Felnex
Felnex
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- Felnex
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Can't answer exactly, but it's SO SAD to play with friends who are new. They have no perks, no clue what's going on because the tutorial sucks, and they're faced with a grind so grindy you'd think DBD was a F2P game (it isn't)
It's absolutely insane how terrible the new player experience is!
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Hook obfuscation should be increased drastically
Killer walk speed reduced by 10%, or your Wiggle speed increased by 10%
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By far, one of their worst designs yet. It's like they don't play their own game, literally anyone who plays a match once/week would have seen this coming. They need to think about how exploitable things are before they release them
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You have absolutely terrible suggestions and I would quit instantly if any one of them were implemented, as I'm sure most people would
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@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/1832587#Comment_1832587
seems like you didnt get my point, so let me explain it a little bit more clearly:
there are ways of adding NEW things into the game that come with rewards that will increase the amount of BP you earn in the future, that simultaneously do not take away already existing things people have spent thousands of hours achieving.
by doing so all the grind we went through in the past is not made meaningless, there are new gameplay elements for everyone to enjoy AND we reduce the future grind of this game.
a great example are the tomes: each tome comes with hundrets of thousands of bonus BP you get by completing challenges. it feels rewarding to get them, they add something new to the game, they reduce the grind we have AND they dont screw long time players over, instead they give them more reason to play the game and participate.
if done right, such a new implementation can be a win - win for everyone - long time players get new and exciting goals while new players get boni that help them progress through the game and obtain what they need.
removing perk tiers is not that. it removes something that has been in the game for a long time now without adding anything new in. this has two flaws for me:
1) people who worked their ace off to get these perks on level 3 just get "robbed" off of their items. its the same scenario like when people asked the devs to "just delete moris" (or any other item) - players spend a lot of time and effort getting said item and you cant just go and take it away from them, that would simply be unfair towards those who did, unless they receive something in return to make up for all the time they sank into this.
2) this specific change would cut the grind this game has by such a significant amount, that it would, for me, hardly be worth playing anymore. the main reason why i am still playing this game is, because i work towards the goal of having every killer in this game fully maxed out. now, what exactly would happen if you were to remove perk tiers? you would effectively cut the amount of perk you need to get to fully max out a character by 2/3, so the total (current) amount would go from 234 to 78. this would mean by the time a character hits level 50 (= is ready for prestige), they are almost maxed out already. with such a huge reduction i would be done maxing everyone out within probaply 2 or 3 months, meaning i would stop playing this game until a new character comes out and i have something to work towards again.
and i know there are a lot who feel this way. by taking away too much of the grind without bringing anything new to the game, like this idea suggests, players would quickly reach a point where they have everything and the game becomes boring and stale. you need to always have something to work towards in order to have the motivation to do something, if you dont have that then it gens very boring very fast.
TL;DR: you should focus on reducing the grind by adding NEW things into the game, not by taking already existing things away. that way you can not only add more interesting features to this game, you also wont "rob" us, who worked hard to get the amount of items we have, off our hard earned prizes.
also, here are some suggestions i have for reducing the grind, as you dont seem to want to believe me that i do infact want to help newer players and reduce the grind aswell:
- passive perk upgrading. why not allow perks to passively upgrade when you ran them for X amout of matches? that way new players can quickly get the perks they want to high levels, while long time players can get the perks they are missing by playing new perk builds they havent played a lot yet. also, why not make the BW only feature lvl 1 perks until you gathered all of them? it would help letting everyone get every perk at lvl 1 faster, so they can then start passively leveling them up.
- a rework of the daily challenge system. i was thinking about a system that adds 3 challenges to both sides, starting easy and then growing in difficulty. beating a challenge could reward you with a certain amount of BP, aswell as a BP boost for the side you completed the challenge with for the rest of the day (something like 1.5x for the 1st, 1.75x for the 2nd and 2x for the 3rd - stacks with offerings and perks ofc).
- an increase to the genral BP gain from trials. with the growing grind it only makes sense to increase the general BP gain you can get from the trials you play. we could start by increasing the BP cap from 32k to 64k and doubling the amount of BP you earn for each action. (or we can take both by 1.5x or 3x or ..., the numbers arent important right now) - oh and screw the general 1.000.000 BP cap we have right now.
- rank rewards. each rank reset you get BP, the amount variies for each rank there is. the higher your ranking, the higher the reward at the end of the season. this would also need to come with a system that passively takes away your rank during a season should you not play, so that players cant just push to rank 1 and then not play anymore.
- selling unwanted items / add ons / offerings. we all have tons of those we dont ever use on our characters, so why not sell them for X% of their original price so we can continue to level characters until we got what we want?
- adding more events. events can bring a lot to this game, yet currently BHVR seems to want to get rid of them. imo we should instead add a lot more of them with new features like bonus challenges, community challenges, new objectives, BP boosts, etc. this would keep the game interesting and fresh, while also giving out great rewards to those who participate well.
and im sure there are a lot more possibilities.
but can you spot the striking difference between all of these ideas and yours?
instead of taking already existing things away from the game, which "just take away perk tiers" clearly does, each and every single one of these ideas adds something new and unique to the game.
in the long run, every single one of these suggestions i made are imho a lot healthier to this game than yours would be.
and that is why im against yours.
I read literally none of that. advice: when people give you one sentence responses, they're not THAT interested in speaking with you, don't put that much effort in. no hard feelings. I feel genuinely sorry for wasting your time.
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Why don't you tell us WHY you think that instead of just the WHAT. Anybody can say anything (what), but if you have no reasoning behind it (why) then nobody will take you seriously and they'll think you're dumb.
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No way. it's a video game, don't yell at me that I'm not RPing well enough.
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@EvanSnowWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/1831577#Comment_1831577
It's not a useless anecdote. The post was that "no one plays the Twins".
CLEARLY some people are.
In other news, the sky is blue!
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1831482#Comment_1831482
IMO BHVR makes less money with the Sets. Because if someone only likes the weapon but not the Outfit, they will not buy it, which means that BHVR misses out on people who would spend 400 ACs.
If anything, Sets would make them less money.
Wrong, because you're looking at it only one way (Focusing on the weapon) rather than the big picture. w/e, it's obvious.
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@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/1831574#Comment_1831574
no, i have not.
also, "Accept that and stop standing in the way of making the game better for new players." - you havent read past the first sentence, have you?
Stop being stubborn and pointlessly disagreeing with me, it's making you a liar:
"remove perk tiers and you just wasted like 4000 hours of my life trying to max the characters out that i did max out.
i kinda dont want them to go - unless we get some exclusives for people who went through that trouble before it got removed, which is not gonna happen."
"you do know there are other ways of reducing the grind without screweing over long time players, yes?"
Come on man, pay attention to what you write.
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And I haven't faced them in days
See how useless isolated anecdotes are?
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@Eleghost said:
https://forum.deadbydaylight.com/en/discussion/comment/1831487#Comment_1831487
How is that a brag? it's not hard to get blood points when you run beast of prey and distressing.
Well you're clearly streets behind
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@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/1831475#Comment_1831475
you do know there are other ways of reducing the grind without screweing over long time players, yes?
i never said i didnt want changes to reduce the grind - i merely stated that i didnt like this specific idea. there are plenty of other possibilities:
we have a Daily Challenge system that is in desperate need of an update, new things like the Tomes can be added with more rewards, they can generally increase the BP gain, BP multipliers can be added either with events or maybe have them earnable by doing something (maybe a challenge, maybe as prestige rewards, more of them in form of offerings), etc.
if you wanna make such a drastic change, i want to get something for all the time i invested.
so either make a Legacy 2.0 that i can proudly wear, or find another way.
You've already been screwed over. Accept that and stop standing in the way of making the game better for new players.
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@Eleghost said:
That's because points aren't related to pipping. It's very easy to get 26k+ bloodpoints as killer and not pip. I do it all the time with oni.
Cool explanibrag
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It would be good for the game overall.
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The answer is $$$ obviously. They charge extra for the weapon, and force you to buy it if you want the other stuff.
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@The_Bootie_Gorgon said:
https://forum.deadbydaylight.com/en/discussion/comment/1830758#Comment_1830758
one game is PVE while the other is PVP. That right there is a huge difference.
Congratulations on spotting a difference. Now, if you feel up to it, spot the difference between the following words: similar / identical
take your time
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@Mister_xD said:
remove perk tiers and you just wasted like 4000 hours of my life trying to max the characters out that i did max out.
i kinda dont want them to go - unless we get some exclusives for people who went through that trouble before it got removed, which is not gonna happen.
You're basically the flavour text for the Oppression perk "Life has been hard for you, and you're going to make it hard on others"
That is NOT a good reason to not improve something. Yeah we've all grinded DBD and it sucks. It really sucks for new players. Think of them.
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I would literally boycott if they did that. Everyone would, are you kidding me? Our society already does enough to immortalize those pieces of #########, making them playable video game characters crosses a line. No ######### way.
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@Elena said:
https://forum.deadbydaylight.com/en/discussion/comment/1829430#Comment_1829430
and your point is?
you replied to me? troll.
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@Haddix said:
https://forum.deadbydaylight.com/en/discussion/comment/1829335#Comment_1829335
phas is literally nothing like DBD man. completely different games.
Nah, they're both horror games, up to 4 investigators/survivors, there's a killer/ghost.
I admit that the gameplay is very different (for the better) but saying they're completely different is wrong
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Overlook hotel would be a pretty cool map.
Jack as a Killer (or his wife as survivor) no thank you. It would not be right.
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@GodDamn_Angela said:
https://forum.deadbydaylight.com/en/discussion/comment/1829276#Comment_1829276
You forgot about Felix and that terrible section from his story. That part about his GF being pregnant.
---Mini-rant about Felix's story incoming. Please ignore it.---
Its insane. I have a ton of issues with Felix's story (mainly it is poorly written, Felix makes no sense as a character and there are a lot of pointless side bits to make it longer.)
One way it would make sense is if they tied it into him "playing" at being this other person when he's actually gay, or something. This would explain why he "feels like a phony" and why he "play-acts" for people. Instead, they are saying he is actually anti-social and hates it all. Another way would be to lean more into him being a functioning alcoholic, but his drinking is mentioned once and as a way for him to further his persona while also trying to deal mentally and emotionally with this persona.
As written, imo, he isn't "playing" at his life. He isn't "pretending" to be this cool, straight architect who is sociable and friendly. That's who he is. He wants to be a father, he wants this life, but they write in that he actually doesn't and is an alcoholic who wants nothing to do with anyone but has a ton of parties. Someone who has social anxiety and is antisocial would not throw a ton of parties to deal with their anxiety about being this false parting cool dude. This would make it worse. They would avoid it all because they would be drained and unable to do it until they recharge. The pregnant GF thing just further cements my confusion of who Felix is.
TL;DR imo its a mess and nonsensical. He isn't play-acting anything.
Yeah Felix's backstory is pretty garbage. Very long and boring to read, with a really sad attempt at making him sympathetic that ultimately falls on its face because it contradicts itself so often. Honestly the lore for DBD is really pointless: Long winded backstories that end up being totally irrelevant to gameplay and deliver mixed messages even when you seperate it from gameplay. It's very weak.
I pretend it doesn't exist, which is easy because their "lore" is completely irrelevant and it's painfully obvious they're making it up as they go along. They never expected anyone to want a story when they started making this game, that's why the early killers are so generic. lol.
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@Elena said:
https://forum.deadbydaylight.com/en/discussion/comment/1829362#Comment_1829362
true, however you can sometimes detect sarcasm in text.
oop i'm pretty sure i say "you troll" in my comment actually. duh
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Competition is always healthy. When there is none, things get stagnant and lazy.
All I'm thinking of is Phasmophobia is way more fun than DBD. Imagine if it were made by more people instead of 1 insanely talented developer! Look at the garbage broken patches BHVR releases with 600 people, compare it to Phasmophobia's creative and unique gameplay.
They are slightly different games (DBD is people vs. people= very toxic, Phasmophobia is cooperative) but I think they're similar enough to compare. If you haven't already, check out Phasmophobia, if you like DBD at all it'll be worth checking out.
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@MojoTheFabulous said:
I don't feel like anything would change as I imagine they're already doing their best.
HAHAHAHAHA
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You can't just throw out a controversial opinion with no supporting reasoning and then say "discuss" you troll.
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@Yamaoka said:
https://forum.deadbydaylight.com/en/discussion/comment/1828225#Comment_1828225
Minor correction: It takes 80 sec by default for 1 survivor to repair a gen.
Thank you.
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"Concept 1: Humiliation DbD's gameplay is centered on humiliating your adversary. I would argue that every aspect of the gameplay is an act of humiliation, not competition, like you see in other games. The reward-based outcomes combined with asymmetric gameplay makes DbD uniquely painful to emotionally process both your losses AND wins. Let's look at the various aspects of gameplay:
Killer Humiliates
- Frustrates a survivor's ability to contribute to their team (social humiliation)
- Frustrates a survivor's ability to level up and earn points (reward-denial humiliation)
- Frustrates a survivor's ability to appear competent in front of their survivor peers (mild self-esteem humiliation)"
Basically, being on a hook is humiliating. It shows everyone you failed, and now you NEED their help.
if you read on, there's humilation for killers too. Why is it SO annoying to be teabagged? logically, all the survivor is doing is distracting themselves and slowing themselves down. It's not optimal. But its infuriating to the point that when they're eventually caught (and with bloodlust, they will be) they'll likely be facecamped, even when that isn't logical. dbd is toxic at its core. don't blame the players, blame the game.
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Well it takes what, 90 seconds (edit: it's 80 seconds) to repair a generator? If you were chasing just one survivor (and they didn't accidentally lead you to interrupt their teammates) then yeah, I'm not sure what you're surprised about.
I really don't get what the point of this thread is. You failed to pressure survivors, and they repaired gens because they had nothing else to do (nobody to unhook, nothing to hide from, no need to heal) what are you expecting?
Try getting better at applying pressure to multiple survivors, knowing when it's not worth chasing survivors (for example, if you only had 1 hook in 5 minutes) and maybe take Corrupt Intervention
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@konchok said:
https://forum.deadbydaylight.com/en/discussion/comment/1822383#Comment_1822383
While I agree with you for the most part, there are certain elements of the perk that are very frustrating. I had a team of survivors that all were running BT, DS, Unbreakable, and Dead Hard. They'd rush the hook and would then body block with BT. When I didn't swing they'd block my path and then when I'd down them after the 15 seconds they would use the unbreakable to 99 percent and have a team mate pick them up. How do you play against that?
Sounds like a very coordinated effort and a bunch of perks doing what they're supposed to do? Seriously, that's 4 survivors all running 4 perks and all trying to do the same thing vs 1 killer: If that doesn't seem fair to you, I don't know what to tell you. I think they earned it.
If anything, they should buff perks like Breakout, for the sake of variety. I too am bored by how everyone runs meta perks, but it's only because non-meta perks are so weak by comparison.
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/1824581#Comment_1824581
This is a poorly thought out post. The majority of what you cite are tactics which are:
- Valid and specified as such by the DEV.
- None of those are defined as "holding the game hostage."
- Irrelevant to the discussion at hand.
Of the things you mention, only slashing people on the hook even comes close to trying to send some kind of Killer version of tea-bagging. Let me break it down for you, since you seem out of the loop: Tunneling, Camping, Slugging, Blocking, and even the Mori are all valid tactics that Killers can choose (via agency) to employ. By definition they are part of the game and not "toxic" or whatever other silly term you want to use. Holding the game hostage has a specific definition and is extremely difficult to do and has no place here. That is an offense which can be reported if the very rare terms are met. It is inappropriate for you to try and merge tactics you don't like with something else.
Right now, we are talking about people behaving like obnoxious idiots, i.e. BAD SPORTS either pre-game or post game. This is reflected by their chatter. Outside of breaking the actual, reportable rules of the game, it is the only thing that qualifies for bad behavior. Hence:
- Do not cheat, either by hack or lag spikes.
- Do not disconnect; if you start a game, finish it.
- Be humble in victory, and gracious in defeat.
Doing those three things is all that is required to be a good sport. Thus, Killers are not defined as being toxic by YOUR personal standard, but rather by reportable behavior. Are you picking up what I'm putting down? Your Survivor's Rulebook for Killers has no place or validity.
No it isn't. You're just not understanding.
Pinning a survivor down and not letting them go is holding the game hostage, are you kidding me lol. It's the definition of it haha, you're trolling.
It's also super relevant. OP is talking about how most toxicity is post-game by survivors, I am explaining why. Survivors are limited in game so they save their direct aggression (toxic chat) for the post-game. Killers are prevented from griefing in game, so they are less likely to feel the need to release aggression post game. Duh. I'm insulted that you said what I said wasn't relevant, when really it was just you not understanding. You owe me an apology for your condescending "Well let me tell you the rules, you're confused" post. I doubt you'll say sorry tho.
Btw I am not talking about camping a hook when there's a 99% gen nearby. I am talking about camping/tunneling the first survivor you find. That's toxic: Throwing the game to ruin one player's experience is toxic. Don't twist it
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@noctis129 said:
https://forum.deadbydaylight.com/en/discussion/comment/1824581#Comment_1824581
I've never experienced body blocking to hold game hostage before by the killer. I got body blocked near hatch and exit gate, but not simply hold the game hostage. Isn't that literally boring?
But I've been body blocked by other survivors before and I couldn't get out until the killer heard the crow and came killed me.
As for camping, tunnelling, and slugging, that's just part of the game usually offended by entitled survivors.
Are you saying it doesn't happen? Killers are able to corner Survivors in corners and if they don't swing, they're stuck there. Just because you haven't experienced it doesn't mean it doesn't happen, that's why YOUR anecdotes alone don't matter.
You are totally missing the obvious point. Survivors can't do anything to the killer to be truly toxic, so their aggression is released at the end game chat (that's why I keep it off) whereas Killers have all the tools they need to be toxic in game.
And when I say camping/tunneling/slugging, I don't mean as strategies. I mean as ways to grief: If you're camping a hook and a nearly finished gen, that makes sense. If you camp the first survivor you down for 5 gens? That's toxic. Get it?
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@noctis129 said:
https://forum.deadbydaylight.com/en/discussion/comment/1824470#Comment_1824470
They're actually not though if u truly played both sides. 99% of toxic messages I received came from survivors.
I barely get toxic messages from killers. Or they just remain silent and leave while survivors trash talk.
If I do message them, they're surprised I wasn't sending hatemail. They appreciate my good will atittude towards the killers. Even when I didn't get the hatch when the killer could of gave it to me. I'm happy for the killer. Cuz I'm not entitled.
Your personal anecdote is worth nothing
Killers don't need to send toxic messages, the games gives them the means to be toxic through gameplay (caming, tunneling, slugging, bodyblocking to hold game hostage, slashing on hook) meanwhile survivors get "crouch/teabag to slow me down in a chase" and "clicky-clicky, let's waste my batteries"
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@[Deleted User] said:
That's EAC not really the patch, they run separately so sometimes it needs you to verify the files again.
It's not that they are "bad at patches" (I mean, they are, but in this case that isn't why) it's just because of a hiccup with how EAC works and verifies the file registry.
You can just, verify your files after the update anyways and you can avoid any potential issues entirely. If it takes too long because your internet is slow though the future of gaming as a whole is going to be very hard on you lol.
I can play games just fine. Downloading them is the problem. But I know my area is slated for an upgrade to 25mbps or something... in 2-3 years :(
@lucid4444 said:
Easy Anticheat has kicked me in the middle of the game to tell me that I need to verify my files. ######### lol
YES lol. I thought that was just me. Like halfway through a game, it tells you and then shuts things down. What I don't get is why this system does this to random players, but as we see in Otz latest Pyramid Head video Hackers are still a thing.
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@Emeal said:
works fine for me, maybe you computer has an issue?
Like I said, this only happens with DBD, and I download it off of steam. I press "Update", I don't see how it could go wrong on my end.
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Do you think they account for the Killers that AFK'd or purposefully went easy during that period to intentionally skew results? Because I remember seeing people say they were doing that.
They should also take into account that many people said they'd simply stop playing Killer as it was hard enough for them, and they'd restart after the test was over. In other words, only people addicted to playing Killer (and as such were probably way better than average) stuck around to test, which would account for the small difference.
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/1822383#Comment_1822383
Tunneling may be boring for the survivor, but it is one of the few things killers can actually do to get the upper hand, it is not their fault either that it is best for them to tunnel many times. This game isn't exactly in a good spot in terms of balance. Like I have said DS can be abused very easily by jumping in a locker or using unbreakable with it. Also, if I hook a survivor and then hook a survivor who was recently unhooked (this does happen) am I a tunneler?
There is no need to be aggressive about this. I thought that people compared survivor and killer things all the time, look at keys and mori's for example.
I know. That's why I said in brackets that tunneling was still an extremely effective strategy. I don't see how Unbreakable+DS is "abuse", that's a very negative term for perk synergy. The way I see it, those perks synergise well and allow a Survivor to keep playing the game rather than get tunneled out of it ASAP. You should not call it a negative term "abuse" without first proving why it's a bad thing.
Just because other people do things (compare keys and moris, perks to perks) does not mean it's an okay thing to do. I'm allowed to call out flawed reasoning when I think i see it! But I do apologize if it was aggressive.
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Thank you everyone for the answers.
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Yeah, Legion was horribly designed. They're not a legion, they're solo killers. LOL what was the point? When their power is just generic "Run fast, stabby stabby" it was a huge let down. I'm not saying their power isn't fun, I'm saying it does not suit them at all.
LEGION should operate more like the twins, but without switching control. You choose which Legion member you want to play as pre-game with customization. This is the "Leader", and they can call on their friends to assist them.
Feral Frenzy remains the same, but Legion's movement speed is reduced to 110% again. Alternatively, remove Feral Frenzy entirely but Keep Legion's speed at 115%. You have a second ability with a long cooldown that calls on Members of the Legion to assist you:
* While targeting a Survivor with Deep Wounds, can call on a random member of the Legion to harass deeply wounded Survivors. They'll spawn at an random interval between 1-10 seconds after the Survivor begins to Mend/Repair/Heal/Cleanse/Search. This Legion member moves at 105% speed towards their target (They'd have to program some AI) and lasts for a short duration before disappearing, and does not have a Terror Radius.
(This will only down a survivor if they are not paying attention, due to this AI Legion not having a Terror Radius. If they are, it shouldn't be too difficult to run away or loop them until they expire. In the end, it will waste a single Survivor's time about as much as Mending would, it's just more active.)
* While targeting a Survivor in the Dying State, you call on a random member of the Legion to pick them up and transport them to the nearest hook. This Legion member can be blinded easily, as they do not look away. They will swing at any Survivor in their direct path, but will not chase outside of the most direct path to their intended hook. If they drop the Survivor for any reason, they despawn.
(This allows Legion to keep pressure up, but also sets Survivors up for easy counterplay with Flashlights and pallets, as the AI legion will not play around these. Still, being able to get AI Legions to assist with hooking survivors allows the main Legion to apply pressure elsewhere, or even escort their AI to the hook.)
* While targeting nothing, call on a random member of the Legion to stand guard there. They will spawn after a visible short delay, and stand in place for a short duration. Any Survivor that comes near will be marked by Killer's Instinct for a short duration, after which the Legion member will despawn. This Legion member will attack any Survivor that comes nearby, but they will not move from their set location. Stunning, blinding, or being hit by this Legion will cause it to despawn. Automatically expires if they are within 16 meters of a Hooked Survivor.
(Probably most useful for winning loops, by placing them in a location where they will block a Survivor's movement, or force them to take an inefficient path and not make the loop in time. Can also be used to temporarily (unlike Victor's permanently) guard important locations like Totems, Gens, and Pallets.)
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" So I went and took a look at the recent statistics on this thing (Object of Obsession) and its not used very often, and the survivors that use it don't have a particularly high escape rate, so it doesn't seem like its an amazingly effective perk."
Wow. That's crazy. Is that really all they take into account when it comes to re-balancing perks? They're totally missing the big picture. The person who shows their aura to the Killer dies more often: Yeah, that makes a lot of sense. Especially since they're tunneled often. I'm more curious to know about the survival rate of people in the same trial who are NOT using that perk. It's crazy to me that Almo only said "hmm, the person that has the "tunnel me or lose" perk doesn't escape super often, that perk is probably fine". LOL
I know it's just one quote out of context but if that's really as nuanced as their thinking is, it goes to show why this game is such a frustrating mess most of the time.
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DS is a healthy perk because everyone agrees getting tunneled is among the most anti-fun (yet still extremely effective strats) a killer can do.
It allows Survivors a way to stay in the game for an appropriate length (That's why it's 60 seconds instead of last hook) and deters Killers from tunneling. This is a good thing. Survivors are allowed to play.
Comparing it to other perks is useless because Survivor and Killer play very differently, that's a poor way to make an argument. "Pop was nerfed to 45, why not DS too?" all you're doing is showing what a terrible dev you'd make. Thinking it must be tit-for-tat.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1820933#Comment_1820933
DS is the definition of passively oppressive. It doesn't even have to actually be in the game to force you to play a certain way; because it's so strong you are required to assume survivors have it at almost all times.
Wrong 100%
It's an active perk, you use it, where DS+Undying are background effects: they occur without your input. That is what I mean by "passively oppressive".
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give me a break. you're just being petty. This whole community is just one big "no u" argument.
DS+Unbreakable are the opposite of boring: They're game changing perks that allow Survivors to keep playing, and are actively used instead of being passively oppressive.
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Increase to 100%, easy. Having a notification to the other survivor to let them heal you first will be nice too. Random situational perks that nobody cares about like these deserve buffs.
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I don't know. Sam and Dean are too awesome for DbD. I know the ol "Entity makes them weak!" excuse/explanation, but at that point, is it really Sam/Dean? Or is it just a whimpy Ash? A whimpy Bill? Another weak David? I feel like they miss out on what makes them, well, THEM.
Survivors are best when they're characters like "Laurie", who you can imagine running away from Killers and slamming pallets down to escape them. It makes no sense and it makes other characters lame when they SHOULD be able to fight back, but can't.
100% against a Supernatural DLC, it would be such a disservice to Supernatural.
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@JPA said:
https://forum.deadbydaylight.com/en/discussion/comment/1817334#Comment_1817334
Now you are literally telling other people what perks they need to escape? How do you know that?
don't be obtuse. don't take my words out of context. If you get tunneled, DS can help you escape when nothing else will. Thats what I meant, and you know it.
"You are ltierally telling people what perks they need to escape" give me a break, don't twist my words.
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@EvanSnowWolf said:
You are not "forced" to use any of those perks. Try playing without them.
Why do you think I made this post. I got tunneled, watched my teammates get camped, and got slugged, wishing I brought DS+Borrowed+Unbreakable so that I would have SOME way to counter these anti-fun strategies Killers can always do (and the game is designed to encourage this, it's awful)
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@Warcrafter4 said:
Every time I see people make these threads all it reminds me of is the endless amount of survivors complaining that I am camping them when I am on the opposite side of the map running their teammate over as blight.
Or
Them telling me I tunneled them to death after I killed them for my 12th and final possible hook.
Sorry to say but I really can't take these threads seriously given how many survivors constantly blame the killer for Camping/Tunneling when the killer doesn't.
I don't really care about whether you take it seriously or not, I just want to flood the forums with messages like this so devs realize there's still a problem with their design.
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@[Deleted User] said:
idk, i don't need these perks to escape as solo survivor, not even exhaustion perks as long as my teammates are good, and if they are bad, the game is lost anyways
what is this bragging? get facecamped, tunneled, and slugged and then say "I don't need these perks to escape"... yes you do. You literally do. If you don't get facecamped/tunneled/slugged then sure, you don't need these perks, but those strats occur so often survs are forced to take them.