matteriess
matteriess
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- matteriess
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@Krazzik said:
Would be nice, as it stands you get nothing for p1, p2 or p3 for those three characters.
Still did it cause I didn't want Demo left out :)
Yeah, it just seems kinda upsetting grinding those characters to higher prestige for just the charms and bloody cosmetics. I understand their perks class as unteachable perks now, but it'd be nice to have a reward for hitting P1, 2 & 3.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3274548#Comment_3274548
I can force 3gen with my wesker EVERY. SINGLE. GAME. that I don't get something as large as disturbed ward. It's not hard really
It's also not hard to prevent a 3-gen, once you know the generator spawns it's pretty easy to know which genorators to prioritize as a survivor.
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@Zeidoktor said:
https://forum.deadbydaylight.com/en/discussion/comment/3273630#Comment_3273630
They're saying Blast Mine doesn't alert the killer to its presence until they kick a gen the same way Eruption doesn't alert the Survivor to its presence until someone's downed and the gen blows.
So Blast Mine doesn't work as a comparison/solution because the side that could actually use the visual indicator can't actually see the visual indicator.
But isn't that my suggestion, to add a visual indicator so people are aware of the perk being active?
Above someone quite helpful suggested a perk indicator, similar to how Unnerving Presence (the doctor teachable) is shown when active. Which could be great :D
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@YOURFRIEND said:
https://forum.deadbydaylight.com/en/discussion/comment/3273512#Comment_3273512
Uh huh. That's my point. You said eruption should have an indicator that it's on gen, just like blast mine. It doesn't. Not for the relevant side.
So are you proposing a rework to Blast Mine? Either way, I don't understand the relevance here...
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@Zeidoktor said:
My understanding had always been the issue with Eruption is primarily the 30-ish second long Incapacitated status effect. The problem there being that not only is the gen blowing up and regressing, not only are you stuck with no way to do anything about it, but you have know way of knowing when it'll even happen.
That's why my main idea has always been add a tiny delay between down and explosion. Not so much the it's too easily avoidable but enough that an alert survivor has a chance to let go in time.
Yeah, that's a great idea! I mean, my suggestion was only really something on top of that. Just so it's even more clear to solo queued survivors.
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@YOURFRIEND said:
https://forum.deadbydaylight.com/en/discussion/comment/3273512#Comment_3273512
Uh huh. That's my point. You said eruption should have an indicator that it's on gen, just like blast mine. It doesn't. Not for the relevant side.
So... Are you asking for Blast Mine to be reworked so the killer can see the indicator? Sorry, I don't understand your question or the relevance here?...
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@Rudjohns said:
https://forum.deadbydaylight.com/en/discussion/comment/3273549#Comment_3273549
I wont exactly "help" but it would make it more fair
Exactly, couldn't have said it better!
Can I just say, I'm all for nerfing the incapacitated effect, I agree it can be a pain in several situations. However, I wanted to create this thread, not as one of many "I cannot stand this effect it needs changing" or a bash at the developers (as that's just unhelpful). Instead, I wanted this to be a case of "this small tweak could help solo queued survivors or people that didn't see the killer kick the gen".
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@YOURFRIEND said:
Blast mine doesn't show the grenade on the killer perspective.
I'm suggesting a change for the survivor perspective, not for the killers? Why would a killer need to know which gen they've applied Eruption to if they already have a yellow aura on the generator...
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@Rudjohns said:
Just put an Eruption icon in the bottom left corner of the screen as soon as the killer kicks a single gen, like how Unnerving Presence is shown. Now survivors would have to keep that in mind, any generator will explode at any second.
This is a great suggestion! Again, this thread isn't intended for an immediate rant about how "this perk needs nerfing". Just adding something to add counterplay to a strong perk. Thanks for the great suggestion dude!
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@Gandor said:
That will not solve anything. Problem with eruption is strong 3-gen (or any situation where you still have a few gens close to each other). Killer will just kick all of them - so you know that they are trapped. But there's nothing for you to do about that one - but eat those penalties.
3-gen situations can be countered pretty easily. When you spawn, just work on the furthest gen from your spawn, whilst your teammates work on the ones where you spawn. The whole 3-gen situation only really occurs if survivors don't think before they complete gens. I'm sure you can find a guide somewhere if you need help on where generators can spawn, etc.
Once you break the 3 gen, the killer can only really patrol 2 generators with Eruption.
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@Starrseed said:
Since a bad ping can has advantages wouldn't that mean that people from the middle east who has no other chance get dodged 99% of the time
Depends on if the person matched against that player cares enough to stay, or not.
Later down the line though, we would hope BHVR will add a node in that region.
For players that don't want an unfair game, I do believe it should be a matter of choice, especially as we're able to see the killers ping in the game...