yobuddd
yobuddd
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@EvilJoshy said:
If the killer killed 3 people before 5 gens were completed, found the hatch before you and closed it. You shouldn't stand a chance at that point. Hatch was your last chance. You don't deserve to have an escape route 100% of the time.
Whispers needs no counter because it isn't aura reading. Good killers can use it to pin you down but it doesn't tell you where the survivor is. Just the general direction. Hell most of the time I rarely see killers using it. It's such an underrated perk in the eyes of the community. It's my favorite tracking perk but people want that BP bonus from BBQ.
Yeah, I pretty well agree with this sentiment. The event that triggered this thread was my teammates, apparently all SWF, went to go harass the killer. 3 minutes later, we have 2 DCs and 1 suiciding on hook. Hatch apparently spawned right under the killer’s feet, cuz he stomped it immediately.
Then he had Whispers and I had no chance.
Edge case, I know. Still frustrating AF.
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Teammates aggressively crouching at me to heal them.
1 or 2 times to request aid is fine. But yeah, I’m over here working a gen or healing myself, and we all KNOW that you getting near me triggered a skill check. All that hyper-speed squatting is distracting, and will cause me to fail the check often enough! Whelp, no longer safe to heal you here. Byeeeeee!
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@JPLongstreet said:
Among my favorites are the lengthy threads explaining why the game is soooo killer-sided, and the very next post is a just as lengthy thread detailing how the game is entirely survivor-sided.
Somewhere in both posts is bound to be something about the other side being toxic, and both posts claiming this or that is killing the game, and both posts also mentioning how the devs have lost (insert bla bla bla here) with their own game.
Even more hilarious is that those lengthy, well-thought-out threads get a fraction of the attention as the next thread down: some bait post with half a sentence poorly typed, yet it triggers a firestorm of angry responses! 🤣
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@Kees_T said:
Even though I think this is a great idea, I guess most people will be willing to just leave the trial because by the time the 5 gens are done, these things will happens:
Balanced match(Both Killer and Survivors are good): Most survivors will be on death hook and the map will be a huge deadzone since there won't even be pallets left anymore, which means that's free down for the Killer.
Unbalanced match for Killers: (Bad Killer vs good Survivors): Free points for the survivors, which will milk most of these 2 last gens while someone is toying with the Killer in a L-T.
Unbalanced match for Survivors: (Good Killer vs bad Survivors): Free points for the Killer since they won't be able to complete 5 gens.
But the most common problem between those is that all pallets will be gone, so no way to escape chases.
Well, you’re absolutely right. But this isn’t necessarily a bad thing.
As we all know, well-balanced matches are not all that common. But if you get one, then you typically earn a pretty nice score anyway. Lots of killer-survivor interaction there. The bonus is still there, but it’s optional in case things are too intense or risky.
When the game is unbalanced, the winning side typically scores less than what feels fair because interaction was too limited. This gives them a chance to get a nice bonus for doing so well.
That said, you have valid concerns. But I don’t think the fear of unbalanced games, which are going to happen regardless, should deter us from adding in optional bonus objectives. Especially when something like this would be so easy to program in with some minor edits to existing code.
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All of them. Don’t tear things down, build the game up instead! People need to start spending more time in the Feedback & Suggestions section of the forum!
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@QwQw said:
These are the match's that I play this game for, where both sides feel balanced and the match is down to the wire. Sadly, with how imbalanced the game is, these types of match's are extremely rare.
Agree. In a match like this, there are no losers. Even if you ‘technically’ didn’t win, everyone is still a winner just for the joy of experiencing such a match!
But as you said, these are all too rare. This game would be unstoppable if such matches were the norm!
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My 2 cents:
I don’t really play killer anymore because of toxic survivors. That said, camp/tunnel killers deserve all the t-bags and clickies you can throw at them!
Both sides can be toxic, and often are. Don’t do it when it’s unwarranted. Have at it when it is!
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Ok, this is gonna sound strange, but Midwich.
Yup, for both questions: Midwich. I love it. I hate it. It’s fun. it’s frustrating. It’s Midwich!
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Ooooh just thought of a really good one and had to come back and find this thread!
The Matrix
Killer: Agent Smith
Survivor: either Neo or Morpheus
Just imagine how creative they could be with the map. Perhaps the whole thing is made of green numbers raining down, or various other digitized scenes.
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Since it’s no longer tied to matchmaking, it’s now become a monthly challenge. One with a big payout.
It would quite honestly be unfair to let people start each month at different ranks - some being closer to the grand prize than others.
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/1865195#Comment_1865195
First 3 options I agree with
Option 4: This would make the achievement for all 4 survivors to escape via hatch impossible, and if all 4 survivors are still alive by the time all gens are done its almost a lose for the killer anyway
Option 5: The whole reason why hatch spawns when a survivor remains is to end the game, I don't want to go back to looking for a survivor for 30 minutes with no tracking perks just because he has no other option other than hide.
Fair enough. I’m kinda partial to Option 2 myself anyway. The reason I put #5 in there was that if no gens were completed at all, the the surv doesn’t really deserve to escape till he completes one. Buuuuut, you make a really good point against that. Well played!
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Here’s the thing: at present time every perk is usable by every character. A perk like this would be limited only to ranged killers - ie someone like The Trapper would be unable to use it.
Since I’m pretty certain the devs don’t want to go down the road of of pigeon-holed specialty perks, I would suggest taking this one back to the drawing board and working out a way to make it more universal.
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Option 1) Give it an activation time (3-10 seconds)
Option 2) Hit 3 skill checks of BNP difficulty. Progress resets if you let go.
Option 3) Only the person with the key can escape
Option 4) 4 survivors and 0 gens remaining = no hatch spawn.
Option 5) 1 survivor and 5 gens remaining = no hatch spawn.
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First off, I’m middle of the road survivor/killer.
That being said, I think the nerf was fair. Here’s how I judge. If Undying had been introduced to the game originally in its upcoming post-nerf state, what would’ve been the reception?
My opinion, killers would’ve absolutely loved the opportunity to give any poorly placed hex a 2nd chance! Then there’d be discussions about making the perk like it is now and and people would think the idea is ridiculous.
Anyway, that’s how I decide if nerfs are fair or not.
(For the record, I used the same method to decide that Billy did NOT need to have so many add-ons gutted).
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Imagine if you had pwyf along with high bloodlust when you get your tonic boost. Curious if that’ll stack. Might be why they wanted to test removing bloodlust to begin with, knowing their plans for clown.
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Recently had a good one.
I was Billy - no add-ons. I’m chasing a Neon Nea who is getting her kicks juking my chainsaw sprints. As I’m recovering from a miss, she gains some distance but is in a narrow area between a hill and a wall.
Off in the distance, in the direction she’s running, my Discordance procs. I start revving and she’s staring a hole through me waiting to juke. I figure I’ll run toward her, but if I miss then there’s at least 2 others on a gen up ahead I can try to get.
Sure enough, she jukes thinking she’s hot stuff. However, I can literally feel her confusion when I just keep going and going.....and going.... (it was a long way ahead) right on past her.
Long story short, the poor Bill never saw it coming (well, he did, but was only able to run 4 steps before death).
Not only was this long-distance-downing-of-Bill EXTREMELY satisfying, but it set off a chain of events that led to Nea’s death!
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She’s got a healthy pair of lungs, I’ll give her that!
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Both. I’d get a dog before a cat, but I wouldn’t say “no” to either.
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My change:
- Keep the aura reading as-is
- When a Hex is destroyed, give the killer a certain amount of time (like with PGTW) to get to the dull totem of his choice and ignite.
Survivors can try to distract killer long enough to expire his hex. Also very vulnerable to OoO.
Killer has the opportunity to pick well-hidden totems for his hex.
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@PassarinoT said:
It already does this.
Scratch marks? Really? Was this always the case or a recent change?
Whatever the case, let’s just say I’m embarrassed! Whoops! 😳
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I wonder if Dwi-livery Guy will be bringing us some cheesy, pineapple-y goodness in the summer months? 😲
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I would say blood warden is unchanged. Once any gate is opened the first time and you get a hook, it procs and begins counting down. Likewise, EGC continues even after the gates are re-closed.
It could be a lot of fun to close gates, hook someone while another survivor reopens a switch. Then they run out only to find that BW is blocking them! Lmao! 😈
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@Sonzaishinai said:
Yes but Debuffs of the same type that come from different sources stack multiplicatively
Which means slightly less effective
For example
Dying light with 6 tokens and 3 injured people with thana
Dying Light is providing an 18% slowdown, while Thanatophobia provides a 15% slowdown
The interaction speed is (1 - 0.18) x (1 - 0.15) = 0.82 x 0.85 = 0.697c/s.
The time required to repair a generator becomes 80/0.687 = 115 s (approximately).
Also note thana doesn't affect healing anymore.
Thanks again to @Orion for sharing this information a couple of times
Thank you for the detailed info! Very enlightening. I had no idea Thana doesn’t affect healing anymore. Dang!
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Having a pet, even if it does nothing, will make any perk meta! 👍🏼
In all seriousness tough, Calm Spirit is about remaining stealthy and undetected. Having a crow flying around you all the time is a little counter-productive in the regard.
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@EvanSnowWolf said:
So I can be hooking someone in the basement and be unaware there's a pedestal camper, the last ten pops, and 15 seconds later BOTH gates open, which could be currently camper by other Survivors?!
It's a no from me, dawg.
SWF would eat that alive.
Not to argue your point, because there would definitely be new strategies developed around the Node.
However, I think it’s worth mentioning that your scenario is exactly the kind where a SWF would choose to 99% the gates rather than start the clock. They want time to mount a basement rescue. This gives the killer time to try to protect the hook and possibly waste enough time to go reset their gate progress, even if they open one.
Finally, in your scenario the killer has pretty well lost the match anyway. At the very least he can shut the gates on them and force a quicker end to the match - rather than go watch the dance party.
Anyway, it’s simply an idea right now. Activation times and other details are certainly up for discussion!
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@Zayn said:
https://forum.deadbydaylight.com/en/discussion/comment/1844853#Comment_1844853
You haven't met me in game yet then!
Well, maybe. Those 4-leaf clovers are rare, but the DO exist...
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Even better if you could make that survivor attack other survivors while riding and steering them. Or maybe just have Victor leap onto someone else to restart the “remove victor” progress.
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For me, the big “UGH” comes when they slug for 4K. And then re-slug. At that point I just drop controller (PS4) and grab phone.
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Honestly, I’ll take any of the girls over a Steve any day. Finding a Steve with a shred of decency is like finding a 4-leaf clover.
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@ShamelessPigMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1844842#Comment_1844842
Sorry for misunderstanding.
So according to the Wiki, you should see the little blue perk effects square to signify another player's perk. I haven't tested the interaction between two kindreds in a KYF yet, but it should be that you see the little blue perk icon if they do indeed have kindred.
No problem!
When I run Kindred, I see that blue perk effect square every time someone gets hooked, so I’ve determined it’s from my own perk.
Still, if you get to test this out in a KYF and discover any other sort of indicator beyond this 1 square that seems to refer to 2 players, PLEASE report back! It would be greatly appreciated!
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@NomiNomad said:
That feel when you put on Tar Bottle and get Lery's or The Game.
https://us.v-cdn.net/6030815/uploads/RSYX688JN9T8/ded.jpg
On topic, I wouldn't be opposed. It'd be a nice QoL change for him.
@hardtimefun said:
https://forum.deadbydaylight.com/en/discussion/comment/1844782#Comment_1844782
I agree, that would require some work for sur but would make these add-ons more consistent
In the meantime, when you get Lery’s, putting the trap in that dark line at the bottom of the doorframe can be effective. Otherwise, go for grass and the top of the staircases in the central part. Stairs are useful cuz they never expect them there, Even if they see it and turn around, they still have to take a hit from you on the way back down if you’re chasing them.
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@ShamelessPigMain said:
Kindred is a two-part perk. Both share the same features, being seeing where other survivors are and if the killer is camping.
1. When another survivor is hooked, you and only you can see those auras; other survivors will not see the auras if they don't have kindred too.
2. When you are hooked, all survivors can see those auras, regardless of if they have kindred or not.
Yes, I understand that part of it (thank you for the explanation nonetheless).
What I want to know is how to know if somebody else has Kindred when I also have Kindred myself.
If someone is on the hook and they have Kindred, I don’t see anything different because I also have it. But it matters because I want to know if the guy on the hook is feeding aura info to my other teammates. Shouldn’t there be an icon or something telling me that the guy on the hook has Kindred, along with my own Kindred?
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Go to Hawkins (aka pallet factory), put on Enduring / Brutal Strength / Spies (cuz Hawkins) / Something Else, and NEVER respect a pallet.
Don’t play to win, just get on their butts and stay there. Eat pallet...break it fast,...keep chasing. M1 when you can to keep them scared. Attack (even if it’s a miss) when they go near pallets to encourage quicker drops. Once they realize you’ll eat the pallets, I’ve noticed that they start throwing them more quickly to get stuns. This can easily turn into farming if you want, which is good for your challenge
I used Hillbilly so that they wouldn’t find it suspicious that I never used my killer power (again, cuz Hawkins)
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@RamblinRango said:
https://forum.deadbydaylight.com/en/discussion/comment/1844767#Comment_1844767
He's asking about the shared perk icon below your normal perks in-game
I've wondered this too and I don't think there's any way to tell. I just play like they don't have it, stay on a gen if I see someone going for save, go for save if I don't
Yeah, that’s been my mindset as well. Still, I hate the uncertainty, so I figured I’d ask in case I’m missing some detail somewhere.
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@bjorksnas said:
If someone on hook has kindred everybody gets the buff and can see the auras
if someone who isn't on hook but you have kindred only you get the buff and can see the auras
if no one has kindred no one has auras
Right, but consider this. You have Kindred and someone else is on the hook. You see all the auras,
But how can you tell if the hooked person ALSO has Kindred?
If you know it’s just you, then you can act knowing that the rest of the tea is unaware of the aura info you’re receiving. If you can determine somehow that the guy on the hook has Kindred, then you know that the whole team sees everything and can coordinate a rescue accordingly.
To put it another way, when you DON’T have Kindred but you see all the auras appear, you know the whole team sees them. But when you DO have Kindred and those auras appear, you can’t be sure what the others see. ........ Can you? (And that’s the overall question here)
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All that exercise and my Wraith Hips still just can’t squeeze through! I’m at a loss! 😭
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Though I voted “3k”, my win criteria is actually a little different. If I got 8+ hooks and the match felt active, where I KNEW I was giving them trouble, then that’s a win. Even if they all escape! Really it comes down to if it was fun I guess.
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Heck, do it for killers too! Type in code to get 20 add-ons for each killer and they don’t use an add-on slot. They add sparklers to the killer’s head for festivity, but don’t actually affect the game.
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That would be a nice “code” for New Years. Type in code and get 20 firecrackers for each of your survivors. Wonder if they can do that for items.
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Just tried. Not working on PS4. Anybody have any other codes that may work?
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@indieeden7 said:
Tbh, more in-game apparel would be really cool, I think that things like Nea's t-shirts or her baseball caps would be pretty popular. The thing is about the merch store though, is that for it to succeed, BHVR would probably need to invest in it more, offering a wider variety of products. It would probably also be beneficial if they figured out a way to reduce the cost of their products and/or delivery seeing as international shipping can cost almost the same price as the products themselves.
Fully agree. There’s definitely some cost/profit analysis that we don’t have access to. Obviously, plain items can be produced cheaply in bulk, but not a lot of people are interested in a black t-shirt with 5 slashes.
I think they should try a small test of a more unique item (like bunny Feng) and watch them fly off the shelves. That will boost their confidence (and financial ability) to expand the selection further!
Thats also why I made this thread. Let’s hear from the players themselves. What items are we actually willing to shell out cash for?
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@Huge_Bush said:
Shirtless Felix.
Speedo Dwight.
Behavior would be raking in the dough.
Oh, cosmetic surgery Quentin.
Oh, no, I mean the merch store. Where you buy actual physical items for yourself
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I’m ok with limited time codes, as long as it’s a couple days each time so everyone has a fair shot of seeing it.
What I’m NOT ok with is limited quantity codes. Essentially the only people who get those are the ones who live/eat/breathe DBD and see the code first.
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@megswifey said:
Ohhhhh this is a fun idea!!! Honestly? Teletubbies. Those things are so scary!!! Maybe they turn you into custard as a mori lol!
Horrifying! However the Legion’s bunny outfits kinda fill that niche.
Maybe something like Survivor: James Bond and Killer: Lockjaw
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I don’t play Doctor much, but when I do, I use this build:
BBQ - So I know where to go after a hook
Iron Maiden - To deter people hiding in lockers against BBQ or my Static Blast
Whispers - When it lights up, I use my a Static Blast (rather than so many others who do it right after hooking.) This guarantees either a scream or knowledge that they’re in a nearby locker if they don’t scream.
Variable - this perk can change, but I have great success with Overcharge and Huntress Lullaby.
Now that you know the build, think about how to play around it.
- Be bold. Stealth just wastes time and gets you dead.
- Magnetic hands. Work gens to put the pressure on me. If you’re not dangling on my meat hook, you’d best be working.
- Run for your life! Your time on 2 feet is far more valuable than saving the shack pallet (affectionately referred to as The Shallot). Throw the dang thing and make me kick it so that ~kachang!~ Ah there ya go. Your friends just popped a gen.
- Expect that I will anticipate when you want to pallet stun me, and that I’ll try to stun you first with a zap. Again, just throw it. By the time deadzones are a problem, gens should be just about done.
- Why do I bring Iron Maiden? Simple. Lockers deny me lots of info so I want to punish you for using them. For some reason, most Doctors I encounter don’t use this perk. That’s good news for you!
- Keep in mind that my static blast takes a minute to recharge. You can do a lot in that time. Once you hear the blast, just go wild in my terror radius (ie work gens) and I’ll never know you’re there. If someone screamed, even better cuz you know I’ll be investigating.
- I’m not The Plague where you’re fine just suffering with the affliction. When you’re afflicted with madness, you actually want to do something about it fast! When you see a red stain on you all the time, I see it too. And that glow is a beacon. Also, you know those phantom Doctors that pop in and out? I can also see them and I know they’re looking in your direction. If one pops up, get out of your locker and run! I’m gonna check that locker. (Remember - stealth bad)
Hopefully this helps!
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@DontNerf said:
So I want to start by saying that at this moment kicking a Gen with no regression perks like Overcharge and pop is ABYSMAL its confuses me that kicking a gen pretty much does nothing to it and just a simple tap from a survivor stops its regressions.
I think kicking a gen by default should have more of an effect, there's a few ways that you could do this,
1, An 8% regression everytime you kick a Gen by default with out any regression perks.
2, it applys 200% regression when kicked (like ruins regression but only for that kicked gen)
3, gens need to be worked on for 10 seconds before the regression goes away, what i mean by this is that a Gen will continue to regression with tapped and needs to be fully worked on for a decent amount of time for its regression to stop apply when not being repaired.
What do you think of these ideas?
First if all, I love these ideas and think anyone of them would be great!
That said, I’d like to offer up a new idea that I’m surprised hasn’t come up on this thread yet. What if we gave the killer, either as a perk or base kit, the ability to further kick damaged gens?!
Each time he kicks it, it takes damage AND regresses more quickly. Yes, he could stand around and totally kick a gen into oblivion, but this will cost a LOT of time. Better to use this ability strategically when it’s really needed!
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Maybe I didn’t describe it well.
When I’m searching and have my loudout complete, I toggle my auto read up button. Then when I finally do get a lobby, my red slash is already lit without me doing anything else. That’s all. It’s entirely optional and gives you no control over other players.
I would assume that most people would start using this during long lobby searches so we will rarely have to wait on people who aren’t paying attention. If lobbies are quick, then this feature won’t be used since players will still be finishing up their load outs in-lobby.
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@HerzogRene said:
https://forum.deadbydaylight.com/en/discussion/comment/1825556#Comment_1825556
Would need some serios nerfs since this is the op version of premonition or basically any killer reveal perk. Doing gens would be extremely safe with up to 3 tokens with 90s cd. And imagine having 4 survivors with that perk xD the killer cant even take a ######### without them noticing :P
But the cave map thing, im all about it, that would be dope!
You are so right! I didn’t consider the combined effect of 4 survivors running this in coordination (I was bleary-eyed and turning in for the night.) Whoops!
These things need a time limit (battery drain?) before they expire, along with the token cooldown. Perhaps once they activate the killer’s aura the first time is when the drain begins. Oh, and they should make electronic gizmo sounds so the killer can hear when he’s in range of one.
How many tokens? How long do they last before batteries die? How long does it take to recharge a token after a tripod dies or is destroyed? I flubbed so bad last time, I’m just going to leave these details open for discussion.
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Hmmm, it’s an interesting concept which inspired a slightly different idea for me.
Imagine we have some new survivor come out who’s a Geologist (Cave map?! Eh?). This perk could be:
Surveyor. Start the match with 1/2/3 tokens. Consume a token to erect a land surveyor tripod anywhere on the map. When the killer comes within 12 meters of one, his aura is shown to all players. The killer can destroy any tripod he encounters, and this will initiate a 90-second recharge of a token. (Each token recharges separately if all tripods are destroyed within the same 90-second period.)