thrawn3054
thrawn3054
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- thrawn3054
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I feel like it needs to deactivate in end game. Maybe only allow it to work once per survivor per hook state.
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@SgtMittens said:
https://forum.deadbydaylight.com/en/discussion/comment/3125881#Comment_3125881
I honestly can't believe they did that. When the gates are powered/opened killers are going to stand there like goofballs instead of running the rest out so it's especially needed then. As I've found out since the last major update, you still really need borrowed time and decisive strike because killers assume no one is using them right now.
I'm fine with it not working in end game. That said it desperately needs to be a 5 second stun again.
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@INoLuv said:
https://forum.deadbydaylight.com/en/discussion/comment/3121831#Comment_3121831
Would be a feature, dont use if u dont want.
https://forum.deadbydaylight.com/en/discussion/comment/3121822#Comment_3121822
No need to be a addon, flannel is not even significant and can be detrimental. No need to be mad about it, focus on accessibility.
https://forum.deadbydaylight.com/en/discussion/comment/3121535#Comment_3121535
Yes, like on pinhead, good idea.
https://forum.deadbydaylight.com/en/discussion/comment/3121537#Comment_3121537
You need to find a relax tool if you would dc facing a nursr with flannel on. Focus on personal mental health issues related to game stress, be less upset about it, focus on what matters. Accessibility is inclusion, no need to hate it.
What are you talking about? I said none of that.
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@NemmyMan3000 said:
https://forum.deadbydaylight.com/en/discussion/comment/3121755#Comment_3121755
I wouldnt say its fine, its definitely clunky
His animations could use a touch up sure.
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PH is not weak by any means. He definitely needs an addon pass, but his basekit is fine.
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@GillyBeannn said:
https://forum.deadbydaylight.com/en/discussion/comment/3121272#Comment_3121272
it's sure been a a bug long overdue, but so are many things in this game
Please tell me you aren't the type to get triggered by a silly combo.
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@INoLuv said:
https://forum.deadbydaylight.com/en/discussion/comment/3121311#Comment_3121311
It is a accessibility feature that helps those who feel the need of using it, plus a welcoming tone to new players to enjoy dead by daylight's killer, nurse. A option to turn on and off, a bit different from pinhead because would be a option altough his model is perfect. Focus on what matters, focus on adding a welcoming vibe to those who feel comfortable with inclusive features.
And again, I disagree.
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@PapiFelixPSN said:
https://forum.deadbydaylight.com/en/discussion/comment/3121100#Comment_3121100
Not you putting in Trickster LMAO
Get good.
Tbf Trickster is annoying as hell to face. Most of the killers people want changed in some way is because they are irritating to face. Not because they're OP.
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@INoLuv said:
https://forum.deadbydaylight.com/en/discussion/comment/3120289#Comment_3120289
Yes she is, the post is about accessible features, focus on it and concentrate on the post.
https://forum.deadbydaylight.com/en/discussion/comment/3120295#Comment_3120295
You seem upset. I responded to your arguments that are already weak by themselves and not really well related to accessibility. If you want extra attention, go to off-topic and rant, focus.
You're arguing that something needs to be base kit because it may help some players. I disagree with your assessment. This isn't a case of helping offset a handicap like being color blind. It's adding training wheels to a killer that isn't actually that hard to learn.
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She's not that hard to learn.
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@Blueberry said:
Gates should just passively regress if not opened
Why? Other than killers don't like it there is not reason to do so.
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I feel like they freshened the maps up.
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@MommyHunktress said:
https://forum.deadbydaylight.com/en/discussion/comment/3115467#Comment_3115467
welp i guess so. its almost like i stated that when people force me to tunnel someone it pisses me off, but i guess you didnt read much into why i dont like stealthy bois
You aren't forced to do anything. There are plenty of perks to help you find stealthy survivors. You could also learn the basic patterns of where a stealthy survivor hides. You elect to not do these things. So don't pretend you're forced to do something you didn't want to do.
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@dugman said:
i was upgrading my perks while on level 50, trying to get enduring to purple, and now i cant and im forced to restart and prestige????
You don’t lose anything now when you Prestige. If your Enduring was green then it will still be green after you Prestige and will still show up in the bloodwebs to get it to purple.
You go from good sized blood webs that may have what you need to the useless baby blood webs. So I'd argue you do lose something.
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Stupid survivors. When will they realize they are meant to stand beside a hook and wait for me to hook them in an orderly fashion.
This threads vibes.
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@Aven_Fallen said:
Still sad that players in this game just have to cry enough to get changes. It is not like RPD was common. It was not my favorite Map, but it was refreshing to be on it once in a while.
That being said, I am not looking forward to two small Indoor Maps.
That map was miserable. It desperately needed a change.
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Wait, they perma banned over a joke about an in game character? #########.
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@dugman said:
So I’ve been playing slightly more survivor for the hell of it using my favorite build - Plunderer Ace
Plunderer’s Instinct - see chest auras and get rarer items out of them
Ace in the Hole - when you get an item from a chest it comes with a nice add on
Open Handed - Extends aura ranges for all survivors, including Plunderer’s Instinct above
(fill in the blank)
I’ve been vacillating between various generic perks for that fourth slot. (I have no teachables unlocked at all on survivor from any other characters and don’t like Ace’s third perk which just increases Luck). Sometimes I’ll use Deja Vu to show me a key generator to focus on early, other times I use the perk that lets you walk 20% faster and see your scratches to be a little stealthier, and sometimes I’ll use the perk that doubles your healing speed after you unhook someone (since it kind of works well in particular when I grab a medkit from a chest.)
Out of curiosity, if you played this gimmick, which perk would you use in the fourth slot? Generic or otherwise.
Go all in on Plunders with Appraisal.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/3107171#Comment_3107171
That is SoloQ's biggest issue currently, so yes
This has about the same level of use as telling a homeless person to just get a house.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/3107104#Comment_3107104
SoloQ is horrendous because the players themselves are bad at the game, SoloQ wouldn't be anywhere near as bad if Survivors just got good at the game.
If by QOL buffs, you mean base-kit information, then you wouldn't fix anything. The info won't help the Survivors if they don't want to use it, which was proven by old PR/DMS.
Survivors could see the Survivor is about to get hooked, and PR only activates after the hooking animation is done, so they had enough time to dodge, but they didn't, because they didn't want to, or simply didn't knew what the Perk did, which was a skill issue
Oh why didn't we think of that? Guys don't worry. Solo queue is fine now. We just need to tell the others to get good. That'll solve everything.
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So MoM is even more useless. PR+DMS combo is back. Thana got a nerf that won't effect the two killers it was an issue on. Pretty good job so far.
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Git gud.
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@Seraphor said:
Yes let's add to the problem. Great idea.
I swear all of these campers and tunnellers that have appeared recently are the same people who used to play solo survivor.
If you can't beat them...
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Pretty much every "buff" ended up being a nerf.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/3101678#Comment_3101678
More useful than your idea, which seems to not have any thought behind it in any way
Even a flawed idea is more useful then a snarky no.
@Seraphor said:
What's more is camping is a valid tactic, with counters.
Two healthy survivors can guarantee a rescue, and if that's not good enough (Bubba) you can all do gens. That's what the killer is giving up by camping, any and all gen pressure.
So... maybe instead of pausing the hook timer, a camping killer can trigger an increase to repair speeds instead.
This wouldn't be as abusable because in order to capitalise on it, survivors would need to do gens, and any not doing gens are squandering the effect.
Either 5% baseline, or it could be a survivor perk like Kinship and boost gen speeds by 10%.
That would be an interesting idea.
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@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/3101889#Comment_3101889
Well the devs released the numbers on DH usage. IT WAS USED AT ALL MMR LEVELS, it just got more used the higher you went.
But people like to act like they never used it or never seen it, even though a bunch of the people who claim to use it also said "just bait it out" or "DH is fine"
I know I could see 3-4DH every game, I always used it and I still do
Nobody said it was never used. People who didn't use it have to make that point or anything they say is dismissed. Personally I don't like exhaustion perks so I rarely used them.
As for the update, overall my experience hasn't been too bad. It's been about the same for me. However since my experience isn't the only one that matters I'm not going to make posts telling everyone else they're wrong.
I was pretty unhappy with the perk changes overall. So many things were nerfed for no real reason. The killer basekit buffs were a overall healthy change imo.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3099314#Comment_3099314
Yes, that would be better, and I'm not saying that my idea is meta or anything. But you're dismissing the secondary effect of Streetwise, which is that it makes your teammates' items last longer as well. That, combined with everything else I'm saying, makes it decent.
I wasn't dismissing it. I just find it too situational to really warrant considering when assessing it's usefulness. That said you do you.
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The grind wasn't actually reduced. Coupled with some baffling perk nerfs, looking at you Calm Spirit, and it's been a discouraging patch at best.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3097395#Comment_3097395
I've used it for healing myself. Medkit + Streetwise to negate the efficiency debuff. It's fine.
Needing to bring another perk to counter the negative doesn't make it fine by a long shot. You're far better off bring a green medkit.
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@foodie said:
Why is everyone suddenly using windows of opportunity? Every match, there is at least 1 person that runs that perk. What am I missing, exactly?
Because it's a really good perk and survivors are starting to run low on them.
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@Tsulan said:
Thank god i´m not the only one who thinks solo queue is fine.
Its just the teammates, which give up, that ruin everything for everyone else.
My experience hasn't been awful, but OP has lost it if they think this patch improved it.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3095490#Comment_3095490
Pharmacy and Botany are overall buffed. Sure, you have to be injured to get a green medkit, but you can get multiple. And Botany has a 20% efficiency penalty. So what? It's a 50% boost to healing speed, man.
Botany was not a buff. At best it has a different use. Nobody in their right mind would use it for healing themselves anymore.
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@Anara said:
https://forum.deadbydaylight.com/en/discussion/comment/3097299#Comment_3097299
You are so wrong omg.
Survivors got many buffs in this patch, BT basekit, perks buffs.
The only nerf you got is dead hard lmao
What perk got a useful buff? Off the record maybe. Everything else was a nerf except BT. That was a lateral move.
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It's almost like different people will have different experiences...
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/3089894#Comment_3089894
But it isn't weak. Having even one link up and running is very helpful which you are guaranteed to have the whole game. It also goes both ways, so your team can see you.
You lose the effects the moment you are hooked. That makes it weak. If the removed that part it would be great.
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Saw the same thing in Tofu's stream last night. Match started and the gens finished with the gates open in 20 seconds.
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Nobody uses it because it's weak.
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@ArchAbhor said:
https://forum.deadbydaylight.com/en/discussion/comment/3089688#Comment_3089688
So you lump all killers in with that? Plus their right. Doesnt justify a rage quit. A killers goal is to kill. Whether their nice or not is on them. You rage quiting hurts everyone involved and is against the rules.
My point exactly. They don't care about my fun so why should I care about theirs? Also, their is no rule against suicide on hook.
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@ArchAbhor said:
https://forum.deadbydaylight.com/en/discussion/comment/3089432#Comment_3089432
yup dont ruin the match for the other 4 playing. Thats called good sportsmanship
Really? I've always been told by killers that I'm not responsible for your fun.
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So shut up and play the terrible match. Got it.
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@TragicSolitude said:
I just posted this elsewhere, but today I had two matches in a row where the survivors refused to do gens and leave.
In the first one, they did 4.99999 gens. They got the final gen a tap away and then refused to finish it. I never kicked it. I got tired of waiting and killed them all. I usually wait the survivors out, but it had gone way past 10 minutes and I wanted to get into another match so I can actually take advantage of the Double Rift Fragment event.
In the following match, they refused to touch gens at all. 10+ minutes later, not a single gen was done. Like I said, I usually wait that crap out, just put the controller down and go get a snack or something, but my matches are going long enough as is at times, I'm not sitting around for an hour not earning XP.
They actually dragged the match out. Instead of doing gens and getting out quickly, we stayed in the match for an extended amount of time for no good reason. There was nothing pressuring them, nothing stopping them. They weren't moving on quicker to a new match, that's for damn sure.
This kind of stuff happens occasionally, but twice in a row is weird. Add to it that in the past few days I've had a bunch of survivors who refused to take the win even when they were like 80 seconds away from escaping, even going so far as to kill themselves by zombie, and it becomes outright ridiculous. And a freaking waste of everyone's time. It'd be so much quicker to do gens and die to the entity, this is bafflingly inefficient.
Edit: I'm not saying it's any kind of conspiracy. It's just dumb.
Wait, you're going to complain about them doing nothing, while you were also doing nothing?
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@bm33 said:
Survivors are trying, enough that I've seen multiple posts/comments from killers complaining about prove thy self.
Tbf we all knew that was next on their list of things to cry about.
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@Ayamir said:
I've already said it before if we make Kindred basekit all others aura reading perks such as Aftercare Empathy Bond are going to be useless and obsolete which is not the way we should go if we want to have variety in survivor builds.
Give us the possibility to see our teammates's perks before the match starts this will help improve SoloQ I am literally going against group of survivors with 3 Prove Thyself each they're wasting a perk slot for nothing.
This will also allow coordinated plays(if you have good teammates of course)and having more variety in perks.
Imagine you're playing Zarina and you have For the People you remember that in the lobby while seeing your teammates's perks Cheryl has Soul Guard and shes getting slugged on the ground by the Killer at 1 gen left hes waiting out 60 seconds for her DS,you go in sneaky and use FTR on her she has Soul guard so she get hit and get a speed boost she makes it to a safe pallets while you open the exit and then come to bodyblock for her.
Another scenario where there's like 2 generators left Leon is getting camped but he got Camaraderie/Kinship which will buy you precious time to do the last 2 generators while the killer is camping,by having this information in the lobby you know that you should let Leon stay on hook beceause of Kinship and just do gens with your others teammates.
You don't even need to remember ALL your teammates's perks just remember the game changing ones such as Unbreakable Deliverance Camaraderie/Kinship.
If you give the ability to survivors to see their teammates perks trust me this will be a huge improvement to SoloQ now of course we also needs the MMR and matchmaking issues to get fixed for better quality of games.
I really want this to go live in the game being able to see your teammates's perks before the game starts will be a good addition.
Basekit Kindred would not make Bond obsolete.
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@Aven_Fallen said:
No, they wont.
I had situations like another Survivor who had Kindred running to the Unhook, despite me being much closer to it.
Or: I am on the Hook. Survivor A (the Obsession) is being chased and just got injured. Survivor B and C are on a Gen together. And I still reach second stage. They got all the information needed and still...
Information will also not prevent the Claudette from Self-Caring in a Corner. Or the Feng going for Dull Totems. Or the Mikaela booning another Totem instead of doing the last Gen.
True enough. Information does nothing if people aren't smart enough to use it.
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@TheWheelOfCheese said:
I main killer and I'd love for solos to have voice comms. They won't hear me coming because they'll be too busy loudly complaining about each other. 😂
Seriously, if there's one community that shouldn't have voice comms, it's this one.
I think a ping system strikes the right balance. I still see players abusing that to be annoying to their teammates, but people on the Internet will find ways to be annoying with any tool they are given.
If they added voice chat I'd quit that day. I'm not dealing with a bunch of prepubescent squeakers.
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@Adaez said:
https://forum.deadbydaylight.com/en/discussion/comment/3087657#Comment_3087657
Why not?I think survivors should know if the killer is camping,and a survivors to let their teammates of that as well.
It doesn't just tell you the killer is camping. It also tells you the direction the killer is headed. That's extremely valuable information. Kindred never leaves my build for that alone. Add in the other info it gives you and it would be nutty as basekit.
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Can we just remove glyph challenges period?
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@MrPenguin said:
https://forum.deadbydaylight.com/en/discussion/comment/3081261#Comment_3081261
No both sides got the same time increase, why would it not effect SWF?
Solo was already weak and got weaker sure. But it didn't get nerfed by a larger margin as far as anyone has shown.
Taking away 2 dollars from someone with 5 and someone with 10 doesn't mean the person with 5 loss more than the person with 10, they both lost 2 dollars. Could they afford it is a different discussion, but they both lost 2.
They lost a high percentage in your analogy though. That's my point.
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It is true that the nerfs don't specifically hit solo queue. The problem is the nerfs hit solo queue harder by virtue of it already being weaker. The extended gen times won't really effect swf, but those extra seconds will be very hard on solos.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3080558#Comment_3080558
Too late for you then.
@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3080558#Comment_3080558
Well with Attack on Titan, animes in DbD already. It is so late.
And they sold very well, so i think BHVR saw potential of Animes. We can expect more.
Weebs really do ruin everything.