w_sohl
w_sohl
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- w_sohl
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Comments
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@Alice_pbg said:
"Couldn't think of a drawback, so there just isn't one"
And if you read the entire post, I came up with one, a pretty important one I think you'd agree.
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@ausanimal said:
https://forum.deadbydaylight.com/en/discussion/128901/new-pallet-idea
how about no for so many reasons how many 2nd chances do you want to give survivors if the killer chased you and downed you or manged to grab you from something then you shouldn't have another chance to get out on your own unless you have DS active when picked up, changing it so killers can kick the pallet after you have got away yer that sounds real balanced just a thought maybe killers take the quickest path to a hook because they are on a time limit to find the other survivors and kill them and stop gen from being finished.
why should survivors get a chance of breaking free if your all for that then lets give killers a 15% chance that on first hook a survivor could die and to balance it if you don't die you get to hang there like normal just to make it fair for survivors.
OK, let's make this not active till you've been downed (slugged) for at least 60 seconds. That would still allow the killer to avoid DS which is almost 100% escape, and at red ranks I'm sure it's better than 98% successful. Now instead of taking that 100% chance of losing the survivor it is now only a 10% chance that the killer gets stunned by the pallet, but 100% it gets dropped and destroyed by the killer?
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@ZoneDymo said:
I thought of something like this as well, the problem is, its yet another second chance perk which just makes it closer to a 1 on 1 fight which it should never be because its 4 v 1.
imagine crawling to a pallet and the killer now having no choice but to eat this potential slam and being able to do nothing at all about it?
Thats just another DS having survivor crawling out the door....
Well, you can't wiggle till the pickup animation is complete if I'm remembering correctly and even then, if you are picked up in the pallet zone you'll only be there briefly.
My idea wasn't a perk, but I suppose it could be. I don't think, as a perk, it would ever be used except at initial release just to try it out though.
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So OP that you can only use it once and only if the killer slugs you.
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@DaGreenBolt said:
https://forum.deadbydaylight.com/en/discussion/comment/1023322#Comment_1023322
It's clear you never been in Red ranks, because 2 kills is an Auto-depip. Heck even 3 kills can make you de-pip. A 4k will either make you safety pip, pip, or double pip.
Where as survivors can just do gens, escape, and barely get chased, and still pip, heck survivors that do gens, get chased, and die can still pip.
Your comments about survivor pipping is flat out wrong.
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You guys realize part of the change to Ruin, I don't think it's a nerf, was to collect data on gen speeds do that they can address that next? It takes some time to collect that data, it isn't overnight.
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@TAG said:
Just balance the game around having to win to pip. :P
If you pip you've won, safety is a draw.
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It's actually about 12-13 matches for your first level of the day sans challenges. Don't forget that your first Survivor and first Killer matches give you a 300 experience bonus each. With that you should get a fragment in each of your first two matches of the day. After that it's about 2/3 of a fragment per match or three matches for two fragments.
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I think I'm only missing:
Pig/David Tapp
Oni/Yui
Leather Face
Ash Williams
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I'm on Xbox so I think I am good. I recently purchased the DLCs for Spirit, Legion, Clown and Plague when they were 50% off. I also purchased in the past at 50% off Myers, Freddy and Ghostface. Lastly I purchased Stranger Things when it came out.
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@asergioam said:
I don’t think anyone will complaint about the difficulty of the challenges but about what people have already complainted about: some challenges need specific characters that don’t come with the base game. The challenges themselves seem pretty easy.
Which characters are we talking about? I am assuming the following...
Jane
Spirit
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Ran into a map last night, The Temple of Purgation, that had three hooks in the basement of the Temple which also contained killer basement. So, basically seven hooks within about 10m of each other.
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Look, it's a game. You have to go in knowing sometimes you're the bug and sometimes you're the windshield. The game wouldn't be fun if you won all the time.
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@Johnny_XMan said:
Well then IMO something needs to be done about it, because in the current matchmaking system it is a nightmare.
I don't even know how they can track who dodges anyway... I mean killers dodge all the time. Why aren't they being held by the same standard? While that is besides the point, it is a fair one, nonetheless.
This is one of the most frustrating things in Solo queues because the one who gets the short end of the stick is the person who is not in a swf group.
What seems counter-productive to me is that when they made the change that the highest rank would determine the rank of the killer, they specifically stated that they felt their "High Rank" friends can guide/mentor (can't remember the exact verbiage) them during the match, well how is that possible for me as a High Rank to mentor someone when I don't even know who needs mentoring.
It just shouldn't be this complicated.
So, if your SWFs, then you can just ask the people your playing with through your coms. If your not, how do you plan to guide or mentor anyone with any results with the limited forms of communication that we have as solos?
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@ReviloDBD said:
I don't think that the problem is Killer's wanting 4K, I personally don't care to get 4K as a Killer and this isn't the balance issue that we should be looking at, the issue which I explained in another similar thread just a moment ago is the following:
(One thing I will add is I have heard before from Killers at Red Ranks that it is extremely difficult to pip without getting 3-4K, I cannot speak to this because I have never even gotten to Red Rank as Killer before, probably because 100% of my matches in Purple Ranks are against full on Red Rank Survivors) Please Continue Reading to understand the bigger issue at hand:
"The statistics are an issue that causes this problem of perception.
Truth is, Killer's are really easy to get 4K's with throughout the "majority" of ranks. Probably all the way to about Rank 8 or so it is very easy to get 4K as a "decent" killer with practice.
But once you hit Rank 8, all you end up facing are Red Rank Survivors. Rank 8-5 every single one of my matches had at least 3 Red Rank 2-4 Survivors and most of them were in parties of 2 or more SWF.
Once this happens, and you start playing against those type of Survivors.. all of the sudden you start seeing constant 4 Survivors escaping.
The bottom line, and truth of the game, is that once you get into "Red Ranks" which is the "End-Game" of DBD technically, especially for a Killer who automatically pips whether they try to or not because of EASY 4K's in Ranks 20-8 .. all of the sudden the game becomes EXTREMELY Survivor sided.
I really honestly wish we could just play an "Unranked" game mode for fun whenever we don't feel like playing like a "sweaty try-hard" or want to practice a new Killer, but there is NO SUCH GAME MODE... which means, we go from literally having to not try AT ALL to get 4K against bad Survivors to all of the sudden having to constantly try our HARDEST and still get wrecked by Pro Survivors.
A lot of this has to do with skill and the extreme learning curve and skill cap of DBD unfortunately, I suppose for both Killer and Survivor.. but there just really isn't a good middle ground.
Green ranks you would think is the middle ground, but it is still too easy for Killer.
Purple ranks is way too hard because you are now facing Red Rank survivors. Red Rank survivors are honestly too good at the game, and have too many tools to succeed in safe looping Killers and Gen rushing and working as a team.
This means that in the END. ULTIMATELY the BEST KILLER in the entire game vs. THE BEST 4 SWF SURVIVORS .. will never really have a chance, unless he just gets super lucky. At 100% optimal performance, Survivors will ALWAYS win, because its 4v1.
This is the problem for Killers, and EVERY single time there is a new Killer Nerf to help "New Survivors" because it its TRUE that it is WAY TOO EASY to KILL Inexperienced Survivors.. it just Widens the gap even more for Killers to do well against the "Pro Red Rank Survivors" that are already dominating them.
At least this has been my experience thus far, and in my opinion the biggest issue with balance in DBD. Somehow Balancing has to be done in ways that make it more challenging for the "Pro Survivors" and yet easier for the "New Survivors" in order to be fair for the Killer. But as of now any Survivor change or Killer change effects ALL Survivors ability at the same time."
And by the way, I am only a Green/Purple Rank Survivor and I think Killers are WAY too strong against me, but I also happen to know that I am NO WHERE NEAR as good of a player as Red Rank Survivors who can do ######### I have never been able to do before ever.. and maybe never will be able to.. which means yes I WANT Killers to be weaker against "newer survivors or less skilled survivors such as myself" but at the same time KILLERS NEED to be Stronger against the pro best of the best Survivors that can LITERALLY bully Killers all game long and escape with 4 without even seemingly trying.
There literally is an unranked game mode built into the game. Most people refer to it as KYFs.
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Personally, Ruin could have remained as is and I wouldn't have cared. I hit the Hex skill checks more easily than I did great skill checks anyway.(I think the game was more forgiving on those hex skill checks) I liked the challenge of barreling through Ruin and completing gens despite it. We would often play the No Cleanse Ruin Challenge and do pretty well because even if a gen was kicked we could just run by and tap it to stop regression. Now that can't be done and once forced off a gen we are going to have to get back on it quickly or waste our progress. I think it's a stronger perk. The update notes call it a nerf only because the hex skill check is removed. Ultimately, it's going to be a stronger perk.
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@Outland said:
https://forum.deadbydaylight.com/en/discussion/118927/omg-new-ruin
Shouldn't have to run 2 perks (half) in order to get the same effect as a single perk. Nice try though.
So, what single perk let's you know what gens are regressing, what gens survivors are working on, effectively giving you their location, and causes gens to regress without kicking them? Nice try though.
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@Monika said:
https://forum.deadbydaylight.com/en/discussion/118927/omg-new-ruin
So when your totem breaks, both perks become useless. Cool.
Surveillance is still useful after Ruin is eliminated.
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On Xbox you can see exactly how much time you've put in.
DD/HH/MM
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@ALEXISDIMOU01 said:
I just dont think there are a lot of rift fragments to even go half way through. What do you think?
Well, there are a lot of people who don't play the game so I'm guessing you are not alone.
There are enough fragments to get you just past half way by doing all the challenges. The rest are earned through the course of normal game play. I finished with just under three weeks to go and I took a week off from the game in the mifddle of the Rift.
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@kate_best_girl said:
Okay so I noticed how the more you level up the more XP it takes to level up each time BUT the shards you earn also increase. Although this sounds good but the shards basically stay the same. To earn 300 shards at level one takes the same amount of playtime if you earned 300 shards at level 90 so this creates a false narrative that you earn more shards with each level but in reality you still earn the same amount. If anyone needs an example ill show you what I mean.
Lets say at level 1 you earn 30 shards per level and it takes 1 game to level up.
At level 50 you earn 300 shards per level and it takes 10 games to level up.
This is how the dead by daylight leveling system works and I think it needs to be changed so that way you actually earn more shards per level.
You need to use real numbers.
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@kate_main said:
Gen rush;
If you're tunneled,you can still loop the killer amd they might lose interest in you.
But if you're being genrushed,you might as well go afk.
So..... Don't try to survive, got it.
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How can gen rush ever be worse? It's literally the job of the survivors to get the gens done as fast as possible. I don't think there is anything wrong with tunneling either, sucks for the survivor being tunneled, but it is a valid strategy.
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Just make the modifiers BP or experience. Then it doesn't affect gameplay at all.
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I got two survivors to allow me to sacrifice them. We just farmed the ######### out of the map first.
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Tier 60.5, Level 3 complete
I just asked survivors for help completing the killer challenges. I actually got two to agree to allow me to sacrifice them in the basement during EGC.
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@AAAAA said:
Your sarcastic title should say "woe" not "whoa".
Corrected
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@twistedmonkey said:
The data is not conclusive as it has many factors which we cant see which can heavily skew it.
Never take the kill data as the be and end all of game balance as it only proves what the end result was but it cant show what happened in the match to make it this way.
For example if survivor players decided to just let themselves be killed each and every game then every killer would then be shown to be strong and in need of a nerf.
Think outside the box as to why it could be this way, killing oneself on the hook as you dont like the map or killer, going for risky saves, not needing to survive to pip, wanting to be chased instead of doing gens, challenges changing the game along with the event of late etc.
Not sure if it's a typo or not, but it's, be all end all.
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@ThisGuuy83 said:
https://forum.deadbydaylight.com/en/discussion/112091/whoa-is-the-poor-killer
Because a lot of douchebags kill their selves on 1st hook. The stats means 💩
So, if the stats don't support your agenda, they are #########. But if they say what you want them to they are valid?
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Um, isn't just about every killer on your top ten list? I mean there are only 14 killers.
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@Andreyu44 said:
A perk that allows you to break free from the killer's shoulders shouldnt exist especially if its no risk.
It has risk, you lose wiggle time if you miss your skill check.
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Anyone with Undetectable.
Survivor main, but I play killer for dailies and Rift. With Myers I've literally walked up behind a survivor working on a gen and stood there for a good two seconds before I hit them. I walked right up to them, couldn't move forward anymore, they had no clue I was there.
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Honestly, if you don't come with a solution (good or bad) you shouldn't complain about a problem.
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I used the Mori to kill my obsession for the rift challenge. I had actually sacrificed two before I ever ran across my obsession. Had to slug the third, hooked my obsession, went back to give the slugged guy the hatch, obsession 4%ed, had to chase again. Caught and moried to complete challenge. Went to look for last survivor who crawled away, couldn't find so I closed hatch and he bled out shortly after. Messaged obsession apologizing afterwards and they said it was fine and got their "HR (heart rate) up". Messaged slugged and apologized again, letting him know I needed to kill obsession and that I was going to give hatch. He said he crawled to spite me. Said I understand as I do the same thing.
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Survivor main, but I play Killer for dailies and now for Rift challenges.. I have leveled the Hag to 50 and Trapper is in the upper 30s.
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Most of those are insanely difficult. I know I won't be able to complete most of them, unless I have a very cooperative killer or SWF group that wants to farm.
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@Dragonredking said:
So let me see if I got this right, you want hook that got sabotaged to just stay there until the killer try to use them and then break down and compt as a free escape
I have some criticism
1 ARE YOU ######### INSANE?
2 Don't ever work in game design
You literaly are asking for it to be buff even more than when they used to stay sabotaged all game
It was just an idea, constructive criticism is appreciated, you don't need to get butt hurt over a thought.
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@snozer said:
nope.
We are not going back to the era of no hooks... if you want to save someone by sabotaging, then you need to sacrifice YOUR TIME and risk yourself by being at the hook when the killer is.
I can respect that.
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Where can I find the lore on say the Trapper? I'd love to read some of this stuff.
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@Might_Oakk said:
https://forum.deadbydaylight.com/en/discussion/comment/653791#Comment_653791
Congratulations you are not a moron, good talk
How could it not be an advantage? Realistically, there would be no way for the survivors to communicate in the manner that SWF does. Like you so eloquently put, to deny it's advantage is just blind.
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Devs give outlines, players fill in the gaps and actually create the lore.
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I believe he is saying the added perk space would be for only those perks that are unique to that survivor. You could still use all the other perks in the other four spaces, including teachable perks.