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theArashi

theArashi

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theArashi
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  • @Warlock_2020 said:

    Ummm..there is nothing in the wording of DS that says it won't work if you get them from a trap or locker. Why would they not be able to? In fact, I think it makes even more sense that a prepared survivor in a locker stabs the killer. Or one sitting at a trap hides a sharp object. Makes total sense.

    If survivor gets trapped he still can be under influence of BT. So he flaps on the ground... then at the end of the animation gets back up and gets slapped again because armor works through the trap.

  • These two obviously can't be counted as healing. Doc and Legion are already OP killers.

  • I think some of them actually are infinites as chase gets interrupted for too long so window never get blocked but that's rarity.

    Most giant loops should be either removed/blocked or modified to have a counterplay...


  • @KillermainBTWm8 said:

    You shouldn't listen to rumors.

    I shouldn't trust a rumer that got confirmed in 5 replies?

    Looking at history of dbd ptb killer testing they usually get nerfed right before release. I guess they didn't do it with ghostface because he would be even more laughable then he is now.

    I don't get their reasoning. They claim that they want to balance the game but they care about stats from ptb with much much smaller sample with rank splits removed.

  • @Johnny_XMan said:

    Wasn’t this already posted and answered in a different thread?

    I couldn't find it using search option. I have seen no official patchnotes.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/682222#Comment_682222

    We'd still like to do more. The issue is that usually, there isn't as much to talk about. We tend to announce stuff in news posts these days, so the only time we have reason to stream is for A: Q&As, and B: New content reveals.

    When we used to do them weekly, we would end up answering the same questions and talking about the same stuff, so a lot of people just wouldn't bother watching. Then when it came time to actually announce something, loads of people would miss it because they didn't expect anything new to be announced.

    Something I'd maybe like to try (don't hold me to this, just spitballing) is having dev streams- like the ones we have now- and then more casual community focused streams (i.e. no news or anything, maybe some gameplay, you just watch if you want to hang out and talk to us). Again, this isn't planned at the moment, but if that's something you guys would be interested in, we could try to see what we can do.

    I have a feeling that people stopped watching streams because questions selected always skipped important issues that are on mind of many players (and if they did we got "We are looking into it") or we got lore question from page 9.

    I'd love to see the stream when they address what they plan to do to nurse.

    Some ideas what to expect, and get our feedback on it.

    What should we expect to deal with current issues and not PR answer: "It's always a priority and we are putting great effort to deal with a problem" because it's so generic it can literally answer all questions. Maybe map creator can show some new tiles drafts, how loops balancing is going.

  • @Fab said:

    I miss them too, but they’re probably using that time to make the game better, instead of telling us about the game.

    HAH. Good one.

  • Against good survivors ruin is either gone very early or just ignored completely and gens pop at normal speeds.

    Against mediocre survivors it adds FEW MINUTES TO THE GAME while killer can enjoy slowing playing with survivors and both sides have fun. Killer isn't pressured on time, doesn't have to end all chases quickly and can be generous by letting people go.

    Against bad survivors ruin is a giant roadblock.

    Is it a crutch? Maybe. Is it needed? Probably not? Will games end in 5 minutes even with it on against good survivors? Absolutely.

    I have played countless games against survivors that just finished gens in 4 minutes and then jugged person on the hook with BT and insta heals to get enough points to not derank. Everyone should know that it is a busted system.

  • Contest is cool.

    The chapter... 2 more survivor skins, some niche perks for them and heavily nerfed killer on launch.

    Excluding spirit, most new killers were underwhelming to say the least because devs are trigger happy.

  • Just remove the cooldown.

  • @Gcarrara said:

    I really like this idea. 🙂

    You like the idea of giving the killer which has to focus the entire match random skillcheck to hit?

    Same killer that is heavily pressured on time against survivors capable of logical thinking should spend time on skillchecks now?

  • As Peanits said. You failed at gens and finding the hatch first. Now you have to open the gate .

    If you aren't fond of it: RUN WAKE UP THAT BOOSTS THAT SPEED.

    It is still possible to escape but some killers are stronger in that case. If killer has remember me and you are the obsession you lost.

  • @Kilmeran said:

    https://forum.deadbydaylight.com/en/discussion/comment/678128#Comment_678128

    @DBDbuildsYT Sorry, but the problem here isn't Tru3's skill. He has plenty of games where he absolutely demolishes the survivors, or where the games go back and forth for a good 15+ minutes.

    The issue here is the games where he does make mistakes or just isn't really playing like he normally does. Then he complains about genrush this and that, survivor being the power-role this and that, or whatever excuses he wants to make instead of just saying: "Well, that could have gone better," and moving on.

    Which is fine. Except when he does that, then people bring it here to the forums like it's suddenly the Word of God, and threads like this happen . . . over and over again within a few days.

    Tru3's issue is that whenever he has games that go south, it's always genrush and survivor being the power-role. But when he's on top as a killer, he's all peachy. He's a sore loser, and I stopped giving him my viewing time because of it. Same with several other of the larger DbD streamers.

    I definetely agree. He is a hypocrite and complains too much but I see that he also(I hope) notices that when he wins, it's survivors that mess up. In the linked game there is no way for any killer other then nurse to have a chance and that's a problem.

  • @terumisan said:

    https://forum.deadbydaylight.com/en/discussion/comment/678649#Comment_678649

    How do ranks don't mean much when there is a clear skill gap between high rank players and low rank players

    That's simple.

    New player starts up at rank 20 and slowly climbs to higher ranks and let's say reaches rank 12-15 in a month.

    Player with 3k hours that easily got to rank 1 right after rank reset is at rank 12.


    By my own example, I am rank 1 player in both sides but I no longer get much enjoyment out of the game if I play it longer so I just go for few games at a time... and I'm rank 15. Meaning according to the game I'm equal to the player that basically just started playing.

    That is why rank doesn't matter. That and I also faced pre-mades bully parties on rank 15 before so no, rank doesn't matter for the most part.

  • @DBDbuildsYT said:

    I see some world champions making fun of Tru3, like they could do better.

    And like I did in the last 8 months I challenge you, oh forum champions, show us you doing consistently better at the same ranks.

    And as usual nobody will show anything

    One thing: Ranks don't really mean much.

    Bunch of people that play once a week with their friends hover around rank 10 which doesn't mean anything. They still have their 1k hours to learn the game and they have all the perks and they will smash the game if they really want to.

    Ranks don't only mean that you are better at the game, it just says that you spent a lot of time since last rank reset on it.


    Still, game is busted when it comes to it's lenght when survivors just want to end it quickly.

    If killer could get a concede button once gates are powered he could depip all of those gen rushers... but what's the point? It won't be fun for either side but HEY it isn't a problem because statistics say otherwise.

  • @plentity said:

    does he play the game for a living? like how does that twittch streaming wokr?

    He streams himself playing games and people pay him money for it.


  • @Bravo0413 said:

    It's just not the right way to do something about the objective.... holding the button for over min isn't fun at all, if something happens to the objective/gens it needs to be an addition to the objective...

    So +20 s to the gen and +30s to each of the hook states.

  • I think gen repair times should be altered if devs aren't willing to add anything to the base objective.

    Doing gens is not fun.

    Fixing 2 gens and opening the gate is the most boring ######### ever but it still is doing an objective.

  • So you can get slightly longer lunge as his power without control...

    Great, imagine how easy it is to dodge billy's chainsaw from 5 meters away by simple 360 and I have a feeling it will be worse in here.

  • What kills me are loops so ridiculously safe.

    You can almost always see the killer and hugging snow piles makes me stuck too often.. :(

  • It is humanoid... I mean, in one of the skins wraith has a freaking hole in his chest.

    Also we have two killers that crouch. If that thing can "crawl" it will play just like them with exception of slightly different animation from 3rd person view.

  • I recently went against the guy with a name of sorts: "Hex:RuinMyXXX" which actually ragequitted when I quickly downed with my ruin-less huntress :D


    Made me laugh tho :)

  • I just go for totems.

    Now if you spend 14 seconds on breaking single totem you get way more buck for your time compared to rushing that gen.

    If you go against the nurse try to get unpredictable as soon as you get out of her LOS but that comes with experience.

    If you get tunnelled by the killer just increase the chase as long as you can to help your team,.

  • This game could use some gameplay changes. Anything would be good as it does get stale with time but maybe because I know it too much.


    Also some flat out increase of game lenghts so that no side can crush the other too quickly which is easy for survivors getting destroyed. Just increase jump off hook chance if all survivors are downed or hooked.

    I wouldn't be surprised if it is in the game at the moment.

  • You reaaaaallly need to stop paying attention to bullshit.

    Just brush it off as salt and move on. Creating the thread for it for some confirmation bias boost ain't gonna cut it.

  • I think even if we do get anything for rank 1 it will be something negligable like some more shards or BPS.

    They wouldn't do anything else as it requires some work.

  • You decrease you TR in chase while all survivor hears is PRETTY ######### LOUD CHASE MUSIC.

    When in chase with a ghostface in stalk mode it doesn't matter if he has TR or not as it makes no difference.

    What gets people is the moment when chase ends and you don't know where he is due to no red stain or TR.

  • Franklin's Demise makes you drop the item so it essentially is making you hit the button for dropping it mid-chase.

    You no longer have it, someone else can pick it up and leave the trial with it. That would duplicate it.

    People back in the day used to DC on death hook to make the item stay behind while they still kept it(because of DC things) which duplicated items.

  • @Peanits said:

    The second half is already the case (not as extreme, though). There's a 10% penalty for each survivor on a generator.

    Adding a penalty for working on separate generators as well is a bit too much, though. At that point, you're punishing the survivors for doing the only thing left to do while rewarding the killer for failing. The way this is proposed actually rewards the killer for doing worse.

    To explain: Your job as the killer is to keep as much pressure on the survivors as possible (i.e. to force them off of generators). If four people are on a generator, you're doing poorly. That means you aren't chasing a single person. If you have one on the hook and you're chasing a second, that means one survivor needs to go for the save, leaving only one guy to do generators.

    This would suggest that if I'm doing terribly- I have nobody on the hook, I'm not chasing anyone- then all survivors repair generators 40% slower.

    It's not exactly ideal. I don't think the killer should be rewarded for failing.

    Have you considered ScottJund idea for extending the game?

    Adding 20 s to the gen fixing and 1m to hook time would extend the game with next to no cost for either side.

  • Isn't that EXACT point of the perk? Hiding heartbeat is what this perk does.

    It is actually designed for camping as it is hard to use for anything else.


    Maybe changing it to instead trigger when you stand still in chase or something?

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/629183#Comment_629183

    I'll have to meet this group that is insanely coordinated, yet simultaneously incapable of finding a totem or bringing a single map or Small Game. They sound like an interesting bunch.

    I don't see them even looking for the totem to be honest.

    When I play survivor I usually just hit great skillchecks anyway so it doesn't affect me but survivors rushing gens as fast as possible is just sad sometimes.

    4-5 minutes in - gates are powered and everyone depips and ends with maybe 10k points.

  • They should make it so totems do spawn near the map edges on maps other then swamp.

    There is nothing ther are the moment but few rocks and walls.

  • So you equip that and BT and you get old BT?

  • I love that killers wanting to sometimes dodge SWF groups is a bad thing but balancing the game for swf is a no-no...

    There has to be middle ground, not that it matters as most game have at least 2 survivors in a group.

  • Yes.

    Normally you also get death threats and best wishes on your profile.

    Devs don't try to do anything to toxicity so it's normal.

  • Roll the clip with devs answering the question of Marth (same as this one) a while ago:

    https://www.youtube.com/watch?v=-KQ1z4poJyE


  • @Theluckyboi said:

    https://forum.deadbydaylight.com/en/discussion/comment/623154#Comment_623154

    "killers weak"

    "survivors OP"

    The fact that your post has this amount of support really brings light to the fact that the forums are extremely killer biased

    Let me tell you where and why your logic is flawed

    Killers have 4 perks against survivors 16

    The classic "argument" that has been repeated over and over again

    You are not taking into account those 16 perks are all distributed between 4 survivors, perks that most of the time wont directly affect you as killer and will only give an small defensive advantage or will only reveal the aura of their teammates

    Killer perks are if anything, not strong enough considering the disadvantage a killer is at.

    https://dennisreep.nl/dbd/perks/killer/

    Judge by yourself, how many of the perks listed here can actually be considered weak or not worth using on any killer? Almost every perk helps you ends chases faster or make tracking survivors easier, saying that killer perks are weak is downright stupid.

    Most useful killer perks have poor-synergy together or form off-builds which are sub-optimal.

    all of which not only synergise and can be equipped to all four perk slots without clashing, but each one in-use decreases significantly the chance that another will have to be used

    Literally, what the hell? Killers have way more perk variety with better synergies than those of the survivors

    Montos videos are a prime example of this, just how many survivor builds has he done in the past 6 months? Only like 4 or 3, on the other hand he makes killer builds every day, because killer perks synergize way better than those of the survivors.

    Please name at least 5 synergies of survivor perks, i am waiting.

    We are reaching victim levels here

    Survivors meanwhile have recieved an average of two new 2nd-chance perks every year

    They get nerfed the week after they have been released, so...

    They each get two chances to be hooked before it's fatal

    Well, thanks for naming one of the game mechanics. I dont know what point you are trying to prove here

    They can heal an unlimited number of times working together or act independently if they run Self-Care

    Which makes them waste time, time you can use chasing other survivors and downing them, its up to you how you use it.

    After this, you just make a rant about survivor perks you dont like.

    If the killer is able to slug them instead and they can't get healed, they can self-revive with Unbreakable after a long chase where MoM or Dead Hard gave them a way to ignore a hit. 

    I am starting to think that the people that upvoted you post didnt actually read it, have your forgotten that MoM got nerfed to the ground in the GF update?

    If you are basing it on Monto's vids they you are ignorant yourself.

    He himself mentioned many times that these builds usually need few games to even show a decent game.

    You want to know why you don't see many survivor perk builds? BECAUSE THERE ARE EVERYWHERE!!!.

    Most streamers play survivor, not many will play for example doctor with ######### build on crap map against good survivor because they will get destroyed.


    On the other hand, survivors do indeed have perk synergies.

    Many perks affect survivors when they are close by which increases repair speed a lot, Adrenaline synergizes with other end game perks like hope.

    You have Q&Q, head on combo, Lither with Dance with me, Urban Evasion with the pebble.

    Just going off the top of my head. Most of survivor builds everyone can try as you don't really need any perks for survivor.

  • Billy gets looped which renders his power useless. That of course depends on the map but huge majority of maps have way too many safe loops and they make his power useless.

  • @Peanits

    I guess people just want more wacky skins for killers and survivors are this point.

    I assume everyone stopped seeing any "horror" in it after few hours of play.

  • Why?

    I like me my red moris.

  • It may be... but only if it's announced.

    There is a system like that in dark souls as far as I remember. If you get caught cheating or similar you will only get matched with other players cheating.


    In here it could be applied to for example people reported harassment in the chat or caught breaking other rules.

  • I'd rather see vote down option that will make them more likely to play against similarly downvoted players.

    If they can't behave, they should have fun playing with other toxic players.

  • I think ScottJund said it the best:

    "It's a picture of claudette hiding in the thicket, but you can't ######### see it".

  • Corn is crap, It's fine with some of it being around but entire map is #########.

    Also, reeds and bamboo need some toning down. Reeds completely block vision... and map has exact same amount of pallets as every other map.

  • @ritsuno said:

    Just make the ping system from apex. Highlight gens, or totems or killer. Just make it flash a few time and make a noise maybe.

    Or ya know... the thing death garden has...

    That would work really well.

    Yea, Just like that.

    No highlighting anything, just messages.

    That would do the trick.

  • @[Deleted User] said:

    they're adding voice chat. don't worry.

    Cool.

    Can't wait to listen to people talking in Russian French and Swedish to me.

    I don't give a crap about voice chat as it simple doesn't work in regions where many nationalities play with each other.

  • @brokedownpalace said:

    https://forum.deadbydaylight.com/en/discussion/comment/616787#Comment_616787

    I think they should disable DS if a survivor moves at all during the trial.

    Come on with all these unnecessary restrictions some of you want to put on this perk. People basically want to add so many conditions that it'll become unusable 90% of the time.

    I'd rather see this perk work against tunnelling killers.

    At the moment when survivor gets unhooked most of the time that survivor will run to any other hook to cheaply save someone else from the hook for safe points.

    He then can't get picked up for 60 seconds due to DS still being active. It isn't tunnelling, it's chasing the idiot that farms his teammate.

  • You just gotta love them traps sitting at the middle of the tight corridor that survivors can't somehow slip around and you as a killer can't.

    Just brilliant.

  • Kindred is a bit too much really.

    SWF knows that someone is going for the save. They don't know each others exact location.

    That would be too much information. Maybe some kind of ping system would work so survivors can share simple messages between each other like: "I'm getting chased" or "I'm going for the save"?

    Wouldn't that pretty much remove the gap between SWF and soloes?

  • OR:

    Do nothing and wing it.

    It worked so far.

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