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Batman781

Batman781

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Batman781
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  • @Nun_So_Vile said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3317281#Comment_3317281

    Combine this suggestion with basekit Unbreakable changes and we have officially arrived in the No Mither Era

    if No Mither let survivors start the game healthy but be broken for the rest of the match after being injured while giving a visual que to the team you are No Mither status but not letting the killer see you cannot be healed, that would be the best buff survivors ever saw in this games history. Don't sleep on No Mither. The reason its considered a team handicap right now is because it is shown to the killer from the start.

    Imagine if this change were to take place the power solo queue would gain combined with the use of Resilience. This idea may be just a theory but I have a feeling it is very close to accurate.

    The only time it would be bad is if the whole team used it.

  • ok so a few things to mention, the last loopible killer that could be mind gamed was Oni. Every killer since ignores pallets and windows 100%(in the control of a skilled player). They are all beatable if the team spreads out and does gens. The problem with this is most survivors waste too much time and the most time is wasted while injured. These killers must be kept at a distance which can be done with resources but if ever you use a resource to avoid a hit you will fail. Resources need to be used to create and maintain distance.

    The trouble with this is that very few players understand this. With all of the time wasted it makes gen regression perks a menace to DbD society. Now we are never going to have complete balance due to the 3 types of survivors mentioned above by StarLost. That wouldnt be so bad if there were a way to generate a fair matchmaking algorithm.

    My escape rate is relatively high, I'd say 80% or so. I guess my gripe is just losing to killers who have little to no skill as players because they can knock gens from 90 to zero in about 10 seconds consistently. Id almost rater perks and add ons be removed from the game. Let killers be base and survivors win using raw skill and not toxic tactics. I think it would honestly make more people say "good game" at the scoreboard screen than "get good".

    On top of all this a large number of people who play this game are the worst quality human beings alive which doesnt help the community have fun. I literally cant play a day through without someone messaging me something that I could honestly have them thrown in prison for.(racism and other hate, threats, and DOS attacks, to name a few) Toxicity and hostility are a big part of it and I think it is generated in part by killers who get bullied by elite SWF teams.

  • Can we get a dev to comment on why this problem exists? The settings your game overwrites is from privacy and ONLINE SAFETY section of my console settings. Its not ok that youre poor game design wants to put me at risk from people in the real world who now have the ability to know when I am home or not.

    Real life people are using this info to terrorize me and my son. I have contacted my local police and made them aware but if something happens to my son as a result there is no limit to money I will spend on a legal team to hold Behaviour 100% liable as much as the law allows.

  • Does that mean that every console game overwrites the players profile and console safety settings to show everyone online all the time? I play two other games daily that allow privacy settings to take effect in game. why is this game different?

  • i had a thought. make self 50% like it used to be and give back the med kit efficiency but when you use the perk you are always have bleed status. also, does anyone else realize the "botany buff" is actually one of the biggest nerfs survivors have ever seen?

    having to go from 33% more efficient medkits to 20% less they should have added that while using a medkit you gain an additional 50% healing speed.

  • i dont have any social media besides xbox live. i only come to the forums when i need to know something. codes should be monthly at the very least. developers shouldnt exclude people with real lives and responsibilities from in game rewards. as for google, its garbage. iv searched dead by daylight bloodpoint codes like 30 times since the codes started and not even a single time found a code that wasnt expired.

    the grind has lightened up severely but back in the day missing a code was worse than waking up late and missing the methadone clinic.

  • ok. thank you. but also is ASWD the exact same as Up Left Down Right on the keyboard?

  • thanks homie. u solid for this answer, unlike the post police who lurk the forums with no purpose other than to antagonize people lol

  • if you report anyone for anything other than gameplay altering mods/cheats/hacks then you need to get your priorities straight. the report buttons on every media and breeding a culture of tattling is ruining the world. literally. use the block and ignore functions, turn off chat or messaging, and most importantly let things go and move on to the next match. One of the things that make match based games better than games like MMOs, open world grinders, and other similar game genres is if you have a problem with people in the game they are gone in 10 minutes.

    And seriously devs, being AFK is actually against the rules and can result in enforcement actions such as suspensions and bans? thats not even reasonable. im a father and and even though my kids are very self sufficient sometimes i have to put the joystick down in an instant for things happening in my home. If anyone has ever actually been suspended or banned for being away from the game then i honestly would consider discontinuing all support of this game because that is honestly using fine print ToS to steal time from players who pay to play this game.

    Maybe its because im old enough to be a parent of a majority of this games community and i grew up in a different time but seriously, learn to be the bigger person in certain situations.

  • self care need to be .01% healing speed so new players wont destroy lobbies until they learn how to play the game.

  • pay to win is not a possibility on this game. giving a new player a modded PC account with every toon that has every perk, item, addon in unlimited numbers is not going to help them win. no matter what this game takes time to learn and is 90% skill and teamwork and only 10% about the loadout. stop trying to make the pay to win point when talking about this game. its not a real thing.

  • the cost of the bloodweb is less and its much easier to unlock perks on multiple toons now, without a doubt. but new players, particularly new survivors average less than 10k BP per match for at least 150-200 hours. i guess in the wake of the longevity of this game thats not too bad. but i still think that being able to spend some money to boost a toon should be an option.

    i never said we cant get good perks or a solid build quickly. nor did i say we cant win without having everything at our disposal. let me reiterate that this idea is not about winning. its about versatility and the ability to try new things more quickly. i personally almost never run the same perks 2 games in a row. i also use the random perk app quite often sometimes just to see how i do.

    the "meta" of any game is what ruins its integrity and gives an impression that players need to play a certain way. the players who run the same perks every game are missing out on a huge portion of what this game has to offer. i play with the same 3 people iv been playing with for 5 years and we always change things up and run team themes and meme builds just to have fun. even with the new changes it still takes a long time to have 1 survivor who can do that, let alone multiple killers if they main that role.

  • ok, so im not going to retype my whole explanation but heres a piece. this game and its mechanics are extremely balanced despite what crybaby role mains say. it is equally viable for either side to succeed and/or excel at any level of play provided all players in the match are equal skill level. pay to win has nothing to do with the price of tea in china here. i see PC cheaters every day on modded accounts who have unlimited items/addons and every perk on every character as well as subtle cheats to run faster, vault quicker, wiggle faster, repair, cleanse, open doors, ect and they STILL suck and get killed or dont get kills. this is a game of skill and teamwork, plain and simple. perks and addons make it fun, interesting, and versatile and thats what people want. its not about paying to win quicker, its about spending a little extra to be able to have more fun earlier than if the progress was grinded manually.

  • i just spent 20 mins on a reply and its gone. im so tight at this forum right now. anyway, in short its not a bad look. people who put in the time and are long time players wont like it for the same reason when they were kids they got pissed if they had to take out the trash and do the dishes to get 10 bucks to go out on the weekend but their little brother johnny gets anything he wants while mom does everything for him and he sits on the couch playing minecraft 24/7.

    and investor arent stupid, they are wealthy for a reason. they know what makes money and what loses.

  • so why dont they keep it real and stop manipulating the daily player report with garbage incentives that make players feel like they are missing out when they miss 1 login day. bloodweb and character progression mean nothing in terms of winning in this game. despite what the crybaby role mains who arent very good and show no signs of improvement after countless hours of playtime say, the game mechanics are extremely balanced. it is equally viable for either the survivors or the killer to get their objectives done if all players are equally skilled, no matter what skill level of gameplay.

    investors didnt get wealthy enough to make high level investments by being stupid. they know the daily player count is false. those numbers wont sway their decision. as far as a "bad look" what exactly does that mean? players can choose to fast progress their characters or they can choose to put the time in. why does it look bad when someone who just started today wants to spend a few bucks to get a character to a comfortable place to play with without the frustration of having to face players who have every tool available to them?

    this game has an extreme learning curve. it could take weeks playing all day to get 1 survivor to have roughly a dozen teachable perks unlocked. with that said, survivors are all the same. now imagine they want to play multiple killers. now youre talking upwards of a year to have 3 viable killers to compete at high levels of gameplay. i dont want to say thats unreasonable, but i certainly will say it doesnt sound like fun. it makes grateful iv been playing since day 1. if i started this game today, id likely give up on it and move to a new game in less than a month. and i say that knowing this is the most fun game iv ever played in my 35 years of gaming.

  • ok. well, does anyone else think it should be changed to not open doors? it would be a lot smoother and more practical to use if we didnt have to wait for the animation in order to keep moving to make another play. for example, if i run into shack and hit the locker then go to vault the window with quick and quiet to get away i get stuck(so to speak) on the locker and that makes it awkward and very difficult to use effectively.

  • my point is the devs are like "Heyyyyy!! we're giving all these free bloodpoint codes(in a game that until 3 weeks ago had the most exhausting atrocious progress grind in the entire 75 year history of all of video gaming) cuz we love and appreciate our players, but they only last a day or two so you have to login every single day without missing a beat if you want to redeem them all."

    This game is a cult classic and will have a following long after its servers are shut down. its already secured its place as one of the best online PvP games ever, especially since there is no other game like it. I get that the daily login report is important to them but they shouldn't hold players hostage to risk of losing rewards for not playing every day simply in the interest creating a manipulated player report.

    Players love the feeling of getting in game currency, items, and progress for free. this games community has been very open about all the things they dont like and want changed and until recently the devs have not been very receptive of our requests. i get that the recent update has made character progression much easier but that has nothing to do with the fact that a generous portion of players miss many rewards due to them only being redeemable for such a shot time and that makes players feel like they are missing out on something. that is just not a feeling the devs should want for their players if it can be so easily avoided with no real loss to Behaviour whatsoever.

  • @duygu said:

    i doubt there are that many hackers. i play on pc with crossplay and they are uncommon. i'm not going to deny they exist, i've had a bunch over the years, but it's not literally every game.

    regardless i can believe that your queue times are horrible without crossplay so you're stuck in a lose-lose situation. i believe that's because when you turn crossplay off, you are only matched with people who also have crossplay off on the same platform.

    besides all that, the main issue in this case is cheating and disabling crossplay wouldn't fix that issue for everyone. cheaters will still remain; it's the anti-cheat's shortcomings, not crossplay.

    i dont know why you think crossplay matters to PC players? PC players are the ones who cheat. its literally impossible to cheat on console. iv never faced a single, solitary cheater until crossplay was added. go look at the websites that sell cheat services and software as well as the forum sights that post cheats for people. every single one of them will tell you that console cheats for any game dont even exist. Since i posted this i turned on a movie and left my survivor in que with crossplay off. a match still hasnt popped. its been like 4 hours. Stopping cheaters on PC would cost the developers a lot of money so they wont go that route. If they wont remove crossplay then i think Behaviour should give me a refund for my game and DLC purchases as well as all the money i spent on cosmetics and rifts. Befor you jump the gun and say they shouldnt have to, remember, they added crossplay and ruined my ability to play their game in the name of making revenue. If they arent going to give me the service i paid for when i bought the game then they should give me my money back.

  • @BreadLord said:

    Uhhhh. Just turn it off, it's literally in the settings (ignore this comment,I saw that u know you can turn it off)

    if i turn it off it renders the game unplayable because i will literally never get into a match. with crossplay off the game needs to find other players on my platform with the same MMR as me that all have crossplay turned off. its impossible. i could stay in que for weeks without shutting off my console and i wouldnt get into a single match.

  • @DoritoHead said:

    How in the entity’s name are you able to run dbd on an Xbox 360

    i play one series x.

  • how bout if u dont start injured but yopu cant be healed and the broken status doesnt show so nobody knows you have the perk. your teammates will figure it out when they try to heal you but the healing prompt doesnt show up. to make it fair, when the survivor starts they have 1-2% hinder until injured.

  • @El_Gingero said:

    I’m with you on most stuff but you missed the mark with matchmaking. It’s not “mathematically impossible” to have a decent system in place, and telling people with legitimate criticisms to “stop crying” and “get over it” isn't going to get them onboard with the highly flawed system we currently have.

    A fully optimized matchmaking system could never be. The skill gap between low level players and high level players is too big and when you need to match 4 equals from one side with an equal from the other, unless you want unreasonable queue times would never be consistant. I am an ash rank survivor. Today I played about 30 matches and was only placed with roughly 3 red rank survivors the entire time. The killers however were red rank in EVERY match. I did about 70% of all gen progression in those matches and died on first or second hook I'd say about a dozen or more times with ZERO escapes.

  • @Alice_pbg said:

    https://forum.deadbydaylight.com/en/discussion/comment/1246988#Comment_1246988

    It's a perk, it has to take up one of 4 slots making the player give up something else that would help them during the match with the assumption that they will make it to the end.

    So, exactly like adrenaline. The meta perk, that swf in special love to use.

    With this buff, a mistake by the survivor could still cost them the escape, they still have to be able to run with a plan(and sometimes no resources e.g. pallets/windows)

    So if someone plays badly they lose? Oh wow. Didn't think of that.

    But I guess the killer can't make mistakes then. After all, if he's not on point for the punish he just won't catch up and have to wait for another mistake

    I stated that I do see how 7% may be a little strong, hence the various other options other people(as well as myself) have put up for adoption. The idea is to think outside the box, which clearly you're not hearing me advocate.

    IS that so? Let's see...

    "What if Hope were active for the remainder of the trial instead of being on a timer? Not only would it make it a good counter to NOED, but it would proc people to think outside the box and steer away from the norm"

    All I see is you asking for unlimited time on hope. No negatives, no balance, just op.

    And let me be clear on one thing, if hope gets this buff, NOED will be played on every single game, to counter it. Because if they don't use it, they will lose the game the second the last gen pops.

    Making this buff counter productive towards your goal.

    https://forum.deadbydaylight.com/en/discussion/comment/1247001#Comment_1247001

    So... "you don't agree with me, it means you're bad and waaaaaaaa..."?

    Also, "you forced me to insult you, it's not because I wanted to" ... "waaaaaaaa..."

    Very mature. Or as you put it "honest and accurate"😒

    Adrenaline is more powerful given the heal and allowing focus on gens, it they were to be combined they would take up 2 slots not just one.

    Playing badly has nothing to do with it, good teams get wiped out by NOED sometimes because they don't want to leave someone behind. That doesn't make them bad, it means they mad a bad decision and/or took a gamble and lost because they got outplayed. This would still allow room for killer to outplay the survivors on skill and the premise that the survivors make a mistake. I admit, I used a poor choice in words stating the idea that the survivors would have to trip themselves up.

    I called you closed-minded because you're clearly not open to the idea of a change of some sort. I put up the idea for a flat 4% plus !% per teammate in very close range, lowering it to 5%, or also praised someones idea for it deactivating upon injury. I was looking for input and you stated is would be game breaking(which it wouldn't) while using a derogatory abbreviation and left it at that. Just so you know, in order for it to be "broken" it would have to guarantee an escape, which it would't. There is a difference between too strong must nerf and broken.

    I'm not sure how a player that has a clear understanding game functions and tactics as well as what is truly broken could be a high skilled player but maybe I'm wrong.

    lastly, I didn't insult you. I stated that I meant no disrespect, it was my honest assessment. You're the one who lead with subtle profanity insisting you were in the right and slammed the door shut after.

  • @BlindMole said:

    Instead of complaining, go pick clown and go to some games then. People have their favourite killers, who are you to tell them what to play or not?

    From what I've seen these last months, any killer that poses an actual threat is immediately branded as unfun.

    I'm not telling anyone anything, actually. It's a rant, like an opinion. It's not based on facts, it's just my personal view. The reason for my view is because the chaos and confusion that comes with playing against Doctor is flustering a lot of the time, combined with him(now) being one of the stronger killers makes it a bit much to face so frequently. Freddy slows down games which to me, making things simply take longer isn't fun or interesting. And Ghostface, is because of toxicity. Before you claim how toxic survivors are, know that I'm not, and will never be like that.

  • @joker7997 said:

    I'm gonna call bs on you, there is no way in hell you played 100 matches with no hillbillies, deathslingers, or leatherfaces. You're making this list up.

    I'm absolutely not. It took 3 days to play the games, they were not consecutive in one sitting. Maybe it's just the lottery I was given but I do understand why you think so.

  • @OldHunterLight said:

    I mean survivors teabag so it's not ok to teabag as a killer? And well to the rest of your post, people like certain killers and they started maining them, what is wrong with people using them? I can say the same about survivors and nothing will happen

    I'm all for having a main and using who you like but the trend is from the desire to win and people use these killers because they are stronger(or have a lower skill cap making them seem stronger). I think some buffs or changes to lesser used killers would give people a reason to switch their choice up a bit. Teg-bagging, for me, because I'v literally never in my career done it to a killer. Not only because I think it's petty and unsportsmanlike, but because having that view makes it something I don't really think of. You can't really say the same about survivors because survivors only difference is cosmetic, killers are all unique in many ways.

  • @OBX said:

    Perhaps killers should have flashing lights on their heads and hand out refreshing lemonade so you can see them coming and also quench your thirst from the exhaustion caused by holding m1. This sounds like it would fix everything

    They do, it's called a red stain. It's probably one of the most minor things that bother me but it's just that a whole lot of little's adds up to a lot.

  • @Alice_pbg said:

    https://forum.deadbydaylight.com/en/discussion/comment/1246694#Comment_1246694

    It would be absolutely broken AF.

    Killers would literally not be able to do anything after the gens get done.

    If you don't think a permanent 7% increase in speed is broken, why not make the killers 122%?

    7% is not a big deal at all right?

    I feel like the moderators are going to hang me for this but you've backed me into a corner. You're ignorant and closed-minded AF(as you would say). Clearly your skills in this game are not top tier because if they were it would mean you have a better understanding of the games' mechanics and the strategy behind playing(any given) killer. This isn't meant to be disrespectful in any way, it's meant to be honest and accurate.

  • @Alice_pbg said:

    https://forum.deadbydaylight.com/en/discussion/comment/1246694#Comment_1246694

    It would be absolutely broken AF.

    Killers would literally not be able to do anything after the gens get done.

    If you don't think a permanent 7% increase in speed is broken, why not make the killers 122%?

    7% is not a big deal at all right?

    It's a perk, it has to take up one of 4 slots making the player give up something else that would help them during the match with the assumption that they will make it to the end. That's why Adrenaline is a high risk, high reward perk. The same case could be made for NOED but killers would consistently run NOED more often because it has no skill requirement. With this buff, a mistake by the survivor could still cost them the escape, they still have to be able to run with a plan(and sometimes no resources e.g. pallets/windows). Now, if it were paired with Adrenaline it would be extremely powerful, but then you have survivors giving up 2 perk slots to have a better edge during endgame. I stated that I do see how 7% may be a little strong, hence the various other options other people(as well as myself) have put up for adoption. The idea is to think outside the box, which clearly you're not hearing me advocate.

  • @Kyari said:

    You can break noed. I'm not defending it or anything i mostly play killer and i KNOW its filthy and only use it when im playing a killer im not comfortable with, eg legion who i recently picked up. But the reason hope is on 120 second limit is for its own reasons. May i remind you that without noed, a survivor running hope is about as fast as huntress. Now, im not saying thats ridiculuous because huntress does have her range and all, but in an endgame rush where perhaps the huntress has exhausted her hatches, she cannot catch the survivor. But your point does still stand, SOMETHING needs to shake the meta up for survivors, Im starting to face consistently 2 red rank survivors in my games now that im in the green ranks (thanks matchmaking) and it usually just the same stuff. DS, Dead hard, borrowed, unbreakable etc.

    I understand the reason, but every example of why NOT on this thread is situational. It's like people are saying we should ban cars in America(or wherever you live) because a child could walk in the street, be struck, and die. Let's be real, would it lead to more escapes, probably. Will it ever be the DIRECT CAUSE of more escapes than any of the meta perks now(Borrowed Time and Decisive Strike specifically), not even remotely close. Those 2 perks combined have have ripped more escapes from the hands of killers after the gens have been completed than any other perk(s), ever. Even a single perk that gave the combined effects of an extra hit like MoM during endgame as well as the same speed boost from Hope would not change that statistic. Ok, that's nonsense but so is labeling this idea a game breaker. I'm simply trying to get people open to new ideas and YES(please, devs) shake up the meta a little bit.

  • You're talking about the last 3-5 mins of the trial. If it got that far the player should get a better harness on their killers power(if they're a 110) and study some fundamentals. I understand that every game is different and everyone has good, bad, better, and worse matches but as a rule this is not crippling to killers. We are talking about a perk(remember it has to take up a slot) that only activates at the very end of the trial. I know it might be outright a little strong, but people are coming out of the woods with stating it would be game breaking. First, be a little more open minded while remembering perks like Borrowed Time, Iron Will, and Adrenaline exist. Those ARE over powered when used properly but they are by no means "game breaking", we still have balance. And second, try to be constructive and offer an idea or some input that would help. Saying "No, that's broken AF. Leave it alone." is just leaving the game in it's same getting-stale as it's been for a while(at least for some). Lastly, to the people who embraced the idea for change and threw fuel on the fire with an alternative, thank you.

  • @Alice_pbg said:

    https://forum.deadbydaylight.com/en/discussion/comment/1245989#Comment_1245989

    Hope activates when the gates are powered (a.k.a. when gens are done), not when the gates are opened.

    And I didn't say anything about holding the game hostage.

    You said it would be "broken AF", which it wouldn't. It's not like I said activate it for 2 mins after every gen pops, that would be "broken AF" for sure.

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1244656#Comment_1244656

    Yes, they indeed stack.

    If the description of the item specific states that it doesn't stack, than it doesn't stack. If it doesn't say this at all, than it's safe to assume these offerings will stack. But before you say "but that's just your word over fact", it's actually a main example that the DBD Wiki uses for the Mist Offerings, I can even link it at the end for you to check out at the bottom of the Mist Offerings page.

    Anyways, the point is that unless an add-on, perk, or offering has that "Doesn't stack with other perks/add-ons/offerings" description with it, than you don't really have to make assumptions about it stacking or not afterwards. That's why most players will instantly know that charge add-ons stack with each other on certain Killers, the same goes with the Oak offerings, they'll indeed stack because of this same mind-set.

    here's the link to the dark mist section on the DBD Wiki if needed

    https://deadbydaylight.gamepedia.com/Dark_Mist

    Thank you. I knew that 2 stacked together but I was told by someone(who has thousands of hours played) that it was no more than 2.

  • @starkiller1286 said:

    Unlimited means 110s cant touch you unless you run into them or huntress hatchet hits. It makes 115 almost into 110 should they chase when it's active. I feel the 2 minutes is fine since it matches the EGC timer i think especially if the killers opens the door in an attemptt to get a Blood Warden play

    110's are 110's for a reason. What happens when a 110 runs NOED? How often does a killer open a door, I'v seen it less than 20 times in my career and I get in about 60-80 matches per day. Not to mention EGC is 2 minutes, most games don't see a door open right away seeing as the meta is to 99 it. The meta won't change if we don't change it.

  • @MadArtillery said:

    I do also like hope and it saved me a few times back when I ran it. A bit of a longer duration would probably be nessisary for it to compete with adrenalines sprint burst and health state(also another speed boost on hit). Adrenaline technically being two sprint bursts in one along with a health state is what I think puts it over the consistent speed.

    I really like this perk and I'd really like to be able to recommend a formal change, the trouble is the gap between many players skill level. If hope were to be taken off the timer and be strictly unlimited I can definitely see its potential for abuse to top tier survivors using it in sync with other perks. One could easily make a case like that for multiple perks that already exist. Like I said, nobody wants another menacing perk like MoM was when Ash was first released, but you can't ignore the existing meta and precisely how powerful some of the perks we already have are. We have 72 perks(for survivors) and that number is going up every chapter. I'd like to see more perks of higher value to give people the will and the want to steer away from the same loadouts they have been using for years. There is no reason we shouldn't have at least 50 perks(out of 72 is reasonable) that are either equal in strength or can be combined into a build to be considered meta, or that are unique and fun even if they are not as strong. Many perks get used statistically overall, but there are roughly a dozen perks in either roll that you will NEVER see a match queued without at least one of them being used by each player. That's something I'd like to see changed. Note, this is not a complaint, it's idea.

  • @th3 said:

    I mean what could be nice is Hope lasting for the end of the match if they remain in the healthy state. If they get hit then they lose it

    That's a prime idea, I'll get behind it. I get that infinite Hope would be rather OP if every person ran it, in certain situations. I'm not sure it would be game breaking but I'm open to hear input to better understand. Killers are considerably faster than survivors when running NOED, which if I had to guess(picking a safe number) is run by 30% percent of killers. Or if the boost from hope was dropped to a flat 4% plus 1% for every teammate within a set range(say 6 meters)? It would counter the speed boost from NOED outright and give an extra boost towards the door if u were running alongside anyone(say, after a rescue).

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/1244787#Comment_1244787

    I've never seen them in the Store, so it's strange that they're showing that way for you. As for the reasoning behind the decision, one of the things that separated those cosmetics from those more recent is that they were originally intended, and advertised, as exclusive to that event, and players worked hard to earn them during the event on that understanding. You can check this post for more information about why they changed their minds: https://forum.deadbydaylight.com/en/discussion/108882/release-information-3-4-0

    They show up in the store because I own every cosmetic and there is nothing left to try to sell me as a featured item so those are put in place. They only show up if you own everything. I took a break for a few weeks and new cosmetics were released and shown in featured when I got back but as soon as I purchased the new items the event items were back in place.

  • @Fibijean said:

    Those items were only given out to those who earned them during the related events, but then lost them due to a bug. They were originally intended to be given out to all players at the same time as most of the other exclusive cosmetics were, but the developers later decided to keep in-game event rewards exclusive to those who had earned them at the time.

    I understand the commodity of exclusive items but I feel like that's sort of unfair seeing as every event item since the store was introduced is available for purchase to those who missed them. Those 4 items are the only 4 not available. I'm kinda bummed because I bought this game just after release but couldn't spend much time on it because of things I had going on in my life at the time so I missed being able to earn them. Also, because I own every cosmetic in the store they are listed as featured yet I still can't buy them. If they are going to stay exclusive they should at least be removed from the store.

  • I heard someone once tell me that no more than 2 of any oak or mist offering will stack, which seemed odd to me since i knew that chest offerings 100% stacked from doing chest build and having like 12 chests with plunderers. Can anyone confirm or deny this myth, i guess you may call it?

  • If 100% is the max healing bonus a survivor can have then this begs the question why do sloppy butcher, thanatophobia, dying light, claurophobia, all stack to make a double heal using two purple medkits take 17 minutes? Also if 100% is the max heal bonus how does it stack with medkits since they also have a speed bonus?

  • The thing about this forum is from my short tenure here Iv noticed it has a reasonably high volume of young(age 25 or under) people who lack a certain amount of life experience, none of whom are likely to grow up to be rocket scientists. Many of whom also likely grew up with parents cut from the same cloth. Because of this they lack the critical thinking skills to properly asses some things accurately as well as the communication skills to relay them in any combination of ways.(accurately, politely, articulately, logically, intelligently, ect.) I'm ABSOLUTELY NOT taking shots at anyone, especially in particular. But I would like everyone think long and hard about some of the things you have read on this forum or any messages you may have received as a result of playing this game. With that in mind, regardless if the man was rude or not should we judge him? I vote "No" on that one.

  • I'm sure I could look this up but what is anti-aliasing?

  • @DelsKibara said:

    Peanits actually mentioned in my thread about how he feels about a Casual Mode in DBD.

    https://us.v-cdn.net/6030815/uploads/710/DSPFWUSA5GCM.png

    And I have the same opinion, I feel like having a Casual Mode will just fracture the playerbase even more.

    I feel like a better approach is to give new players an incentive to keep playing until they have reached a high enough rank/level for them to be able to grind more comfortably with perks that are more suited for them to play and experiment with.

    Maybe like a Bloodpoint bonus that decreases incrementally the closer to the level threshold you are. Though that may be a horrible idea that would disincentivize people from playing because they aren't getting as much rewards.

    I understand yet many players, particularly new ones have trouble with these things. Do you think it comes from something else such as matchmaking? I know the devs have spoke on stream about optimizing or reworking matchmaking and/or the rank or emblem system. Also, what about character progression. It's slow for veteran players but for new players it's borderline unreasonable, don't you think?

  • @a_good_player said:

    Ok boomer

    I'll bet one of my major organs that you send messages like the ones described above after every match.

  • @JediWithASniper said:

    https://forum.deadbydaylight.com/en/discussion/comment/1238723#Comment_1238723

    Thank you. You’re the first to offer any ideas back!

    I like your hatch deadbolt idea, maybe there could be a similar idea for exit gates, like,

    Rusty Gate Levers

    adds an additional ten seconds to exit gate opening times.

    The idea behind an offering is to give a slight change in gameplay conditions like thicker mist or adjusting hook distance, when you start giving offerings real game changing effects that can mean a serious difference between winning and losing then they become like extra perk slots which is extremely dangerous for game balance. Imagine if all survivors could all of a sudden run 5 perks each. I mean, really think. It would be awful and the game would fall apart. That's why the moon offerings were disabled.

  • I would have to disagree with your pallet offering unless the default number of pallets on a map were slightly lowered. The problem that poses is it would completely destroy to working dynamic of most maps thus creating the need for a rework. Maps are already strong enough for survivors, adding extra pallets would cripple most killers.

    I'v been tinkering with ideas on this topic lately, here a few I came up with.

    Dead Bolt Lock(killer offering)- the hatch cannot be opened with a key

    Jump Start(survivor offering)- Start the trial with one random generator at 15 percent repair progress. Does NOT stack.

    Metal Detector(survivor offering)- Requirement for hatch spawn is reduced by one generator. Does NOT stack.

    Book of Stamps(killer and survivor offering)- All in-game point score events are increased by 25 percent. Stacks

    Smoke Grenade(killer and survivor offering)- Awards 150 percent bloodpoints to all players in the trial. Stacks

    I'd also like to see the flower and dream catcher offerings stack for everyone in the trial. 3k, 4k, 5k points we have to spend on these offerings in the bloodweb is hardly worth the 1k, 2k, 3k max bloodpoint gain for maxing out the category, especially now that we have so many playable characters who require a massive amount of points each to progress.

  • @Ivaldi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1237070#Comment_1237070

    TLDR. Fact of the matter is, you're wrong.. stop throwing massive paragraphs to try and justify your reasoning.

    "TLDR" translates to "I suffer from intellectual laziness". Stop trying to state a fact about something you are completely ignorant to seeing as you just admitted to not even reading what I wrote. However, I'll give you an A+ for your starring role in today's episode "I Know Everything".

  • I stated that every game and every situation is different. Sometimes there is no hope against camping(depending on what killer, loadouts, how many survivors are still alive, and a few other factors) but as a general rule, MORE OFTEN THAN NOT, campers CAN be outplayed and out-skilled if the survivors have a fundamental understanding of the games rescue mechanics(which are in their favor) and rock solid teamwork. I'm not saying that rescues can be guaranteed, that would make the game one-sided. I'm simply saying that TOP TIER teams have an impeccable 4-survivor escape rate(some teams at 100+ matches and running) for a reason. It's not because killers are bad, it's because the game (all things considered) are in their favor as well as their player skill and ability to work together as a team.

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/1237084#Comment_1237084

    well, if you don't focus on the topic, your arguments are not adding value, so fine with that. The forum is filled with threads about NOED, SWF, camping, tunneling and what the heck else. Compared to complaints about bugs, this is by far the majority.

    Sure are bugs a thing, but you said that the entire OP is invalid. The OP is 'complaints about things working as expected are mostly lack of skill'

    Yes, stating that killers are OP shows a lack of fundamentals. In-game mechanics(mostly) favor survivors. From the quantity and placement of pallets, to the design of jungle gyms and other structures, the level of safety in a majority of pallet loops, the routes and lack of dead zones that connect loops, the minor differential in killer vs survivor movement speed, the speed boost survivors get when hit, the (current)gen repair speeds all favor survivors. I went over the reasons most teams fail, especially against sub-par killers. With so many things favoring the survivors, failing on even a semi-regular basis shows lack of core fundamentals. Running the killer for 3-5 gens is more fundamental. Getting to gens and doing them while the killer is preoccupied is more instinct. Knowing when to shift your focus from one objective to another and how long it takes to do so is more based on experience. How well a player is able to do all these things equally determines their overall skill.

  • @DelsKibara said:

    The problem is, with DBD, players from both side of the aisle has a certain ego attached to them.

    I know rank doesn't matter, but I know some friends who HATES to depip, like hate it with a passion. They think it's humiliating that they depipped, even though no one asked if they depipped or not.

    So while yes, most of the complaints tend to be based on people's lack of skill (The amount of complaints against Freddy, Spirit, NoeD, SWF teams, flashlights and DS just solidifies that). Some people just won't listen because they don't want to be told they need to "Git Gud". They think they already are, and are unwilling to get better.

    Kid, you didn't just hit the nail on the head, you drove it in with a ramset!

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