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thefallenloser

thefallenloser

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thefallenloser
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  • @malloymk said:

    https://forum.deadbydaylight.com/en/discussion/comment/1997360#Comment_1997360

    One: no offense, but again I don't believe you. It's never happened one time for me, so why would I be the special one where individual map offerings work 100% of time?

    Two: let's go on the assumption that I'm just unlucky and you're right. It's still noy considerable odds that the map offerings don't work. If I go to the doctor and he says "you have cancer but don't worry, you have considerable odds to beat it. Yes, less than 1 percent." Well, I think I'd strongly disagree with his definition of considerable.

    Again, if 1 player plays Macmillan and one plays the meat plant, yes one of those will not go through. But if one player plays one map offering it will certainly always go through. Without exception.

    I'm talking about the odds to get the map are considerable... per the actual offering description...

    You don't have to believe me, I don't really care what you believe, but I have no reason to lie about it. Just because you haven't personally experienced it doesn't make it untrue.

  • @Laffle said:

    https://forum.deadbydaylight.com/en/discussion/comment/1997360#Comment_1997360

    You're mistaken. In the code, the current map offerings are guaranteed to send you to that map(unless there's multiple offerings.) I remember reading somewhere that the chance is set to 999%.

    The map offerings we had in the past had partial chances (10% for commons and 50% for uncommons I think), but none of them spawn in the bloodweb anymore.

    The only reason a map offering wouldn't work right now is if the map is disabled by the devs.

    No, the modifier is set to "9999," though the source isn't official. It is definitely possible and happened to me within the past two weeks. No, it wasn't the bugged maps that were disabled, it was a Badham offering.

  • @malloymk said:

    https://forum.deadbydaylight.com/en/discussion/comment/1997284#Comment_1997284

    Outside of multiple different map offerings being played, I have always gone to the map that has been played. Always. 100% of the time. Zero exceptions. At this point certainly hundreds if not into the 1000s of games where a map offering has been played.

    So I'm going to guess you're mistaken.

    I'm not. The offering itself says considerable. I have had multiple personal experiences and made multiple observations of the realm offering not taking effect when played alone. Just because it is unlikely does not make it impossible. :|

  • LMAOOOOOOOOOOO????????????

    NO?????????????

    I cannot fathom how anyone has a problem going against Jungkook currently. He needs massive buffs.

  • @ChantyBoi said:

    Map offerings in my opinion are overall unhealthy for the game. Generally they are used for one of two reasons. One the person is a killer trying to do a meme build that works best on a certain map (Jumpscare Myers on Lery's/Hawkins for example) Or they are blatantly attempting to give themselves and advantage. I see this tactic used massively more by survivors than killers as killers don't have that many maps that heavily favor them whereas survivors have several.

    Overall I can see 4 solutions.

    1.) Remove map offerings entirely. This is a fairly drastic one but not something I'd be opposed to if nothing else could be enacted.

    2.) Limit map offerings to only be usable by killers. For the reasons I stated above offerings tend to benefit killers less than survivors. This is something that could work but not necessarily something I'd entirely abide.

    3.) Revert map offerings to how they used to be where it only added about a 10% additional chance of that map instead of it being guaranteed. This would keep offerings in but would add a risk of them not working making it so you couldn't just slap one down for an immediate massive advantage.

    4.) This is the suggestion I think would be best. A combination of solution 2 and 3. Make it so survivors only have the non guaranteed offerings. But killers have the guaranteed ones. This would allow survivors to still toss an input without the immediate massive advantage, and allow killers to still be able to do fun stuff like jumpscare myers. Naturally this would be subject to change but in the current state of the game the ratio of maps that benefit survivors vs. the amount that benefit killers is so colossally skewed that I think this would be a very fair option.

    Map offerings aren't guaranteed and never have been. You can burn an offering and not be sent to the map, though it is unlikely. The odds are considerable.

  • Thank you for this post. You are surely well read on the matter and said everything that I was thinking.

    A point I want to follow up on-- isolation. Yes, everything is very isolated, but this problem is exacerbated on consoles, where the display method is usually much larger, requiring players to actively turn their heads to view the relevant information.

    As for the items, while they can be game changing, they are not essential, and a large amount of players do not use items every game. As a result, this UI would leave a gaping hole at the bottom left part of the screen, where the majority of the UI used to be... which seems almost counterproductive.

    Another thing I want to bring attention to-- the UI isn't even consistent. While having a way to identify each survivor is great, it fails to account for multiple players using the same survivor and also does not follow the design motif of 2D UI elements. Why aren't the survivor icons 2D and specific to each player's cosmetic?

    At the very least, BHVR could give players the option to adjust the individual UI options.

  • @NoOneKnowsNova said:

    https://forum.deadbydaylight.com/en/discussion/comment/1930678#Comment_1930678

    Seems like a waste of time just for that, I know it's better to get your feedback out their but he could've atleast explained why he dislikes it while also listing things he does like, there are better manners than just saying "I hate it."

    literally everyone and my own literal mother has said the UI is bad and listed the reasons why

  • @NoOneKnowsNova said:

    Did you really make an account just for this...?

    it was worth it

  • @AnnoyedAtTheGame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1912446#Comment_1912446

    Can you please tell me how a level 15 killer not rank 15, level 15 with 4 basic perks is suppose to gen pressure survivors with 3,000 hours gameplay and all perks?

    Gen rushing is getting beyond a joke.

    You literally just admitted in this comment that the problem with the game is your skill and not gen speeds. :/

    Just git gud.

  • @Kurisataru said:

    Hello BHVR, I hope one of you sees this and spreads the word. Unfortuantely there are too many cheaters and Script kiddies in DBD nowadays and I've seen and read the kind of stuff they have. I think there should be an option when survivors join the lobby to not see who the killer is, but to know if they are PC or Console player. I also believe that you should make Windows Store players not have the same icon as Console players because some of these cheaters use the windows game to cheat so their steam account won't face the consequences.

    I want to be able to lobby dodge PC players if possible because there are too many cheats and ways to modify the pc game out there that can be invisible on the cheater's screen but effective in game to the point where someone could be streaming the game and their audience won't even know they're cheating. I don't want to list stuff down (cough, besides stretched res, which everyone knows about and yet still enables for some reason) for an example for fear of people getting inspired to find the stuff but. Since there may not be a way to stop this stuff from happening to us for a while, I would just like the option to lobby dodge PC killers if I'm playing survivor. I already can dodge PC surviors on both sides if I wanted to.

    Just turn off crossplay smart guy.

  • Why do people feel the need to make this thread literally every other day?

  • @TrevorLahey93 said:

    Man swf survivor mains truly are the most vile toxic people ive ever seen in a gaming community. Absolutely disgusting.

    God forbid survivors using a perk as intended while having fun.

    Just git gud.

  • Huntress' add-ons are more problematic, and the devs confirmed that they'll be getting changed.

    Myers just needs an additional common add-on and he'll be fine, though a rework would be appreciated, which would include an add-on rework as well.

  • @Saltjar34 said:

    Weirdly enough, that map RNG is what made WoO and Zanshin Tactics worth using in high ranks. Otherwise experienced players will just memorize where pallets and windows are.

    That's good. Zanshin and Windows are basically useless outside of indoor maps and with the suggestion that indoor maps will become more open, those would be perks that would be only useful to new players.

  • @Wirius said:

    I'm going to disagree here. This is a horror game. One aspect of horror is facing the unknown. The adrenaline of having to make snap decisions, or guesses that sometimes don't pay off adds to the enjoyment and replay of the game. If the games had no RNG to them, then you could get a team of people together and create the optimal plan. At that point it becomes a team strategy game and not a horror game.

    It is a strategy game, with horror elements.

  • Leaving out the /s is a dangerous move on the DBD forums.

  • @AhoyWolf said:

    I'm not really sure if it would be great / op or still meh, what do you think?

    It would be good. Not too niche to where an entire build has to be dedicated to it, but not Decisive Strike/Object of Obsession levels of powerful. Maybe For the People tier. A strong, good perk.

  • @Trashmaster said:

    Color blind settings are generally abused in games, and this one wouldn't be an exception. There probably won't ever be colourblind mode in dbd

    No... they aren't. They are regularly shown to give no real advantage and just make things easier to see. That's the point of it...

  • @thesuicidefox said:

    • Infected generators regress at double speed when damaged. This stacks with Ruin.
    • Dropped pallets that are infected will rot away after 60 seconds.
    • Increase movement speed while holding Vile Purge to normal movement speed of 4.6 m/s.

    These are ludicrously overpowered and doesn't even address Plague's actual weaknesses. Yikes.

    I don't even think Plague is that bad. She's probably just a fairly unpopular killer from a fun standpoint for many which is why she isn't used. I think the additional Corrupt Pool in the beginning was a good enough change for now.

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/1823288#Comment_1823288

    Deathslinger and huntress aren't very compareable though

    Deathslingers gun is pretty much a fully charged huntress hatched with 0 wind up.

    “Deathslinger and Huntress aren’t comparable because I literally compare the two in my next sentence.”

  • @Cookie24 said:

    How about:

    Solo Job

    Want the Job done correctly? Do it yourself.

    When 2 or more survivors are repairing a generator for 7/5/4 seconds, one of the survivors are chosen at random and the rest are kicked off of the generator and cannot continue to repair that particular generator for 120 seconds.

    The solo survivor will experience considerably more skill checks, and their repair speed is decreased by 3%. If the solo survivor stops repairing the generator at any point, it becomes blocked for all survivors for 55/63/78 seconds.

    Solo Job has a cool down of 40 seconds.

    Swf groups will very often gen rush in groups while one survivor is distracting the killer, this perk would considerably slow down the rate of gen rushing in groups, and random survivors will most likely not rely on each other to get gens done most of the time.

    Good? Or nah?

    No... SWF groups intentionally split up, and this perk is broken OP. The blocked time is literally longer than the cooldown...

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1813788#Comment_1813788

    I didn’t explicitly state an unhook is done immediately upon hooking. I simply mean the actual action itself.

    What you described is required by a team mate whether someone else is hooked or slugged, except there’s the potential assisting a slug could take longer depending on their recovery progress.

    Then the same argument can be made for the other side. "Hooking is done in an instant." Do you see the problem with that argument now? Both actions take about the same amount of time, so painting it as one sided makes no sense.

  • @Lyonic said:

    https://forum.deadbydaylight.com/en/discussion/comment/1813797#Comment_1813797

    I have found that Orzdarva is a Survivor shill - He said the other day about how Mori's needed a nerf. Sure if you are a big time streamer with thousands of hours in the game. He has lost touch with new players and is just focusing on abusing and min/maxing. New killers needed Mori to stand a chance or to even the odds against redrank SWF. If I see someone with a key - I brought a mori. A group of flashlights? Mori. 4 toolboxes? you guessed it MORI. Now I have nothing.

    Otz is a killer main...

    He has thousands more hours than you, and has the skill to defeat survivors without using Moris as a crutch. "Survivor shill" right buddy.

  • I don't think anyone would unironically vote for number 2...

  • " It takes 15ish seconds to carry someone to a hook, and an unhook is done in an instant."

    This argument makes literally no sense because it assumes that the person is standing directly next to the hook as soon as you hook them, when in reality, it actually takes longer on average for survivors to unhook considering the fact that the time doing nothing but running over to the hook (especially when there are no comms or Kindred) far greater than the time taken for killers to hook.

    I wish people on the forums would stop pretending like they know what they're talking about only to immediately shove in an extremely hyperbolic argument and expect to be taken seriously.

  • Imagine I say Call of Duty is only for higher level players because I'm bad at the game. No, it's MY FAULT that I'm bad at the game. I get practice until I'm better. I used to be bad at DBD.

    So, git gud.

  • Incomplete, bugged, and bad unless you play them in the most boring way possible.

  • I like this direction, though I do have some of my own ideas and criticisms.

    • Bear Traps being white instead of red is definitely the way to go for sure, easier to see and tell apart from generators, and more consistent with other killer powers.
    • I would personally remove the carrying add-ons and also give Trapper an add-on pass.
    • I think even spawning the Traps closer to the center of the map is a bit inefficient, as many times survivors will be in other areas. A better option in my opinion that could fit both the aggressive Trapper that uses his power in-chase and the strategic Trapper would be to instead allow him to grab traps from lockers, similarly to Huntress. He should also start with two traps this way.
    • I think 10 seconds is a tiny bit too long by default, though I do agree that teammates helping should give a benefit.

    Here's how I'd do it:

    1. Punish survivors for stepping in traps while injured.
    2. Survivors should have some sort of benefit for helping teammates escape.
    3. Decrease setting time, increase disarm time.
    4. Traps shouldn't be seen on maps.

    --

    • Trapper starts with two traps and can carry two at a time
    • trapped survivors must complete a series of three successive skill checks with increasing difficulty (taking 5 seconds) or will automatically be released after 12 seconds
      • teammates can free others from traps in 3 seconds
    • injured survivors that step in bear traps will be afflicted with the Deep Wound status effect once freed
    • Trapped can grab traps from lockers, which will be highlighted yellow when he is carrying none
      • Trapper can pick up his two oldest unarmed traps from lockers
    • setting time decreased to 2 seconds
    • disarm time increased to 4 seconds
    • traps cannot be seen on maps

    What do you think?

  • I use perks that fit the character I'm playing. For example:

    Zarina // For the People, Dead Hard, Soul Guard, Unbreakable

    Meg // Sprint Burst, Fixated, Hope, Adrenaline

    Otherwise, I use what I think is fun, such as anything like unhooking based perks or anything that fills a niche like all exhaustion lol.

    I don't use DS.

  • Yes, but only if the other three survivors have been killed (or on second hook so people don't have to wait) so the killer is rewarded for performing well.

  • @SasukeKun said:

    i do not like that they changed mori's again, AGAIN. with all the survivor perks they should just make it so after they get unhooked once they can no longer be killed for the rest of the trial. Devs always just listen to complaining survivors who suck at the game.

    @Peanits ruining the killer experience with every patch. Man i was excited about that patch notes list until i saw that addition. Next they gonna take Mori's out completely cuz survivors dont wanna die in dead by daylight.

    I personally wanted different Mori's for the different killers

    While I don't agree with the way Moris were changed, this was laughable. Sorry you can't get a free win anymore lol.

  • @AChaoticKiller said:

    I would rather them just give us more tokens per gen that would be better than a cooldown imo that would be more balanced.

    no one likes cool downs, and if it's too long it wont feel like it's worth using. I would rather have 2 tokens per gen so i can use them both in a chase.

    I think tokens-per-hook would be much more fitting. Up to 12 tokens (technically 11 actual uses) and you can obtain them at a quicker pace than generator based tokens.

  • @Mandy said:

    Thank you for your well thought out and constructive feedback.

    Of course! I care about this game. :)

  • Do people not wear onsies where you live or?????

  • @NursesBootie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1709854#Comment_1709854

    That's with all eidolon items? Or the fortuna crapload of things? Or railjack missions?

    ...yes.

  • No... not really lol. Been playing since 2014 and you can’t buy power and you can get all frames and weapons pretty easily lol.

  • Yeah... gonna have to disagree with you there then... you can get pretty much everything for free.

  • I get a Blight literally every 3 games.

  • I wouldn’t even call Warframe a shooter, it’s more of just a third-person action game. There are guns, bows, launchers, and stuff like that but there’s also deep melee combat and powers. Pretty good, with a pretty cool story.

  • @NursesBootie said:

    Yeah this event seems like a huge cashgrab, nothing less or more. Games like Warframe, also a microtransaction play to win game, does so much more for their community.

    I’m... not sure if you’re trying to call Warframe pay to win or actually meant to spell it as “play to win,” which would be weird...

  • You’ve just got the timing a little wrong. You’ll want to hop out as soon as he’s dipping his head with the saw and slowing down. A very specific window but it is possible.

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/198926/how-to-nerf-ruin-undying-w-o-destroying-the-perk

    This is way too complicated for 1 perk. What should be done is to just rework the entire hex system to work this way, then rework perks like undying to do something else.

    Not really, no.

    I really hate it when people on the forums try to give excuses for lazier changes by saying something is too complicated for BHVR to do. It’s not really complicated at all.

    And making the Undying effect base in Hexes would he an odd choice considering that Hexes are already pretty powerful. Totem spawns should be updated instead. The point of Hexes is risk-reward so making Hexes last so long this way by default would defeat the purpose of their existence.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1682139#Comment_1682139

    For the purposes of balance a killer should have an opportunity to try and avoid a blind if they can move their camera, or move around.

    Right now, looking at a wall before doing a pick up doesn’t a avoid a blind. That’s not balanced. It makes flashlight saves guaranteed and foolproof, making them complete skill-less.

    It’s still possible to avoid it by looking at walls for sure, just at a proper angle.

  • Hold a flashlight up to the sides of your vision and you’ll still be affected lol.

  • @DarKStaR350z said:

    The top of my list is colourblind options.

    Thats it.

    Not only are there no colourblind options in case people use it to gain an advantage (devs words), but the new map reworks are darker and have more grass and ground clutter than ever, which makes it a miserable experience being colourblind and losing survivors scratch marks every time I hit them once; they just disappear.

    Please for the love of God add colourblind support or at least adjust the scratches for everyone so they aren’t invisible to us and we can play normally like everyone else; either brightness or colour.

    Id even take my accessibility options as a perk; I’m desperate here!

    No, don’t back down and take a $8 perk grind. Basic accessibility options should be in the game already and it’s kinda insulting that it isn’t.

  • Basic settings such as brightness, colorblind, and FOV. :)

    ”But it can be abused to make tracking easier!!!!!”

    Or... there can be more players who can actually see the game now and not feel motion sickness, dizziness, etc. Just loop and do gens and you’ll be fine and won’t need to hide in the tall grass, Claudette.

  • Additional change, which I think would be fairly warranted:

    You begin the trial healthy. After recovering yourself from the dying state or taking three protection hits you become broken for the remainder of the trial.

    @dugman said:

    (Minor thing but from the subject line I think you might be pronouncing the word wrong, Mither is pronounced with a long i as in "Miser" or "Wider".)

    I believe that it can actually be pronounced either way.

  • Allow me to be more concise in my criticism;

    “everything you listed? sure, thats counterplay. But the success of that counterplay is wholy dependent on the killer's response to my actions and my teammates' indepentent actions.”

    This argument can be applied to literally any killer in the game. This is not a special case with Hag, so let’s not pretend that it is. “Looping at T-L tiles allows me to extend the chase for gens to be completed, but the duration of that extension is wholly dependent on the killer’s response to my actions and my teammates’ independent actions.”

    “If I don't spawn closest to Hag, or find her before my teammates, I have neither the ability to see where she places her first few traps nor the freedom to dictate who she chases. Assuming I shadow the chase of my teammate, to trip her traps when she is locked in animations, we as a team are devoting 2 survivors to one chase.”

    You don’t need to see where she places any of her traps, you just need to predict where traps would be placed. It’s literally the same logic as facing a Trapper. If you DO see or DO know where traps are, trigger them when she can’t use them. You don’t have to shadow her, as it can be done when you know she’s far away or when she’s picking up a survivor.

    “The only counter to traps around the hook is swarming the hook (not viable in solos), and crouching up to unhook (praying your teammates crouches away from the hook--which they almost never).”

    This is single-minded logic. Not every teammate acts like a Rank 32 Claudette and immediately runs away from the hook when they know a trap is nearby. Surprisingly enough, some players actually know how to play against Hag! Bait the teleport and have another teammate unhook or wait until she moves far enough away, though this amount of gymnastics is honestly too oppressive. Still, saying things like it’s not viable in solos just means you’re playing with bad survivors.

    Was that good enough for you?

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