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miotas

miotas

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miotas
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  • Every game is ruin/undying, gotta power through those gens

  • In my second or third game ever as survivor I was the last alive. This was back when hatch couldn't be closed. I knew a hatch existed somewhere but I was SO SCARED of EVERYTHING that I crouch-walked the entire edge of the map looking for it. I didn't have urban evasion, it was the slowest, most immersed exploration you can imagine. I eventually mustered the courage to creep my way into the cornfields, and after a few steps I heard the the terror radius, so I froze. It didn't get louder or quieter, so I crept further along and I heard it, the hatch! I panicked and immediately sprinted for it, and at that moment a flustered Billy swung at me a little too late. The poor guy waited at least 5 minutes for nothing.

  • Just run Calm Spirit if you don't like it. Not scaring crows is also surprisingly good against high-rank killers.

  • To add to this: Nancys that don't have the jacket + ponytail. Idk what it is, but at high ranks a Nancy in any other outfit (especially default) is usually terrible. Jacket + ponytail Nancys are alright though.

    (Totally not entirely anecdotal)

  • @Tarvesh said:

    Most combos that rely on you being in a certain status effect as part of the combo won't proc if you're already in that status effect, Since Second Wind's effect requires that you be put into the Broken State, it probably can't activate since it can't put you into the Broken State because you're already in it.

    It can't perform its actions, so it can't activate. Makes sense to me.

    It's okay if the perk doesn't activate if you're broken already while being unhooked. It would just be nice if you could fill up the pre-req of healing an ally to full health, so that if you get hooked AFTER for the people's broken effect is removed, you can use second wind.

  • I ran this combo as well thinking it'd be fun and I was disappointed. It makes sense to me that instantly healing someone would proc second wind. Maybe the event sequence makes you broken before checking if second wind procs. I'd love it if they could change second wind to synergise better with perks like this.

  • I guess what I'm asking is does it have a reputation, because I play the same and get different results.

  • @Archimedes5000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1097326#Comment_1097326

    Well like the guy before said, consistency.

    There are few types of healing:

    1. Healing Someone (picking up someone is also here)
    2. Healing yourself (with Medkit or Self Care)
    3. Self Recovery (recovering and picking yourself up)
    4. Mending
    5. Snapping out of it (not sure)

    1 and 2 are affected by all "healing perks/powers" so Coulrophobia, Nurses Calling, Sloppy Butcher, Doctor's power. But for example Well Make it works only on 1.

    3, 4 and 5 are not affected by ANYTHING

    So if you want to change anything, you have to stick to these "healing types", I dont think you can make things in one "type" separate

    I see all of your points and it is a healing action, but the last 5% doesn't feel like an actual heal. It's literally a tap. It's like picking someone up.

    Anyway thank you for your points, I'm glad to be able to discuss it. It's probably not best to potentially add more bugs by separating healing action types.

  • @Seltas0208 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1097326#Comment_1097326

    That's still a healing action, so if they altered that they'd have to alter how it affects normal healing.

    I can see how that's frustrating to go against and if it's happening to you frequently I'd recommend either tenacity or unbreakable. Tenacity let's you make distance and recover at the same time while unbreakable gives you a pick me up in addition to faster recovery speed

    There are no other killer abilities that prevent you from picking up a downed teammate. You could compare it to being hooked. Tier 3 madness cannot stop you from unhooking someone. As being slugged can also lead to a survivor death, I think these actions should be treated the same (this could also be argued as consistency).

    Perks to counter it do help but if I'm the last survivor I can't control what the slugged survivor is using.

  • @Seltas0208 said:

    It's consistency. If it's something you have to channel like healing a downed survivor then it has to remain unavailable to do In t3

    Or else healing becomes available to do in t3 which then only means generators are being impacted. But at that point you might as well play legion as the only reason you'd be snapping out of it is to do generators - simular to deep wounds

    What if healing downed survivors is allowed but not injured ones or yourself?

  • @BBQnDemogorgon said:

    Because the game has been out gor 4 yearsa nd we've been collecting so many add ons/offerings/items that this system would kill the progression system.

    We'd likely have enough bp to skip leveling for several chapters worth of grind if this was implemented. It'd be RIP BP economy

    It'd have to have a HUGE limitation imo like you can only refund enough items to equal 20-30k bp a day.

    You could break them down into different items instead. Like making a green toolbox requires two green items or something.

  • Is it possible to get optional projectile aim assist for Huntress on console, similar to other FPS games?

  • DCing should have a death delay like being sacrificed. It would give you at least a few seconds to react to a hatch suddenly spawning.

  • Once again, the entity manifests itself as lag

  • @NullEXE said:

    1. Not the killer's job to make sure you have fun.
    2. Not the killer's job to teach you better perks, how to play the game, or map layouts.
    3. Not the killer's job to teach you how to counter the killer's they play.
    4. Not the killer's fault that the other survivors saved you without perks to ensure safe unhooks.
    5. Not the killer's fault that the other survivors saved you without ensuring the killer was distracted elsewhere.

    I can go on, but that looks like a good stopping point.

    Funny, I never said any of these things, but go on assuming.

  • @RickJames said:

    I just feel bad for people who do this as they must be in a pretty poor mindset to do these things. I usually try to be really kind to them at the end of the game and wish them luck. I'd like to think it makes them reflect on what they did and they change for the better.

    I guess with the state of killer right now maybe they wanted to feel more in control (which the killer should feel in this game). It just sucks to be on the receiving end of it.

  • I think a better nerf for keys would be to require an activation time (maybe three seconds?) so it can't be used in a chase, and for varying levels to change how many can escape (purple, only you; pink, it will be open for 30 seconds).

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/947088#Comment_947088

    Even as a solo survivor, you can still break any totems you happen to encounter. You dont need to keep track of EVERY totem to break the ones you see. Often times you'll end up running past totems while working on gens and such. Being in a SWF squad and having voices in your ear saying how many THEYVE broken doesnt change the fact that you should break the one directly infront of you. The only thing keeping solo survivors from countering NOED is the feeling that its a waste of your time doing the totems because others are probably ignoring the totems. You end up having a full squad with this same mindset... Just because you dont want to track down all 5, doesnt mean you shouldnt cleanse the ones you already see.

    I do this and NOED still procs. In fact, what ends up happening is the easy-to-find dull totems will all be cleansed and one obscure totem that's near-impossible to find will be left and become the NOED, making countering it difficult.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/947088#Comment_947088

    So you're saying there's no in-between? The good survivor teams and the weak ones? I find myself a lot of matches where I have NOED, not needing to use it. Then there's matches where I had to use it or else I wouldn't have gotten those endgame kills. I try to not bring it because it's a Hex and it's totem gets removed immediately or before it spawns. But out of desperation to beat red rank survivors more consistently, I've been using it.

    In my experience (and this is a game balance problem), there isn't really an inbetween. Map design, addons, offerings, items, etc. make this game pretty imbalanced so it's generally a steamroll either way. There are a few games that feel balanced, and I think NOED would be more applicable if game balance could allow for more of those games.

  • Killers are just aware now. It'll still work on new players.

  • @Widowmaker8197 said:

    https://forum.deadbydaylight.com/en/discussion/comment/946915#Comment_946915

    Ooh! Maybe before you can start repairing gens, you have to acquire a toolbox either by finding parts for one scattered through the map or through and item chest. Toolboxes brought into the game would have charges and increased repair speeds, but toolboxes you craft inside of the game would just enable you repair a generator and would have infinite charges, but don't increase repair speeds. All they do is allow you to repair generators.

    I like this idea. Maybe you could also find generator parts (like fuel or wires or something) and each part needs to be added for a generator to complete. Different generators could be missing different things.

  • The issue with NOED is that it is too impactful against solo survivors/low ranks, and too weak against SWF/high ranks. Playing as a solo survivor, you have no idea how many totems are done. You can't run around the map hoping you'll find a dull totem just in case the killer has NOED when there are gens to do and randoms to save. Low ranks will be slow to do gens and bad at chases, so they will go down fast and be unlikely to even make it to the end game. These people will feel the effects of NOED the most and it honestly sucks to be in their position.

    If it's a SWF team they can communicate how many totems are done, where the totem has spawned, etc. High ranks will keep personal track of totems, know the totem spawning spots, and if someone is downed due to NOED in the end game, most survivors here will just run out anyway.

    From the killer's perspective, NOED only helps against teams that play poorly, which are teams you don't need any more help against. If you struggle with pressure against a good team, you might get a single pity kill out of it before it's cleansed or everyone leaves. If you can apply good pressure or the survivors are bad you'll probably get 2 or 3 or even 4 kills before end game happens anyway, so there was no point in having NOED. It's a perk that doesn't help you in the places you need against good survivors.

  • Just for fun, probably not going to break the meta, but I've always wanted survivor perks that did something like this.

    1. Attention Seeker: You thrive on external validation. Whenever you successfully distract the killer, you gain a 5/6/7% haste status effect for 20 seconds. Thrill Seeker can only be activated once every 60 seconds.
    2. Gossip: You love to share what you know with others. You share all aura reading with Survivors at least 16/20/24 metres away from you. Those auras are shown in Blue, and are delayed by 5/4/3 seconds.
    3. Escape Artist: Your successful escapes empower you to fight harder. Gain a token if you lose the killer in a chase and remain unfound for 30/25/20 seconds, to a maximum of 2/3/4 tokens. Each token reduces the time required to struggle from the killer's grasp by 5 seconds. Lose all tokens upon escaping the killer's grasp.
    1. Don't scream when falling
    2. Don't lose the hooking animation (it makes you die faster)

    I'd run the ######### out of this if these two changes were made.

  • If you have anger problems you shouldn't play killer.

  • Not all DCs are rage quits. Maybe it was SWF and one legit DCed, the rest followed suit to play with their friend.

    Then again, maybe they are sick of yet another PGTW Freddy (and with pink addons!)

  • Diversion! So much fun making the killer chase ghosts.

  • It was great at equalling the difference between solo / swf surv gameplay. It should be a feature.

  • I think it would be fair to give a rank handicap for the first 5 games you play as a killer you've never touched before. Maybe first time playing you play at a decreased rank of 5, then 4, then 3, etc. until your handicap for that killer is removed. It would usually only take me about 5 games to really get a hold of a new killer and this wouldn't require reworking the current ranking system.

  • As survivor I've been having fun running Sprint Burst, Poised, Dark Sense, and Vigil. The general idea is to not be afraid of burning SB because you get it back really fast with Vigil, so no crouching around everywhere. Finish a gen and sprint to a position the killer wouldn't expect with Poised and Dark Sense. Can also do gens in the killer's face and get away (not 100% guaranteed!)