th3
th3
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- th3
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Seems like this post is delusional and attempting to bait.
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I just DC if its a iridescent head with infantry belt, I'm not going to have fun being perpetually one shot'd all match no matter the distance between us. The only thing I truly have an issue with is the infantry belt/iri head combo which isn't fun and I'll instantly dc cause there's no point trying when its still going to be the same result.
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WGLF is harder to get full stacks undoubtedly, however I don’t think making changes like you suggested would be a good idea.
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@Carlosylu said:
https://forum.deadbydaylight.com/en/discussion/comment/1120314#Comment_1120314
So... If I already have a 3k, hatch spawns, I close it and down the survivor opening a gate with 3 lights already, that's a "reward for not completing my objective?
Let me tell you another example, I open gates as Freddy, down one guy, hook, Blood Warden activates, and the carnage begins, it's usually a 4k for me. That's rewarding me for not completting my objective? Even when I clearly have an end game build with Rancor, NOED and BW?
I'm referring more to killers who rely on it overabundantly, more than other perks like blood warden. Overall it just feels irritating when the killer plays like trash the whole game and then manages to rely on their noed to apply pressure near the endgame while relying solely on that insta down perk.
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One of the things I enjoy as a survivor is the mindgames at those jungle gyms and LT walls that make the game exciting instead of m1 simulator.
When I play on killer and manipulate my red stain to score a hit, that is awesome and I enjoy my success.
I don't think it should be removed completely.
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Noed rewards the killer for not completing their objective before survivors complete 86% of theirs, and 86% is when all generators are done and the two doors still need to be powered to escape. It's just showcasing a killer's lack of confidence in completing their objective rather than being a baby killer perk.
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Unbreakable requires them to be slugged long enough to recover fully, not really sure why you are complaining. Its a one time use perk that is very situational, you saying that it worked so its too op is rubbish and more than likely you just are upset you didn't get a 4k.
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@ViciouscirceBU said:
https://forum.deadbydaylight.com/en/discussion/comment/1118653#Comment_1118653
Can you explain what a dedicated server is I'm new lol
A dedicated hosting service, dedicated server, or managed hosting service is a type of Internet hosting in which the client leases an entire server not shared with anyone else. This is more flexible than shared hosting, as organizations have full control over the server(s), including choice of operating system, hardware, etc.
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I like it when I get mori'd on death hook, I don't like it when its straight off of unhook cause I like to get bloodpoints. If I'm holding a key I expect it tbh.
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It has reset the dc punishments against me 24hours after my last dc. I think you dc'd more than you want to admit.
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If I got unhooked right in the killer's face I would ask the killer for their weapon and brutally kill the person who farmed me.
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I ran the perk Left Behind
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@[Deleted User] said:
It doesn't matter if you can see them near a hook about to be sabo'd or not the problem is that SWF groups exist and BHVR seems to have forgotten that again. They are going to break BOTH the nearest hooks and take a wiggle out perk so that you are forced to slug.
This puts them in the power role as they ALWAYS know how you are going to play, because it's the only thing you can do at that point. Which is not fun for the killer as they have just had most of their gameplay options taken away entirely, can't earn as much blood points in the highest scoring thing they can do, and now are growing frustrated as a gen or two pop and they still have 0 hooks.
Let me be clear, a sabo save is fine, if it required coordination and could be pulled off maybe once a game; given how fast gens can go, it would be fine. When it's an endless, unbreaking cycle, is where you have a problem.
It's just going to promote SWF bullying even more; and now they can take for the people AND no mither and just constantly get each other up with no real penalty because they have no mither to also get up if the killer slugs.
I dunno, I really think that sabo change was not thought through at all, it worries me for the future of the game that they didn't see or predict any of this, it's so clear to see.
No mither and FTP would not work together.
This post is about Hangman's Trick and its aura reading ability on every hook in the map with a radius of 16m for each one, saboteur needs a change imo but so does this perk.
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@AAAAA said:
Everyone is saying Hangman's Trick is meant to counter sabotaging, but if speed isn't changed from the PTB, it's pointless. 2.5 seconds isn't enough time for any killer to respond unless the hook was already within sight range, in which case the notification is pointless. Saving is much stronger and much more accessible now; the only way for the notification to be any good would be if it also dramatically reduced sabotaging speed. Like, doubles/triples/quadruples it. But the devs seem to be moving away from killers being able to make things take longer for survivors, so I think this is a good alternative.
Kinda like thrill of the hunt?
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Huge nerf to a perk that's already moderately unreliable at best.
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Its overpowered and should be changed to where its not by not applying it to every hook on the map but instead apply to closer hooks where it would actually be useful.
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Nice B8
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1109827#Comment_1109827
Any hook? And what's the range?
@Mew said:
what does it do? i cant find what it does anywhere
Any hook will act as a 16m radar, map wide.
I don't think its balanced and I hope its set to apply on any hooks in a 50m range so its still the same but has a smaller range to possibly supplement bbq which has the 40m limit.
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Quinten when?
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@PatchNoir said:
in pallets he should drag the survivor to the pallet, destroy it with the survivor body and get stunned, so the survivor can get a distance but not too much cause he lost it being dragged to the pallet, also the killer earns a pallet, so its balanced.
This certainly would be more balanced than pulling a survivor across the pallet.
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If the chain goes through objects, like the environment then they break faster.
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I would counter his tombstone choice by rushing generators. If he is able to do that, you need to escape asap to avoid feeding him.
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@Rezblaze said:
https://forum.deadbydaylight.com/en/discussion/comment/1106935#Comment_1106935
"Want to make a mechanic fair? Use a perk slot!"
Hmm, where do I recall seeing this argument before?
I'll be honest, I should have deleted that comment as I was irritated when making it. I do think that the sabotage time is short, however it also works in well with the hook respawn timer for sabotage actions. Perhaps changing it to where a killer can still do the animation (basically forcing the survivor off of the sabotage action) and the timer is increased to 3s or whatever would make it fair for both.
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Just equip stbfl and stop whining, just like every killer telling survivors to equip unbreakable to counter slugging.
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@Flarefire_Xx said:
https://forum.deadbydaylight.com/en/discussion/comment/1106685#Comment_1106685
It’s fair so it’s on par with all the killers
Killer Addon's and Survivor item addon's are so different lmao. Even the bloodwebs are different. All this will do is just cost survivors more bloodpoints. They didn't nerf toolboxes with this, they screwed items in general.
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Bug report.
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People are still whining that it’s toxic while ignoring the positive aspects of it for the killer.
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Please whine a bit more.
there are a few outcomes, they sabotage the hook the moment you get there and they wiggle free. Too bad, just get another person downed. The cool down for the perk being used is 60 seconds, the hook respawns in 30. You can’t hook if a survivor is sabotaging it so hit them, use mad grit. I don’t see the negative here, ultimately you are just will be outplayed compared to completely denied of your objective which is what the old sabotage did.
Even then, if they use toolboxes that will be risky considering they should use those instead for gens. Either way you are hurting their progress towards a victory.
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It’s an unnecessary buff for a killer that already had one.
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the chain degrades over time, moving yourself between obstacles will reduce the effort you need to put in to get unchained. Perhaps try that instead of attempting to struggle because most of the time he has enough time to land a hit if you are simply struggling.
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Perhaps play the ptb before immediately crying on the forums, that way you have a better idea of what the toolbox change is as well as how the breakable walls at least in the beta test have been implemented.
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I'd like to see what they have in mind on the new map. Specifically how it plays around when looping before making any hasty complaints. Unfortunately, a lot of people on the forums are panicking without even testing it out when the ptb releases.
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I don't think its really anything other than matchmaking. Changes were made that I may not agree with but I have given the ones that were big a chance and I'm waiting to see what happens with the ptb. Personally, since I mostly solo que, most people just bottle up a lot game after game and decide to take it out ingame through bm'ing or on the forums (steam or website). Obviously that isn't healthy but I've had multiple games tonight that were fun and engaging with almost no toxic actions at all. Perhaps it was because I was running no mither without dead hard. No idea but I think its just something to keep in mind that this is a game :)
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@Feyd said:
I loved Puppers suggestion: start fully healed, only become broken the first time you pick yourself up. That way you don't advertise you're an easier target right from the onset and might actually get to use the perk for some kind of benefit at some point.
I just don't like the fact that right now I advertise that I'm using the perk from the instant the game starts. This idea I like it
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@Frankie said:
https://forum.deadbydaylight.com/en/discussion/130797/no-mither
Okay, sure. Make it so the killer doesn't know. Right after you take away being able to get up over and over again.
It's called a trade off.
At least apply the effect 30 seconds in instead of instantly, I think I misstated when I said hide it from the killer. What I just imagine is it isn't instantly visible at 00:01 of the match timer.
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Please no, its the equivalent of disarming which isn't sabotaging.
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Just shows how much of a baby you are if a totem cleanse is going to upset you that much. Can't imagine how upset you'd be when survivors are doing the actual objective instead of the shiny object that's crackling in the corner.
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41
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@PapiQuentin_ said:
The funny thing is that killers whine about slug perks 😂
LOL
Unbelievable when killers whine about "crutch perks" like unbreakable and then tell survivors to use it.
I'll only run Unbreakable if its a consistent bunch of games that the killer is slugging to let everyone bleeding out, if not I'll experiment with vault builds and other memes. But then when the killer complains because someone used unbreakable because they were slugging is so mind numbing. My favorite part is when Killers complain in the end lobby chat and call people braindead for using "scummy second chance perk like unbreakable" it makes me laugh so much.
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Gonna start "toxic looping" and gen rushing cause that's my point as a survivor. Thanks for clarifying all of this <3
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@Mikeasaurus said:
https://forum.deadbydaylight.com/en/discussion/comment/1100535#Comment_1100535
Same here. If I see a key, I'm just assuming they're doing the challenge. I did it for a ton of No Mither survivors too. I know how damn hard some of these challenges can be so I'd rather be that nice idiot that let's them finish them.
You are a hero and I love you
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1st time: 5 mins
2nd time: 5 mins
3rd time: 15 mins
So on so forth. I think they are fine, if I end up getting upset over a video game then I can take a break and chill and for the rare time I have done that since the dc ban enabled, I came back refreshed and not upset.
So I think the punishments are working at least for me as that distracts me from the toxicity I encounter.
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Entitled Killer is surprised he wins when survivor team memes with non meta perks and boasts about his "merciless" victory against these memesters. Police report they are still on the loose. Will these toxic players who are not doing the objective or gen rushing be caught? We will never know.
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@ZtarShot said:
I wonder how many times the entire survivor community will be stereotyped by people like this.
Apparently every dang day.
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Really? I’ve seen it where the oni bam bams the survivor vaulting :/
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1095404#Comment_1095404
I see, fair enough. I don't expect it's something we'll ever get official confirmation of, so player experiences are all anyone has to go off for the time being.
Although naturally, I would discourage you from DCing in general, since it is against the rules and hurts other players 🙂
I’ve only dc’ed once per day with two on the first day it was introduced. The times I did dc I had things to do and when I came back for the rest of the time I was on I didn’t dc :) What I just described was my experience having had to dc once or twice over a period of roughly 4 days. Hopefully it helps people have a rough idea of how the bans work which was an unintentional side effect of what I did.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1094635#Comment_1094635
How do we know that?
Well I did dc twice and came back the very next day to see which resulted in an additional 15 minute ban. The day after that about 25 hours I played again without dc and the next day when I dc’ed I got a 5 minute ban. It may be incorrect but that’s just what I’m observing
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@Dokta_Carter said:
Its nice when im looking around a gen i see almost finished by the hook look around it a few seconds see nothing
"Camper"
They have a pretty lose definition of camper lol, I won't go for the save if the killer is nearby and personally only call it camping when the person is right in front of the hook waiting. Not sure what those people were on lol.
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@McLightning said:
https://forum.deadbydaylight.com/en/discussion/comment/1094625#Comment_1094625
It's not toxic. It's a tactic the devs have given killers. You bleed out, so it's not taking the game hostage.
It can annoy you, you can not like it, you can not find it fun; but it's a legitimate play style within the game, and it's not against the rules. Therefore, not toxic. That's really all there is to say. The real toxicity comes from the people who are all "I don't like this thing, so it's toxic". That's not how it works.
That's like saying pallet loops are toxic. Spoiler: They aren't. And neither is slugging. Even if you just let them bleed out.
I mean after reading, I don't really disagree. I just think it would be time better spent by the killer and survivor by the killer effectively ending the game instead of the bleeding out unless they are hiding.
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@X_Scott said:
I don't understand. Are the DCs cumulative – like forever? Or does it reset or falloff over time?
24 hour period since your last DC, after 24 hours since your last DC it goes down a tier and that repeats until you either DC again or hit 0 on the penalty bar.