nickofford
nickofford
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- nickofford
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Comments
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They should just have the survivor auto attempt their chances and then intsta-kill them if they fail
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/291575/something-must-be-done-about-this
I realize you troll sluzzy. But why are you using fake scenarios to prove a point in your troll posts ?
Your second picture is literally a custom game of 1v1. There's 1 player for survivors. No DCs. No deaths.
Actually player Icons will be removed if you go to spectate then endscreen then back to Spectate
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No
As the only perk that gives a reason to clease dull totems it is the STRONGEST killer perk in the game
Every time a survivor thinks or looks for or cleanses a dull totem NOED has had an effect on that match.
Noed needs to changed completely and Dull totems need an intrinsic gameplay effect
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25 killers in the game means you should be seeing any killer 4 out 100 matches
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A better soloution would be just to have the egc start when a player enters the exit gates area , not on gates being opened all the way
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@DelsKibara said:
https://forum.deadbydaylight.com/en/discussion/comment/2550007#Comment_2550007
Also
They count DCs. And Pinhead had a DC bug.
They have not counted Dc's for the past 3 years
They really need to put a disclaimer on every new statistic
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Double pallets mean that the map spawned less than the minimum amount of pallets and forced a spawn there
Meaning the rest of the map is probably really unsafe
Once you break those pallets you'll have an easier time in the match
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I think he's fine enough
But holy moly I do not want the devs to spend a single second on him , he has taken way too much development time compared to the roster
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They made a chqnge where you can no longer stun a killer if they are on the same side of a pallet as you.
This makes pallet saves and power struggle fail often, like 90% of the time
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Cleanse 12 totems to prevent a perk which might not even be in the game (Noed) and each totem takes 21 seconds
This is beyond unrealistic
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No player will spend 20 seconds to give thier team a 30% increase to healing speed .Lol
May as well just disable the perks permantly
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/2528716#Comment_2528716
Aah i did not know this.
Thanks for letting me know.
This article is an overview of all Toolboxes featured in Dead by Daylight.For other uses, see Toolbox (disambiguation). Toolboxes are a type of Item the Survivors can use in Dead by Daylight . Toolboxes have two main uses: repairing Generators faster and sabotaging Hooks (6 Charges). Not all Toolboxes are suited for both aforementioned uses, as some are specialised for just one of them and perform poorly when executing the other. The original and only Toolbox Patch 1.1.2: Patch 1.1.2 introducedThe section "Toolbox repair speed" has a graph which demonstrates this
It makes the math around toolboxes more compicated than it need to be😅
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@Sonzaishinai said:
Commodious with scraps and spool is 52 charges
With streetwise it means 52/0.75 is about 69 (nice) effective charges
At 50% increased repair speed you save about 34,5 seconds
Build to last first refill saves you 22,5 seconds 34'5 seconds minus the 12 spend in a locker
Second refill is about 46 effective charges so 23 minus the 12 seconds in a locker is 11 seconds
Third refill is 22 effective charges so 11 seconda minus the 12 in a locker you actually lose a second
So Build to last if you only recharge 2 times bassically doubles the time you save with a this superdecked toolbox.
It is worth nothing that anything less then fully decked commodious with streetwise is not nearly going to be this effective.
But assuming my math isn't straight up wrong this is how it would be i think
Toolbox's lose charges at the same rate as it's repair speed so commodius losed 1.5 charges a second which changes the math
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Survivors should just spawn on hooks
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No
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Make a tutorial that teaches killers how to zone and break pallets on the right side
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You should never be infecting a survivor out in the open , always do it at pallet loop with the survivor on the outer trqck of the loop , even with the speed boost they become in range of your next ten-tickle strike very quickly
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It was way too strong of a perk that would punish survivors even if they won by taking away their item , so I'm glad it got changed.
At least now they can balance it with how charges per second it takes away from items and change it accordingly.
Also not to mention that in solo queue you had no idea the perk was in play until YOU yourself got hit and then loop the killer and/or stay on the hook for 90 seconds and BAM your item is gone with no shot of getting it back.
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Azarov's resting place , That map since the rework has just been a 3-Gen battle every single match
On onr occasion I had five gens spawn on side and 2 on the other side
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It is very good but even with a fully kitted commodius toolbox with those two perks are still weaker than the best old toolbox
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Yes 100% I agree
Not to mention any undetectable perks on him
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It's just social behavior , the Devs on a stream around 6 Months back said there is a almost 1:4 ratio of Killer to survivor players , it's just region and time of day difference that causes queue times
I for example will play Killer during the day as my friends are at work
But at night I will play survivor as they are back from work
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What the perk need is a new secondary ability , why on earth does it give medkit efficiency when it let's you play without a medkit
My idea for a new secondary ability would be a token system that would increase self healing for every heal completed
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Way too strong , even if survivors were only exposed for the duration of the carry it would still be a strait upgrade to all other anti-bodyblock perks
But then it has the the effect of keeping the exposed status for 30's making saves impossible and with certain killers can start slugging within that time
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Even if players were to switch to killer to get a charm , that won't stop the 4/5 playerbase from having to kill themselves for it and they will still have to deal with blood warden triggered by teamates
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I agree ,it is strait up an upgrade to Iron grasp , Agitation and Mad grit for the purpose of preventing bodyblocking
And THEN survivors are still exposed for 30 seconds after
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On the other side of the coin
Everykiller is swinging through pallets as they know they cannot get stunned because of the pallet bug
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Only change I want immediatly is going into private match solo
Would be great for new players
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Lol what ? , now it would take 98 seconds of cleansing to stop noed
Also making solo players run into the basement to find out how many totems are in the match for a perk that may not even be in play is the dumbest ######### I've ever heard of
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The Map has literally 4 vaults and two of those are unsafe , they made the map more visible and brighter too , giving less or more unsafe pallets would make it even worse for survivors than Hawkins
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The developers need to make 3 changes to prevent game hostage situations
1) Survivors losing collision with killers after touching them for X seconds(Prevents bodyblocking situations)
2)Reveal survivor auras after no survivor touches a generator for X minuites (Prevents hiding situations)
3)Have a maximum regression threshold for each generator (This prevents a killer from Holding a 3 Gen and out regressing survivors)
4)Iron grasp also need to be changed as you can just keep picking the last survivor up and making them wiggle off into the basement stairs and downing them as soon as you recover
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Any changes to this will make 3 genning literally impossible to out repair , doctor and freddy can already outregress you on certian maps(azarovs resting place) with certian builds or make the game last 20 minutes in a war of attrition
The only way i would approve of this is if gens each had a max regression value to stop regression at a certian point
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If it was working properly we would be seeing clips online from killers having thier weapon swing through survivors or getting hits without the survivor taking damage and tons of raging about it.
I haven't seen a single clip like that since it's been turned on .
Even if they do manage to get it to work and work fairly until they fix auto-aim/aim dressing , we won't know exactly why hits arent connecting
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All of the games variables and mechanics are balanced around the main mode ,
So in order to do another game mode it would have to be a Limited time mode with certian map perks and killers disabled
If it does work out , oh well it's a limited time mode for a reason
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This would be great , as it is very hard for killers to learn off of other killers other than playing aginst them as survivor or outside resourses
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That's a bad idea it just makes players with more expierence earn more bp and bring in beeter items addons and perks , making newer players at more of of a disadvantage
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@Warcrafter4 said:
https://forum.deadbydaylight.com/en/discussion/comment/1760870#Comment_1760870
Those KR stats are hyper inflated:
"Given those statistics include first hook suicides and DC games its hard to take those stats seriously.
A survivor DCing in a game pretty much dooms their 3 teammates to death so even without the DC itself counting as a kill it still gives a 75% KR.
Also before you say about "what if the killer DCS" if the killer players DC at the same proportional rate aka 1/4th as much then its still heavily inflates the KR
4 survivor DCing across 4 games dooms 12 teammates.
1 killer DC only gives 4 survivors an escape.
DC games cause KR hyperinflation."
Quoting/copy pasting myself sense I am getting tired of type this out.
They haven't include matches with DC's for the past two rounds of statistics
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For every match there is 4 survivors and one killer , so 80% of the playerbase activly plays survivor so It makes sence that challenges would be split 80/20 in the amount of time it takes to complete
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@SpaceCoconut said:
They changed him (gave him a complete overhaul) because they were happy with where he was at.
#devlogic
"For the most part" Please read the whole post
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@DrDeepwound said:
https://forum.deadbydaylight.com/en/discussion/comment/1421293#Comment_1421293
SWF, according to dev stats from the past, make up for 70% of matches in some form. 2 man, 3 man, and 4 man.
Thats not true at all above 50% of players are solo https://forum.deadbydaylight.com/en/discussion/61114/data-sheets-community-requests#latest
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@Speshul_Kitten said:
Does this kinda show there aren’t enough people playing Killer?
https://us.v-cdn.net/6030815/uploads/HDS2RP50Y12L/7b4f07c4-069f-4033-ac89-f8214831cbf4.png
In a earlier dev stream they said that there is a close 1:4 ratio of killers to survivors across all platforms and times .
However due to certian platforms or times of day having too many killers or survivors queue times are longer .
Having cross-play would eliminate platform difference and the system above would help time of day differences
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@SilentChill said:
Yuno Gasai
I'm in love with this idea
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It looks solid with no gaps , but we will have to wait for the graphics update to see how it looks
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This is literally the most broken killer and worst survivor map I've ever seen , I would rather go against old legion every time instead of PH , at least I could use perks against Old legion and use windows and pallets against Old legion.
I was so excited for the 4th anniversary event ,but now it's going to ruined by tunnelhead and unsafe school
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@emptyCups said:
The devs in the last stream said it was lack of killers population
This last update helped alittle so did the world lock down.... but my console experience is that noone wants to play killer because it sucks.
No they said when looking at stats that there is 1:4 ratio of killers to survivors ,however the ratio is imbalanced in different ranks and platforms. So having cross-play and rank changes would help to address que times
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It at or over 999 per item (I doubt any player can reasonably reach that though)
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The perk you are thinking of is called "Dying light"
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If you keep looking at the survivor (even though walls you won't break chase , he kept looking down and losing chase
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The only reason why he lost chase is because he wasn't looking in the direction of the survivor most of the time , you can keep chase through walls , an example is chasing around the wreched shop
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@mutante said:
https://forum.deadbydaylight.com/en/discussion/comment/1200243#Comment_1200243
https://us.v-cdn.net/6030815/uploads/470/OVBRIGGQMJYR.jpg
I'm posting a copy here because maybe your dumb mind can't find it.
Make some research before blaming people liers!
Literally read the text below it