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Irvin

Irvin

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Irvin
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  • I think Bamboozle is in a good place tbh, its the weak perks what need looked at

  • I like the first idea, might actually see people using the perk more often if the cooldown wasn't so long.

    I think the reason it takes 4 seconds to complete the action is to prevent people potentially double stunning the killer, could be wrong but if a stun duration is 3 seconds and the action duration is 3 seconds that would happen right?

  • @SocialDistomancy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1562958#Comment_1562958

    uh no, the terrible thing to do is sit when the queues were still 10 minutes staring at the screen, and then stare at the screen another few minutes when instead you could have spent the time staring at the screen killing a few minutes off of another queue. just like killers don't log on to open up an entertainment serving soup kitchen on their computer solo survivors camped or tunneled into oblivion don't as well. If you wanna do the gens, do them on your own time. My queues were faster again finally last night, and I deranked enough to stop having nothing but red rank killers, but if my experience had still been the same I would still have been playing that way otherwise I would have expected compensation for the time I'd given to only provide enjoyment for others at the expense of my own enjoyment and my own time. There is a reason why your employer pays you, because if they didn't and you didn't enjoy the work you wouldn't do it. Especially the more tedious and unstimulating it is.

    I've literally fallen asleep on the hook before, with a lot of coffee in my system, from the boredom on exceptionally bad days. And then been bitched about it afterward because I was apparently unhooked and only awoke because of the end match jingle that plays shocking me awake. What do they expect me to do? Sit there and stare at the damned screen all night in matches after doing it in between them too while they get to play? If I'm unstimulated long enough in a match on a night that's been especially brutal by an unlucky day on dbd the tedium builds and I begin nodding off within an hour or so of too many boring matches in a row. It's just the way my brain is wired. So actually, you are spared potentially unhooking a guy that may have already fallen asleep in my case. You could do something more valuable like gens with that time, or something more profitable like gaining bp if you're chased, and I could keep myself occupied on youtube or shitposting somewhere while I shave some minutes off of another queue. It's a win-win.

    Each hook stage takes 60 seconds its not that long to wait it out. Play how you like, do what you want but keep that play style to yourself. Killing yourself on the hook is just selfish and punishes your team.

  • @SocialDistomancy said:

    https://forum.deadbydaylight.com/en/discussion/185181/change-4-to-20

    just try to escape, and don't kill your wrist and interface trying to struggle if you're being camped or believe you're gonna be found too quickly and tunneled out of the game. get a jump start on the next long queue. as abonus, more people might play killers the more do this, making those queues shorter eventually if that's the case. making it a potential win-win-win

    Terrible advice, if you are being camped the best thing to do is wait the whole duration so the team can do gens and punish the camper. Sucks for the person being camped but it reduces the chance of them getting any extra kills.

  • @Jgoodman182 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1559686#Comment_1559686

    Im cool with the last survivor getting out but having 2 get out cuz of a key they found in a chest when you know your gonna a 4k is nuts

    Ahh ok you didn't mention keys in the OP so I wasn't taking them into account and only talking about the last survivor alive situations.

    Finding a key in a chest is super lucky and usually requires you to run perks like plunderers to increase the odds of it happening. Pretty sure BHVR are going to rework keys at some point anyways.

  • @Jgoodman182 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1558911#Comment_1558911

    Yeah because their whole team got outplayed, they lost the match and shouldnt be given that 50/50 chance

    Kinda one sided mentality there buddy. Solo Survivors can't control how good or bad people on their team are, last person getting the hatch isn't that big of a deal. Killer still gets 3 kills and it is 50/50 who finds it anyways.

  • Survivors do have end game perks.

    Adrenaline: Instantly heals one health state and you get to sprint at 150% movement speed for 5 seconds once all gens complete or killer closes hatch

    Hope: Grants 7% Haste for 120 seconds once all gens are complete

    As for survivor totems, I do not think this is a good idea. Killers have enough on their plate especially if they are trying to go for 12 hooks and get a perfect game.

  • So if a survivor plays really well and their team all got wrecked they should not be allowed a 50/50 chance of making an escape?

  • Would be great seeing some extra content for this chapter. Ash is great and he deserves a map and a nemesis!

    As for Ash's perks.

    Mettle of Man: Good Perk. Too hard to manage unless in a SWF but still a pain.

    Buckle Up: Big Meme. Useless...

    Flip Flop: Good for memes, not actually viable though.

  • @rororoxor said:

    https://forum.deadbydaylight.com/en/discussion/comment/1552440#Comment_1552440

    It's hardly a nerf though, more like a quality of life change that just hurts killers less :)

    A reduction of its range is most definitely a nerf which isn't required. It's hardly a top meta perk either so by using it they have to drop something such as Unbreakable, Borrowed Time, Decisive Strike etc so its a risk for them. Against some killers its pointless even having it, such as Legion, Doctor, Nurse with Infectious Fright etc. Stealth killers can be really frustrating for some people so that is why they run the perk as a counter play, if you suspect someone is running it you can counter it as you stated in your OP regardless how much of a pain it is.

  • I miss the old Balanced Landing, was so much better then as I could run it with Dead Hard. It's useless now just like most of the survivor perks :(

  • Escaping really is on your team, if everyone plays efficiently at least 3 survivors will escape. Unfortunately this is not the case when playing solo, instead of focusing on escaping you should focus on doing as much as possible while you are alive, you can still pip and earn a decent amount of bloodpoints without escaping.

  • Hex perks give great reward and with great reward there is great risk. I have played games as killer and lost my totems immediately and that is really annoying. I have also had survivor games where I simply cannot find the Hex, its all RNG man. Run the perks, take the risk. Hex: Undying is going to be interesting, might help a bit with the RNG

  • BBQ is fine. If you are so worried about your aura being revealed just position yourself behind an incomplete gen, hide within terror radius or hop in a locker. Personally I like the killer seeing me across the map with it, this way they might actually leave proximity of the hook to come chase me while my team mate gets saved.

    As for WGLF its pretty easy to get stacks, just take a hit when the person is picked up or get on those unhooks. Also chance of body blocks during EGC etc. As for wanting it to have something secondary like Aura reading, what good will that do, take a hit or unhook safely and then see the killer for 4 seconds?

  • As much as I would love to knock down a spirit and sacrifice her to the entity it doesn't make any sense. A survivors goal is to escape the trial not sacrifice the killer.

  • Spine Chill is fine as is, nerfing will just add to the massive pile of unused/useless survivor perks. Leave it alone!

  • image.png

    I feel like crossplatform has broken matchmaking

  • I did adept Trapper and Freddy at rank 1, its tough but possible. Just gotta hope its not a strong SWF and you should be good :)

  • DS has counterplay already.


    1) Slugging

    2) Failing the skill check

    3) Pyramid Heads Cages

    4) Mori

    5) Devour Hope

    6) Myers Tombstone

    Now you might be thinking these are all really conditional and slugging can be countered with Unbreakable or a team mate picking them up. During the time they are slugged they are not doing a gen, you could be chasing another survivor who is also not doing a gen, if there is no Unbreakable a third survivor has to come off a gen to get them up. Also if you get hit with DS early in game the impact is really minimal, in some games DS doesn't even get the chance to be used.

    Is it strong? Yes it is, should it be changed/nerfed? No leave it alone! Killers have plenty of kit available to work around it.

  • @Halun said:

    https://forum.deadbydaylight.com/en/discussion/comment/1460466#Comment_1460466

    This discovery really saved me a lot of grief. Idc what people say. They can be as salty and mean as they like, as long as I don't have to read it.

    Glad to help :)

  • If people are saying stuff like that you should report them for it. You also do have the option to hide the chat, to do this click the two arrows next to where it says click here to chat and it should hide the chat for you.

  • I can agree body blocking is extremely frustrating when you are trying to hook a survivor, if this happens for you frequently I suggest running madgrit or just hit the survivors who are blocking. Even if they manage to let the survivor wiggle off you now have a team of injured survivors and if you manage to down one of those quickly then they have no chance of blocking again otherwise they will just be insta downed.

    Usually as a survivor I only do this if the survivor being carried was tunnelled or is on Death Hook and ofc if I am close enough to do so.

  • Kinda a weird one for me, I either hit them all consistently or constantly regress the generator

  • I'd be fine with this if the gates were spread out more. As the gates are right now its complete RNG which I also like. Can either be really close or really far, if regression was implemented to them then they would need to be further away and not right next to each other.

  • Everything should have counterplay, Spine Chill trumps undetectable but can also be countered by moonwalking.

  • Yeah queues are a joke, seems like they have broke them

  • I see no reason to remove the stagger, wouldn't be Balanced Landing if it didn't reduce stagger and it is only strong on certain loops and can still be countered with some strong mind games.

  • @Rydog said:

    Also @Irvin -- please don't misunderstand me, I am not arguing that the game is without some serious faults. Certain maps, items, etc. are very annoying to deal with.

    For example, I really believe that the mori is essentially a canonized griefing mechanic that cleanly breaks the flow of the game with no upside for anyone (including the killer, who does not receive Sacrifice emblems for using it). I would be among those who would be happy if this mechanic were reworked entirely. I think it's stupid, and I don't like dealing with it or using it myself.

    That said, I know it exists. I know that if I queue as survivor, I may have to deal with a mori, because that is a part of the game. By choosing to play, I accept that risk. I enjoy the game well enough that it is worth it, and if these kinds of mechanics made me so miserable or angry that I decided it wasn't worth playing, I would simply move on to a different game.

    I agree there is lots of perks/addons/items etc which need looked at and reworked and yeah Disconnecting is a huge issue all I am saying is instead of saying here is a soft ban say hey this is why you should attempt to stay alive/ingame. Maybe some will resort to killing self on hook, some may just quit and some MIGHT actually stop but its doubtful because they won't resist their natural reaction to just clicking quit. The thing is the game actually has the option to leave match, I know the purpose of that feature isn't for rage quitters but it is still something which is available for players to use. Being forced to play an unfun match because a killer is camping and tunnelling you can be very frustrating especially when you aren't even getting a chance to play so for me it is very understandable why people just quit.

    Personally I think if there was things in place which would encourage players to try and wiggle free and stay on that hook regardless of being camped it would reduce the amount of people just disconnecting massively. As for those who actually quit because of the map or things the opposing side has brought in, I think they need a reality check, at the end of the day we want the player base to grow and keep healthy numbers not killed off with soft bans or being bullied out etc

  • @Rydog said:

    Cool necro.

    That said, @Irvin -- people disconnect because they are faced with a mechanic they don't like. If they can't accept that, I think they should just be discouraged from playing the game, because they clearly can't deal with it.

    That is a very poor mindset, game should be enjoyable for everyone.

  • There is multiple reasons why disconnects should not be punished, instead they should think about why people do it and look at ways to encourage people not to do it.

    Now I do realise most reasons people DC are inexcusable like doing it because they stepped in a trap, to force trap door open or because they failed on a loop etc. However it needs to be taken into consideration that it is not a fun or an enjoyable experience being camped, tunnelled and slugged. People aiming to rank up would rather just lose the pip quicker and get into the next game rather than waste time and lose a pip anyways. You also need to consider those who have IRL emergencies and need to leave, those who have connection issues and of course when the game crashes etc.

    That being said disconnecting does not only impact the killer as it can cause them to not gain a pip or even depip but its also a HUGE disadvantage for the rest of the survivors yet they don't get anything out of it other than being a man down....

    I made a post a short while ago about certain behaviours which usually lead to people disconnecting and I believe if some or all of the changes were made we would see a lot less intentional disconnecting happening. Here is the post: https://forum.deadbydaylight.com/en/discussion/94825/solution-for-campers#latest

  • As long as Killers have abilities such as Insta Downs & Mori's I don't think keys should be touched.

    Do I think keys are OP? No, but they are annoying to deal with when playing as killer.

    Why is Insta Down / Mori worse? Because Insta downs cut a chase in half and a Mori can literally be used at the start of match.

    Yes I am a survivor main but I do also play killer, if keys were to be changed then in order to keep "balance" then some things on the killers side would also need to be change. To be honest the keys themselves are ok, yeah using them mid chase is pretty cheesy but so is an exhaustion hatchet or an insta down etc. If anything instead of touching the keys themselves they should rework when the hatch spawns. 3/4 people all gens complete 1/2 people 2 gens left.

  • I play both sides but mainly survivor and I think the snares are fine as they are. I see no reason why survivors should be able to "disarm" them. Step in them or wake up, as others have stated if you are not in a chase they are not an issue.

  • @Gengarism said:

    First things first, let's start with the obvious.... Moris are overpowered. It's known, and it's whatever because killers don't use them every game.

    Secondly, I will admit I was once a user of MLGA and would happily block killers who would talk ######### to me in end-game chat because they disagree with something, simply in fear of being targeted by that killer in the future (encountering the same person in high ranks is VERY common). Mind you, I'm not a T-bagger or flashlight spammer.

    All this to say: Now that we're on dedicated servers, killers should NOT be able to see the players they are up against.

    It's ridiculous to me that Killers can have Mori lists and target those who they disagree with in post-game chat. It's on the same level of stream sniping. The other day I was specifically targeted by a Nurse with a stream link in their name and I wanted to see if they had a mori daily or had something against me. Turns out I'm on this nobody-streamer's "Nurse only + mori list". I'm not sure why I'd be on such a list; did I disagree with them in post-game chat (I don't give into flaming)? Did I use an insta-heal in their game while trying to use up all items before prestiging? Did I use decisive-strike? (Yes, just today I ran into someone who brought an ebony mori because they had someone on their Mori list for using decisive strike and said I'm on theirs too now?)

    https://us.v-cdn.net/6030815/uploads/603/BO06UQA7C9LY.jpg

    Whether or not you disagree with moris/specific setups being overpowered, do you still think it's fair that killers can target players and have them on lists? I personally think it's on the same level of toxicity as stream-sniping, and should be looked into.

    Users in this community always seem to say that killers should be able to see what they're up against, and I can understand that viewpoint. I don't believe they should know WHO they're up against. I propose we allow killers to see item loadouts and add a way to prevent quick-switching to make up for names/profiles being invisible in lobby.

    100% agree with this, there is no reason for the killer to know this information.

    @Ebisek said:

    Names? Hide survivor's information completely, as you mentioned.

    Update few months ago, you need to wait until whole match ends to see killer perks.

    And survivals? Killer see all characters in lobby, their equipment (flashlights, toolboxes, medkit), names and prestiges.

    And in game their health status / names and obsession.

    At this point, fair game?

    Also agree with this, why should the killer know what survivors are bringing into a match.


    Needs to be fair on both sides, either all information needs to be hidden or survivors should get to see some information about the killer.

  • Escaping is escaping, if you escape with an item in your hand then you keep it. Does not matter if you did 0 gen or 5 gen if you escape out of the gate or via the hatch then you keep it simple as that.

    Also how does this benefit you as a killer if the survivor keeps their item or not? (Assuming you are a killer main)

    in Hatch Comment by Irvin
  • @PGJSF said:

    This would literally destroy any game for survivors in low ranks against multi-hex killers. You would just camp ruin and that’s it.

    If a killer wants to camp ruin I will camp gens lol

  • Being able to soak whichever outfit I choose in blood would be pretty nice

  • @Raptorrotas said:

    @Irvin

    I havent been around so long as the first ptb, but it basically went down like this

    • Killer hooks survivor A
    • Survivor B runs next to the hook, or loops the killer around the hook, or simply keeps nagging the killer nearby the hook
    • Survivor C and D rush gens

    This created the situation that the Killer now has to chose between giving a free unhook or giving free generators.

    While it was infinitely easier to loop the killer back then, the basic principles would still apply nowadays. And as said before, survivors back then made it so that the devs told themselves to never consider such crap again.

    It is a shame that actions performed by people who choose to abuse nice things ruins it for everyone. Can't see someone getting away with that now, but it does make sense why they wouldn't want to go through that issue again.

  • @Raptorrotas said:

    Stopping the sacrifice progress when a killer is nearby has been tested on one of the first ptb.

    Survivors abused the hell out of it and prompted the devs to never consider this idea again, ever.

    The reason survivors cant have nice things has always been and will ever be other survivors.

    @Mat_Sella said:

    I believe they did attempt a mechanic like this, and, as survivors always do, they ruin a good thing by abusing the mechanic.

    And thus it was removed. The End.

    What were they doing to exploit this and how did it work? I was unaware it had already been attempted.

    @Lucama said:

    Stopping the hook timer while the killer camps won't change anything, they'll just stay there until other survs give up or EGC gets them. If a killer is camping to be toxic, nothing will stop them from doing that.


    True if they are camping to be toxic then there is nothing what can be done.

  • @JiggleWiggle said:

    https://forum.deadbydaylight.com/en/discussion/95416/new-anti-facecamping-mechanic

    Theres this perk called Camaraderie, makes the stuggle phase pause if another survivor comes in the radius.

    And i pretty much think that killers get punishment towards the emblem system when theyre camping the hook without chasing another survivor around.

    And honestly if you get camped just get into a new match. And if you get facecamped all the time you should maybe think about your play style idk

    Camaraderie is a good perk however the suggestion to slow down hook progression if the killer is camping s is pretty good imo, shouldn't have to use a perk slot for that but I guess that is just a matter of opinion.

    Camping killers don't care about emblems its the ones who don't camp who care however the campers are punished by being gen rushed.

    It's a bit naive to say someone is being camped because of their play style, players cannot determine whether or not the killer is going to play that way.

  • I've discussed camping a few times it is definitely not a fun experience at all, neither is being tunnelled but sadly it is a play style. Originally I had the mentality that the killer needs to be punished for this and I made the following post https://forum.deadbydaylight.com/en/discussion/91034/camping-killers-need-to-be-stopped#latest but after some time I came to realise that they are already punishing themselves by playing this way, however this does nothing for the poor survivor who is being camped/tunnelled so I came up with a possible solution https://forum.deadbydaylight.com/en/discussion/94825/solution-for-campers#latest I believe with these solutions it will prevent more people from just disconnecting or killing themselves on the hook.

  • I'd like to see the Trapper with a Mori which involves his traps.

  • @WickedMilk03 said:

    https://forum.deadbydaylight.com/en/discussion/95193/survivor-perk-idea-paragon

    This perk is literally pre pubescent mettle of man. Rewarding survivors for playing the game. I dont get it

    A lot of perks reward for playing the game, survivor and killer.

    @NuclearBurrito said:

    Paragon

    • When you complete a generator, cleanse a dull totem, heal a Survivor, preform a safe unhook, or take a protection hit gain a token.
    • Each action listed can only give a single token each up to a max of 5 total tokens.
    • Tokens 1-4 increase your non-repair action speed by 5% (up to a max of 20%) and Survivors can see your aura while within 6 meters (up to a max of 24)
    • Token 5 increases your movement speed by 3% while both outside of the Killers terror radius and not in a chase.


    Nice perk not sure how many would run it but it would offer some niche gameplay

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/752916#Comment_752916

    I'm pretty open to suggestions on how to buff it. Only thing I'm not comfortable doing for sure is making it not an exhaustion perk.

    How about have it work like adrenaline, ignores exhaustion but causes exhaustion?

  • @WickedKatz said:

    https://forum.deadbydaylight.com/en/discussion/comment/752737#Comment_752737

    Ever since i got into the red ranks, i did not get camped a single time. Also the kindred effect could be nice to be put into the game as default, but not the killer vision. Also, borrowed should be fixed since the TR mechanic is #########

    Hmm I actually see it quite often, I think seeing the killers aura is no more advantage than someone running kindred how it is now or information SWF group can provide each other.

    100% agree with you there, I think the core features of Borrowed Time are fine but they should scrap the terror radius requirement.

  • @WickedKatz said:

    Hey, i used to be just like you. I thought these playstyles should be removed, and they made the game a lot worst. But, as i got to rank 1 and played more, i realised they are simply not viable. BT is one of the perks with the best win rates, and at low ranks everyone uses it. Also, my build is Dead Hard, Iron will, DS and Unbreakable. Tunnel me? loop, dead hard, ds Camp? The Bt my teamates have Slug? Imma pick myself with unbreakable

    I run Iron Will, Dead Hard, DS and Adrenaline/Unbreakable/Borrowed Time but it would be nice if we didnt feel we had run all these anti tunnel builds. Also it is not a great experience being on the hook for the entire game. Not saying that happens to me, in most cases it is one of the random team mates who I play with and they usually just kill self on hook if being camped or dc if they get tunnelled which does nothing but cause the team more harm. I came up with these suggestions in hope of encouraging players like this not to give up. Currently in red ranks myself :)

  • This is my experience so far, I will add more as I play.

    Pro's:

    No Lag

    Cons:

    Dead Hard activates but I do not move and I still become exhausted.

    Hit Boxes are not in a good place, some BS hits have been landed on me.

  • Ok first of all I would say a Mori is more equivalent to a key, both items allow the game to end prematurely but neither should be removed, perhaps reworked instead? Insta heals are more equivalent to killers being able to 1 shot down survivors. I propose that addons which allow this are also reworked same goes for killers with the 1 shot down mechanics.

    Mori: Should require 2 hooks before being able to kill by hand.

    Keys: Skeleton Key remain the same, Dull Key require an addon to open the hatch increase use of key from 5 to 15 seconds, Broken Key cannot use an addon to open the hatch. Also change it so hatch will not spawn unless 1 generator is remaining and only 2 survivors are left.

    Insta Heals: Styptic Agent can only be used on self when injured. Anti-Haemorrhagic Syringe Heals one health state and can be used on any survivor.

    One Shot Mechanics: Change so they no longer 1 shot down and they cause that survivor to perform all actions 10% slower for 60 seconds (timer will not start until out of terror radius and being healed will not prevent this)

    Hex: Devour Hope: 2 Tokens remain the same. 3 Tokens should apply same state as mentioned above, 5 Tokens Can kill survivors who have been hooked at least twice by hand.

    Chainsaws: Instead of 1 shot cause slower actions and do not give a survivor a speed boost when hit.

    Rancor and NOED should remain the same as they both require end game to be used.

    There is probably more I could add but I will leave it at that for now, interested to see what others think of my suggestions.

  • @Tucking_Friggered said:

    https://forum.deadbydaylight.com/en/discussion/comment/751235#Comment_751235

    Yes, there absolutely should be when playing with your friends provides an unintended advantage.

    You're missing the point, the friends I play with are at a major disadvantage when they play with me because the killer is way more skilled than they are. As I stated previously the scenarios you are relating to only applies to the rare group of 4 red rank SWF groups vs the reality of most SWF groups being one high rank with friends who are much lower in ranks with much less skill.

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