corrupted gens. You start the trial with 3 blocked, and then it's up to the first survivor to run you away from the other 4 gens. You can change targets when Corrupt Intervention is up without losing too much because the map is compressed, especially if you have another perk like Ruin up.

    When there is no Corrupt Intervention: survivors can take chases anywhere and the other survivors can adjust position and still work on gens.

    When there is Corrupt Intervention: survivors have to take chases to a specific spot or else the 4 available gens get interrupted. It's not just blocking 3 gens. It functionally blocks more depending on where the chase ends up.

    You shouldn't be playing for a 12 hook game if you're simply trying to win. No good team is getting 12 hooked by a killer other than Nurse/Blight. Even Spirit isn't 12 hooking if the survivors have good spacing. How much are you trying to win? Confirm stages when it's optimal to do, and don't chase fresh hook survivors mid to late game. Hooking two survivors 3 times each and hooking the other 2 once to end on a 4k is the exact same result as a 12 hook 4k. The difference is efficiency.

    Corrupt Intervention is behind paywall, not everybody wants to buy Plague or wait for Shrine of Secrets. I myself run this perk occasionally mind you, but your argument is faulty in that regard.

  • considering their trashy servers, no

  • all hitboxes are trash - blight, huntress, victor and (maybe to a lesser extent) generally every other killer suffers from them

  • they should've implemented this a long time ago

  • i feel like reading post-game chat:

    player1: #### ###

    player2: ### ####### ####

    player1: #### ## ####!!

  • censoring is bullshit

    imagine getting offended by toxicity in 2021

    they should enable in-match chat for survivors

  • agreed, mmr doesn't work, some games i get 3 hrs survs, other games - 6k hrs; whatever system they had in mind is garbage in practice

  • survs often tbag for no particular reason, just ignore

  • @LapisInfernalis said:

    https://forum.deadbydaylight.com/en/discussion/comment/2561840#Comment_2561840

    that needs to be fixed too.

    I think you mean the glitch that you can find hatch by walking over it?

    well that too, but i meant that if they're gonna throw a hatch offering they will know where to camp the hatch while the killer might not because the offering is secret

    i agree with the idea of having more secret offerings since there's next to none right now, but not sure if hatch spawn should be one of them

  • @slendermansmoom said:

    ever heard of the anti face camping build

    camaraderie, breakdown, kindred, openhanded

    punishes face camping by causing the killer to waste more time camping and slugging while giving your team more info

    you seem to be missing the point

    one out of five players in a match can strip all the players of any gameplay - hooked surv can't to anything, killer isn't doing anything, other survs cannot do anything except sit on gens and hold one button for several minutes straight

  • @LapisInfernalis said:

    https://forum.deadbydaylight.com/en/discussion/comment/2561769#Comment_2561769

    with the next midchapter patch on tuesday, hatch will only spawn if there is 1 survivor left.

    if they know where it's gonna spawn, it doesn't really matter

  • bloodweb is indeed the worst progression system i've ever seen

    although i wouldn't change hatch offerings as it probably would encourage survivors to proxy camp the hatch when they lose 1-2 teammates

    at level 50 they should make it so we ourselves could buy any perk/item/addon/offering we want (maybe 1-2 per level) to compensate for the grindfest

  • @Mandy said:

    It's impossible for the system to tell whether a player is deliberately disconnecting themselves or has a genuine internet issue - that's why they are all categorised the same. The disconnect penalty is kept low initially for the times when there is an issue as disconnects from Server issues are very infrequent and it's often on the users end where the issue occurs.

    Steam maintenance is scheduled and that's out of our hands, but it's also something that happens the same time every single week so it's not too difficult to avoid playing at that time, or if you are disconnected due to being mid match and not noticing, then the 5 minute penalty will be up prior to the maintenance being completed so you wouldn't have lost any game time anyway.

    There are no plans to implement a "rejoin system" afaik, this is something that I believe would struggle to work within DbD as with it being such an asymetrical game, people tend to leave for all sorts of reasons and a ragequit from a game shouldn't give the player the opportunity to rejoin instantly - it should give them time to cool off a bit, which is does quite effectively.

    what's the problem with not kicking a player the moment they lose connection? let them stay idle for 15 or 30 seconds before disconnect instead of basically ending the match immediately for everyone

  • @MrCalac123 said:

    How to make SBMM better: Make DBD a balanced game. THAT is the solution, anything else is less than worthless.

    it's only been 5 years, give the small studio a break

  • bUt DoN't YoU LiKe 69000 cHaRMs fROm tHe RifT

  • @Dino7281 said:

    Nah, they have problem to balance 1v4. 2v8 will ba camping contest at it's finest.

    I would like to see 1v1 instead. That is already a thing with created rules that works.

    they can make it so that hooks relocate like cages

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2561475#Comment_2561475

    This at the very minimum. It provides no feedback to a survivor trying to use an item for its intended purpose, while also rendering the item and its add-ons 100% useless (which could cost a survivor up to 18,000 BP to run). On top of that, it punishes them for doing so. I would be hard pressed to find any other interaction between perks and items in the game. Even as powerful as Franklin’s is, it has counterplay. This is just ‘Hee hee flashlight bad, my perk hard stops it all match’.

    TLDR: It’s a perk with no feedback or counterplay.

    the cost is not the problem of flashlights (the entire levelup system is shitfest), the perk is fine tho, it's very niche but does its job well

  • the game has lost its atmosphere long time ago :D

  • @ChiSoxFan11 said:

    The Grade reset made a huge difference, and it again illustrates the problem with how Killer Adepts are handled. After the frustrations with a number of ones I'd previously attempted -- The Plague being the most aggravating (because of the penalty to the Malicious Emblem due to survivors cleansing, essentially penalizing you for playing the killer correctly) -- I actually got The Plague Adept today simply because it's easier to double-pip and get Merciless at the rank after things reset yesterday than it was at Rank 1 for me before. The match I got it in (a 4K), I actually got two Iridescent Emblems and two Gold Emblems and still pulled it off -- where I was doing better at Red Rank and coming up short. It makes no sense, but I'll take it regardless, lol.

    aren't grades only for monthly rewards now?

  • imagine instantly kicking player for connection issues and not being able to rejoin in 2021

    good job bhvr

  • @legacycolt said:

    https://forum.deadbydaylight.com/en/discussion/comment/2559014#Comment_2559014

    Leatherface camping at the basement stairs. Literally nobody can save. Hooked survivor is not supposed to equip perks just to counter facecamping like that tbh

    not to mention they strip any gameplay from all players in the match - hooked surv can't do anything, killer isn't doing anything, other survs are just sitting on gens practically not even playing the game

  • if only they could change timeout number from 1 to something reasonable

  • Yes, make the grindfest filled with even more useless items lmao

  • for every 15 sec within 16m proximity of the hook without other survivors, lose 25% of earned bloodpoints

  • considering her character and perks, don't see why clairvoyance doesn't detect totems; to balance it out, the duration could be shortened to 3-5 seconds

  • those are interesting changes, especially hex value addition and bloodpoint rewards being applied after the match (this should be on all perks tbh)

  • @Clevite said:

    https://forum.deadbydaylight.com/en/discussion/comment/2555057#Comment_2555057

    I don't understand? You need help with slow down perks?

    name all slowdown perks that are not part of any killer

  • @Clevite said:

    Honestly, if you're kicking gens with out a slow down perk , you're doing it wrong.

    list common slowdown perks, please

  • @Toybasher said:

    Detective's Hunch is an excellent way to find totems.

    IMHO NOED is balanced. It is annoying though, especially when a seemingly unstoppable escape gets taken out from under you, but the killer is down a perk for most of the game and NOED can be prevented from activating by cleansing all totems.

    I think the real issue is survivors are not doing bones enough. I'm serious. As someone who uses detective's hunch it feels like I'm the only one who actually bothers to do dull totems. (like a suckerfish sucking on the side of a fish tank, I do bones because I need the boldness BP because I'm bad at looping so I make do with what bold BP I can get via totems)

    NOED is still a bit of a crutch, but a necessary evil, and IMHO some killers need NOED. (Clown) Or you're running a certain build where reaching the endgame is very likely. (Pre-buff Vanity Mirror Myers) Or you're running NOED with Remember Me and Blood Warden, etc.

    EDIT: I want to mention when I run NOED, I feel like I don't have to camp at endgame and can afford to leave the hook. I also feel like I tend to play way better with NOED, (I.E. I don't even reach the endgame) but that's probably due to feeling much less stress since I have my "safety net".

    detective's hunch is behind paywall tho (while noed isn't)

  • killers are heavily dependent on gen slowdown perks anyway and considering there are zero common slowdown perks, this system needs a significant tweak

  • @LapisInfernalis said:

    https://forum.deadbydaylight.com/en/discussion/comment/2546032#Comment_2546032

    Those 30k BP dailys don't even give you a full Lv 50 web. Survivor rituals are all 30k and one 35k missions. Killers have at least the possibility to get a 45k or 60k mission.

    They should give at least 50k for standard rituals (use killer's power, do gens, sabo), 60k for some more luck envolved or tideous ones (get a 2k, open exit gate, heal, unhook, co-op), 75k for chasing rituals and 100k for the most difficult ones (Mori/escape with new item). Or something like that.

    or even better - significantly cut down the prices in the bloodweb, by 2000 each item for example; as i said, this game has the worst levelup system of all time, it's flawed at its core - grinding one killer to unlock the POSSIBILITY to make their perks appear in another's bloodweb, and prestiging gives zero reward in terms of grinding process

  • they should also consider making him completely invisible and silent to balance him out

  • why even bother with rift? are those 2000 charms worth it?

  • @White_Owl said:

    They would need to create a whole new system that recognizes that the DC happened at the right time and define what this right time is, just because a minority is too impatient to wait a bunch of seconds for the animation to play out...

    if they're competent, it would take no time

  • @IrishRedCap said:

    https://forum.deadbydaylight.com/en/discussion/comment/2546780#Comment_2546780

    You being bad at soloq doesn't invalidate any point. Don't be lazy if you see bones do bones. You worry about NOED you have counters, Detective Hunch, Maps, Count Force, Small Game.

    Lol being down a perk for a vast majority of a game isn't invalid if survivors derp around, can't see a lit totem or feel the need to be hyper altruistic instead of just leaving the game. If you are losing the game to NOED alone you've 9/10 lost the match prior to last gen being popped.

    Yes, alerting the entire opposing side to a perk is a downside. It even gives you a splash name saying its NOED. A killer can't down, pick up, hook, and run to both exit gates before you either 99% or fill on escape. 1 kill < multiple escapes and at that point its greedy survivors trying to soak up as many BPs as possible from an already won game.

    what you fail to understand is imbalance between requirements and benefits the perk provides, suggesting running around searching for 10 objects instead of 5 hints at you being relatively new to the game - read the comments above. Detective's hunch would be a solid option except it's hidden by paywall and (what's even worse) enormous grind to enable it on other characters - again if you were playing the game long enough, you would notice it, that's another issue worth its own post - the rest of the options you listed are unreliable at best making you permanently a perk or an item down the entire game (including endgame).

  • @IrishRedCap said:

    https://forum.deadbydaylight.com/en/discussion/comment/2546537#Comment_2546537

    Comparing NOED and Adrenaline is moot. The only shared similarity between the two is requirements for activation (all gens complete). Adrenaline though has more benefits than just the heal and haste. It holds itself over through hook and carry states, this means you get a free heal off hook + haste if you were being carried or already hooked before last gen done. There is no way to halt/deny the perk, when the last gen is done the survivor gets adrenaline period.

    With NOED a killer (who can't even see their own dull totems or have a counter) won't even know if the perk is going to go live or stay greyed out. Its not a coin flip its a roll of the dice. NOED is fine if not already on the weak side for a hex totem just look at the benefit/downside comparison.

    NOED benefits: Speed Boost, Permanent exposure status on all survivors.

    NOED downsides: Can be removed before being activated, down a perk slot for 95% of the game, can be removed after activation thanks to a glaring visual change, alerts all survivors of hex on first hit on any survivor, discourages running any other hexes because survivors will then be hunting totems throughout the trial, does not override BT or endurance effects.

    The risk extremely outweighs the rewards of NOED and it honestly needs a buff by increasing number of totems in each match from 5 to 7 to match gen count.

    "can be removed" argument is invalid in soloQ and even in 2- or 3-party

    "down a perk slot for 95% of the game" is invalid since it can single-handedly win you a game even after performing badly the entire time

    "alerts all survivors of hex on first hit on any survivor" is a downside? lmao

    the risk is non-existent, the reward is absurd

    If adrenaline picked you up from dying to healthy, then we could compare those two perks, but i wouldn't complain if they removed or nerfed adrenaline as well as noed

  • @dspaceman20 said:

    I don't know if these are controversial but

    • Using meta perks doesn't mean you have no skill
    • There are no toxic perks and a person using a certain perk, item or build doesn't make them toxic.
    • Using perks isn't abusing them. This is another stupid word the people throw around to things they don't like.
    • Survivors body blocking is not toxic (I have heard killers say a lot unfortunately). If you argue this then I can only assume you think being a good teammate is toxic.
    • If you call out the opposing side, be it killer or survivor, for using meta perks but don't acknowledge your side also using meta perks your a hypocrite.
    • The communication aspect of swf isn't the problem. All the communication I the world won't help the survivors cannot by enough time to do gens.
    • Even though camping and tunneling is fine they can be used to be toxic. It's not the strategies that's toxic its the intention behind the strategies that toxic. Tunneling a person to help you win the game is fine but tunneling a person because you don't like the character they are playing as or perks they are using is toxic.

    Thats all for now.

    the 5th point is invalid since one side using meta perks forces the other side to use them too to level the playfield

  • @Mandy said:

    You're not being forced into a role that you don't play, you're being encouraged and given an incentive to play a different role. Dailies aren't a requirement, they're a bonus.

    I actually wish that more people played both sides of the game more, that way they will understand the game better and have a clearer idea of the issues that both sides face.

    considering the levelup system in the game (aka the grindfest on par with f2p mobile games) dailies are hardly 'a bonus'

  • @RenRen said:

    You can't wait those few seconds?

    those seconds add up you know

    there's not a single reason for it not to be implemented really

  • What do you mean 'powerful for a general perk' lmao

  • agreed even spirit is less op and dull lmao

  • imagine fusing No Mither and WGLF into one perk

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