Jdsgames
Jdsgames
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Not to be rude but it is normally $19.99 USD on Steam without a Sale. Although, game price changes depending on location. Also you have to realize the extra work to do a PS/XBOX release and publication.
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@AntiJelly said:
@Jdsgames @Carpemortum @Locker_Monster @brokedownpalace @ClogWench @johnmwarner
Not to brag but...
https://forum.deadbydaylight.com/en/discussion/84219/3-2-0-player-test-build
I told you so.
Well, I didn't say that wasn't the date. I was making a joke about how people can sit and calculate and predict time for a game based on hints left around by devs. However, st-udder when given basic math. Which I never claimed you were wrong either.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/657410#Comment_657410
A while back, but it was brought up in a recent Q&A. The Freddy rework one, if I'm not mistaken. The short version is that while the goal was to bring solo players closer to SWF, it just ended up giving SWF more info as well. The gap wasn't any shorter, it just shifted.
However, @Peanits that really isn't the case. SWF already can tell the group the killer is camping and can tell them who is doing what and where the killer is while on the hook. Solos cannot say they are being camped other than wiggling their arms on first hook. Even if you gave kindred at BaseKit the only one getting real info they didn't already have is Solos. It is an Information Gap having Communications at all is where I stated in a few posts that they are given dozens of perks for free, a totem counter between the group, omnipresent knowledge, and for some instances if the group has a perk like OBO they effectively all have the perk. You can't coordinate an adrenaline play or something without having prior knowledge that they have the perk ie pre-game chat. However, SWF can time it down to the second they want it to pop.
Suggestion for Kindred:
Give the Aura of all survivors as base kit. Buff kindred range to like 16/24/32 or 12/16/20 meters. Which makes the Anti-Camp knowledge of the perk better. In addition to the previous buff add a new mechanic that whilst being camped in the 8 and 16 meter range and having Kindred equipped will not only affect the Chaser Emblem but all the emblems. According to the current punishment for Chaser. This makes Kindred a Camper's nightmare. However, with this change you should add another rule that this does not apply in the 16m range when the End Game Collapse has proc'd. At that point it is foolish not to defend a hook and you should not be punished for it.
Effectively Swf has for Free:
Kindred, Bond, Empathy (+ Coordinated Double Heals), Small Game (+ Totem Counter), Deja Vu, Premonition (Killer is going to you!), and Buckle Up
Effectively Swf has shared:
OoO, Alert, Spine Chill, and Dark Sense
Extra Knowledge Swf has:
When a killer is near a survivor and tinker activates for example all the swf knows the killer has tinker at that moment. This is a shared information that is obtained while playing. Solos won't effectively know a killer has spirit fury unless they are watching the chase or is in it themselves and is hit by it. When one person finds a totem the whole team knows where it is at, etc. etc.
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See I am surprised these gens done were not done faster.
Generators take 80 seconds to pop. If you have 3 survivors on gens for 2 minute 20 seconds that is essentially 140 seconds. Which 80 seconds + 80 seconds is 160 seconds only 20 seconds off of having all gens done if the survivors worked uninterrupted. Assuming there is a max of 12 hooks in a game at this low ball rating to get all hooks on all the survivors you would have to do each down and hook every what 11.66 seconds?
Assuming only one survivor is working on generators at any given time. It would take 80*5 not including walking distance to complete the match which is 400 seconds. Which in total is 6 minutes 40 seconds. Which means at this rate you need a hook every ~33.33 seconds to achieve all hooks in the allotted optimal time frame.
Yes, other factors exist, however, playing optimally the survivors have to abandon their objective for excessive amounts of time to hit these 10-20 minute games.
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See, that sad part is this is how people are boosting their rank in swfs. They face lower tier killers and do the work to rank up. Match making wouldn't have done that from a solo perspective.
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@DwikeyMain84 said:
I have figured out some people have far too much time on their hands!
Yet, I question how some people do so poorly in math. Yet can do time prediction and business analysis of dates every chapter. I am waiting for the calculus proof that September 16th will be indeed the ptb date.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/655963#Comment_655963
I wouldn't deny that some layouts can be a little too strong. In this case, the killer made a lot of mistakes and could have dealt with that setup much faster. This is something that's getting better over time (we're much more careful about where maze tiles can spawn in newer maps). Though this is a little off topic- ruin or not, if you can't catch the survivors, ruin isn't going to make a difference.
I do agree that it could be dealt with better than that particular killer. However, looking at the structures and orientation from the survivor and killer perspective. Killer shack can eat up to like 8 times if the killer makes a mistake and in this case 4-6 times around and use that left over pallet off to the side as the safety net and the loop is still there. Even in the events that they went down basement I believe was not in Killer Shack which means that side is just a safe zone.
The problem with these loops is they are a combination of good structures and structures do not decay. Even with pallets gone you can easily come back and waste more time disregarding perks like Lithe. Which I will agree newer maps have dealt with this quite well except for a few RNG occasions.
However, as I also agree Ruin is not base kit and would make survivors side even more miserable. Sorry for going a bit off topic.
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I think color coordination would be nice, however, confusing to new killers. I would prefer a perk Icon to be inserted into the skull of the middle of the totem.
One of the circles above if not all. This would only be seen by the killer unless you are running Small Game. The Icon is then displayed to the survivor running the perk. Buff to killer defense of totems and a buff to a very weak perk in the game.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/655927#Comment_655927
I won't judge from the end screen alone. There are so many things that the killer could have done wrong and the end screen shows none of that.
Although, I don't throw streamers as to be the all knowing all wise as some people do. There was a recent post by Tru3Talent
https://www.youtube.com/watch?v=EsvZm6LlAZwAlthough, it looks click-bait esk the loop in question is no doubt strong. You had two strong structures and two strong loops alternating in a line. Luckily RNG of pallets caused one to not spawn and it was only 2 strong structures and a strong loop combo.
However, due to tile rotation the loop structure created is almost unbeatable without the survivor making a severe foolish mistake. Which yes can happen, however, in many cases not likely.
Yes, it was a non-meta killer and yes both sides made a mistake which caused the capitalization on the killer's side be a miss. However, the amount of 'Loop money' as you guys call it to a competent survivor could waste all 5 gens there on almost any killer.
I do agree the killer could have played more optimally in that situation. However, to a decent survivor say against a billy. Could still waste 3 gens minimum on that alone before getting hit. Which there were also smaller loops nearby as well for safety nets as shown in the match as well.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/655907#Comment_655907
Perks are also not needed but that does not mean there is a balance problem with time for most killers in the game even with Ruin on. Just so you know that is just an example from today - this game I had couple of minutes ago playing solo and I can tell you this match was FAST:
There was nothing this Huntress could do to stop it.
Yes, however, the current mechanic is completely unfun to do from the survivor perspective. You can't expect people to have fun holding M1 for most of the game. It should have various tasks other than gens. Totems have no actual value and is a hold M1 master play as well. The survivor side needs an overhaul to make it more enjoyable, that gives them more defenses in a direct chase other than pallets, and causes a general increase of time.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/654972#Comment_654972
You absolutely do not. I can say that as a fact as someone who does not use ruin and does use off-meta killers in red ranks.
If you feel like it's worth a perk slot, hey, the more power to you, but there's nothing stopping you from using the perk. Adding it to the base kit is highly unnecessary.
I do agree for the most part ruin is not needed. However, I do think the chance of the killer is too map RNG dependent. I have seen several loop setups that the killer just has to leave due to them being structure loop setups. Which should be fixed internally. (High Hopes since Badham Rework)
I also think the type of structures should also have a 'Loop money' type deal. Say we have 5 structure loop tiles they should be properly varied where no two strong structure loops are next to each other. While a survivor who can properly deal with these structures can still obtain an advantage. Ie: Double Jungle Gyms/L wall T walls with Shack combos should not exist.
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@cobrahjh said:
https://forum.deadbydaylight.com/en/discussion/comment/652828#Comment_652828
Bro, I have a teenager and the vernacular rubs off. Sorry. And Yes, I am retired at forty-five (45) so chill about that. A great job and great investments will get you there. Do yourself a favor and research Dave Ramsey to start off with and never stop researching about retirement. A 401K will only get you so far.
I was being a bit too facetious about the latency as anything under 150 would be fine. ;) I still don't think 100ms would be unreasonable. If someone is beyond that depending on a multitude of technical and logistical reasons: distance, location, outages, etc, then I don't want to play with them. I'll wait in my own queue and it wouldn't bother anyone while I do.
I'm sure the new servers will handle things just fine.
Now only if they can fix the horrible matchmaking. Wow is that a sausage fest! I started keeping pictures of the ranks in the games but any search on Reddit will show this much easier than me posting. My last game had a 6, 5 15, 16 rank survivors with a level 17 killer! Poor killer got owned bad. Ouch! Makes for a bad experience for high rank players... or should I say low rank players.... or.. stupid rank naming convention. Really think they should reverse the tiers and make 20 rank the highest/best. Anyway, I digress...
SkeletalElite, That would be great if they did add it as I asked about!
Thanks for the advice for retirement, However, I wasn't trying to discredit the fact nor do I care if you did or didn't retire. As I said I didn't want to fully profile you on that alone.
Which I do agree being able to set your own 'ping max' would be alright. However, this I do believe would screw up queue times more than it would appear. The main issue is the latency between all the players not just you and the killer.
Which unless they really got the kinks out for dedicated servers. I find that the double hit hatchets and other issues that we seen on other ptbs of the dedicated servers will still be around. It is extremely different than a peer to peer setup like it is now. Many game decisions factored this in and is the core basis to many perks. I expect plenty of bugs to be in the next patch possibly more than we have ever seen come from a standard chapter patch.
Well, it was working decently enough until people started smurfing to bully new players. Now Rank does not mean they belong their especially on the survivor side. Which I do find a big fault in BHVR for this allowing it to happen because people were having crash issues myself included. However, generally speaking even in game you can tell if the disconnection was intentional or not. Even if they Alt-F4 their character will still stop. A crash their character suddenly hits the floor mid run. The killer choosing to disconnect standing still vs mid chasing. These changes and actions can be monitored prior to the disconnect to determine if the disconnect was intentional or not.
Although, I think the Rank System is fine almost like golf. The lower number the better. You are in the first top bracket at R1 rather than the twentith bracket at rank 20.
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@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/655765#Comment_655765
Better ping a mod to fix the error
I don't think they would like me pinging them for that post. I did think about it though XD. I can't even fathom how that passed QA and posted as an Announcement without anyone noticing the Elephant in the room.
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Although, I had to fix their announcement to reflect their true nature.
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@BunnyTheHutt said:
https://forum.deadbydaylight.com/en/discussion/comment/515585#Comment_515585
Saying "just don't buy it" doesn't mean anything, the fact it's in a 20-30$ game, plus over 100$ of DLC with more too come, with a battle pass that could cost anywhere from 10-20$ is greedy af. You set a bad standard when you allow such a thing.
Not to mention the store that has skins that are 10$ a pop per outfit.
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@cobrahjh said:
https://forum.deadbydaylight.com/en/discussion/comment/596556#Comment_596556
"Bait"? Yes, I do and I am sure more than you ever will. I am retired from this lovely field as a contractor doing more than I could ever tell you.
Don't comment unless you actually have something worth saying. Or do you just have to listen to yourself type and watch your posts count go up? Little people and their keyboards. ;)
Bait idk where I happened to get that from:
"Currently, I don't disconnect to find better latency but some of these wifi-killer-potato connections are ridiculous. Bro, you playing in your Honda in the McDonalds parking lot? AGAIN!?!? I really don't want grandpa, or the microwave, or the massive usage of someones bandwidth killing the experience of the game for the rest of us.
We all have been there going around a corner and being downed wondering WTH?!?! Only to find yourself back inside the room facepalming the internet-potato-killer.... want fries with that?!?! LOL "
Which as stated do you know that there are hundreds of other factors in play when ping is involved. In many cases even with dedicated servers you are looking at ~60+ms of ping. So you sit here and complain about 100ms? Which since you clearly contracted for this field you would know most internet in the U.S. alone is subpar the speeds in most of the third world countries getting onto the internet now. So your ignorance shows blatant disregard to what actually factors into latency for a connection. Ignoring geological distance, the type of the connection on both the HOST and CLIENT (Killer and Survivor), and bandwidth limitations.
Now please do not reply as it seems you can't validate your own claims other than to make insults at these 'Wifi-Killer-Potatoes' playing DBD at McDonalds and myself for calling you out on the bait. However, I will say maybe just putting out the fact of having a ping selection would be decent disregarding the fact that anyone who has no clue what it does would be trying to select 0 ping.
As an Edit: Although, I don't want to profile you based on your post on the forum. However, using "Bro, you playing in your Honda in the McDonalds parking lot? AGAIN!?!? I really don't want grandpa, or the microwave, or the massive usage of someones bandwidth killing the experience of the game for the rest of us." does not sound like something a retiree would say.
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@MrsPiggyIsSoSneaky said:
https://forum.deadbydaylight.com/en/discussion/comment/650696#Comment_650696
I wasn't playing as killer, I was playing at Survivor lol
Actually I saw the disconnect and assumed you were the killer. However, this wouldn't have been bad for you to play against it would have been worse on the killer. So now I don't get your point. However, my question of WHY PLAY WRAITH with two flashlights is still valid.
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I play killer more frequently and wouldn't have a problem with this. The only time you do see this perk is a coordinated swf that will run past lockers their buddies went in to screw your chase up.
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The only question is: If you saw they had flashlights why play wraith? Also it is sad to see the players that are 'low rank' with full setup builds across multiple character's perks trying to ruin new the experience of newer or lower skilled players.
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I just want to say this title cutoff had me REALLY concerned for a minute.
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@KillermainBTWm8 said:
https://forum.deadbydaylight.com/en/discussion/comment/650044#Comment_650044
and how exactly were they playing "toxic"?
Ok for this match I had pretty decent rng (for once)
What was going on the entire match was the spam clicks of the flashlight when I was chasing a non-flashlight survivor (Their gen jocky people) However, these flashlights lasted all game unless they found them in the chests. Every time I downed and hooked someone I would start another chase to not tunnel. I got another person down as I hooked them they would save. The non-injured person would attempt to play flashlight clicky distraction and I would attempt to start a chase with them until I saw the injured one and ran over.
The unhooked person would take the hit for Borrowed Time then the unhooker would go down. (They all had DS) I would have been hit by all 4 if I didn't suspect from their toxic behavior teabagging clicking flash lights body blocking while injured.
Then what would end up happening is I would start to slug to attempt to keep some gen pressure as if someone was not being bothered they were trying to get gens done as quick as possible as well. In the mean time they coordinated unbreakable 3 man up instant heals. They would all be next to each other recovered and one at a time would use their unbreakable.
During this as well if they had DS and I was going to down them they would also hop into the lockers to attempt to force the pickup. Again I had to leave them alone, Every pickup I had an attempted hook body block session with being flash-lighted the entire game.
Which I ended up getting all 12 hooks non tunneling according to their ds's. So legitimately they were given their consecutive 8 minute get out of jail free card during those games including all 4x unbreakables to start anew. The only thing I was actually more curious than irritated by was how they managed to have the flashlights the entire game. Even with those addons I am talking each pickup I had an attempted flashlight save and the flash light clicks during chase with everyone.
So like legitimately they all got downed 6/7 times a piece. Not counting normal gameplay loops and pallets. So by the end I figured a gg was alright. I would assume having a non-tunneling game whilst getting up dozens of times throughout the match was decent enough. Yet, I was astonished after all that and they just dipped. Which is when I then pointed out how biased that match was in their favor and couldn't even be bothered to gg if they happened to be bitching over coms at the End game screen.
Edit: I don't know how that person with like sub 5k had that low of points because they were one of the last two to die.
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How do you even apply here? I am simply saying the lack of sportsman ship in this game is really #########. But alright then insult people rather than using logic or reasoning to argue a point.
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@KillermainBTWm8 said:
What's the point of this thread? Why are you mad that you didn't get a gg man? If they were still in chat you are basically being as toxic as them because your basically saying lOL tRaSh sUrViVoRs yOu bRoUght tOOlBoxes and fLaShLights aNd eVen pICked tHe mAp and sTiLl cOuLdN'T wiN. Flashlights are the easiest thing to counter in the game. There were 2 toolboxes you could have brought franklins as for them picking a map two people put in map offerings so it's most likely there may only be a duo SWF. But please listen to what your saying you claim that you would see GG EZ if they won but you are being just like them :/
@Chaddad2169 said:
https://forum.deadbydaylight.com/en/discussion/82870/cant-even-gg
I don't think Adrenaline, DS and (seriously now?) Unbreakable are crutches.
DS can be countered by slugging, the survivors respond to this by using unbreakable, they're countering a dirty counter.
Adrenaline is a reward for gens being done 🙃
Generally before I say those things I give a nice pause from the GG. Most likely after they left.
DS, Adrenaline, and Unbreakable are all second chance perks. Which it was a 4man swf I checked before leaving. They were also extremely toxic during the game so I figured them actually losing should have been at least worth a gg. Which the message after gg probably came after about 30-60 seconds of waiting for a response. They were most likely gone. However, I do try to get a gg out of people that play toxic if they are still there waiting.
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@TrueKn1ghtmar3 said:
https://forum.deadbydaylight.com/en/discussion/comment/646063#Comment_646063
I dont get why people talk about Spine chill like its uncounterable lol
Yes, the premonition to walk backwards through the map. I don't think it does much tbh I haven't felt overwhelmed by the spine chill squad. However, it really becomes a hard counter to some stealth killers.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/646054#Comment_646054
Spine chill isn't affected by this lol
I know but they were the two anti-'stealth' killer perks.
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The only one broken here was OoO and Spine Chill slightly.
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@Maelstrom10 said:
https://forum.deadbydaylight.com/en/discussion/comment/646009#Comment_646009
3rd rule i wrote on the image: i do understand the text was incredibly lengthy and not all of it is easy to gather at first glance.
--- In the post i stated that some meta perks that cannot have tiers will always have the maximum amount of 4 pips. things that can be totally game changing or super situational but powerful will always be rated at 4 pips no matter what level they are. the level system for those perks would simply be there to grant a form of "hard mode" for people who don't want to go perkless, but who want to make it more difficult on themselves.
I see but from a user stand point of build making it would be like doing calculus to determine if your build meets the pip standard. Let's average it out to 75 perks that is what 225 perks considering tiers? Even if it did tell you all this it would be a clutter of information new players would certainly not like.
75+75=150+75=225
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@Glory said:
When you get straight-up farmed, and the killer watches as the dick that farmed you sits there teabagging on top of your downed ass, like they outplayed someone literally incapable of preventing this
Lol as a Killer I generally tunnel out the farmer.
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Now my suggestion and hear me out. Reward Prestiged characters more.
For example:
Normal Player: Brown Addon: 3000
P1 Player: Brown Addon: 2500
P2 Player Brown Addon: 2000
P3 Player Brown Addon: 1000
This is a heavy reduction on the grind. Numbers are just for example. I would also still Honor the fact that P3 actually tbh gives less high tier stuff than most of my lower tier rank ups have gotten. In addition to this I would make a passive way for Killers to gain addons.
@Jdsgames said:
Hey, I wanted to suggest something that allows killers to not really keep their addons but earn more while in the game. Similar to searching a chest and leaving with the item. The black chest or alter... This chest or alter would work similar to a survivor chest, however, slightly different.
- Each basement HOOK not Hook State earns the killer 1 token.
- Every two/three/four tokens the killer can open the chest or interact with the alter to obtain an addon.
- Method 1: These addons are generated then randomly up to a specific rarity. (During Game)
- Method 2: Based on the killer's performance it can range in rarity. (After Game)
- 0 Kills - Up to Brown Addons
- 1 Kill - Up to Yellow Addons
- 2 Kills - Up to Green Addons
- 3 Kills - Up to Purple Addons
- 4 Kills - Up to Pink Addons
- Method 3: Based on the killer's emblems it can range in rarity. (After Game)
- 0 Iridescent - Up to Brown Addons
- 1 Iridescent - Up to Yellow Addons
- 2 Iridescent - Up to Green Addons
- 3 Iridescent - Up to Purple Addons
- 4 Iridescent - Up to Pink Addons
- Method 4: Suggested by: @fluffymareep Based on number of hooks.
- 3 Hooks - Up to Brown Addons
- 6 Hooks - Up to Yellow Addons
- 9 Hooks - Up to Green Addons
- 12 Hooks - Up to Purple and Pink Addons
This encourages different play-styles and anti-tunneling as they are rewarded per specific hook. Which would be anti camping. As @Tsulan also stated this could work for Monstrous Shrine Rework.
I also highly think perk tiers should be re-evaluated. There are several perks with such minute differences that it makes less sense to have tiers at all: See Alert or Devour Hope. Devour Hope higher tiers are also worse since you can't get the mori effect without the cat being let out that you are running Devour Hope.
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@Maelstrom10 said:
https://forum.deadbydaylight.com/en/discussion/comment/645995#Comment_645995
You'd still get to level up your perks, however you could purposefully select lower levels of the same perks you've already leveled up in order to use more perks. You'd still have access to the higher level variation of the perk you'd just be using a lesser variant in order to get more perks :)
So as an example, say i leveled iron will to level 3 (just as an example,) but that takes up 4 pip slots. i could choose to use iron will level 2 in my loadout, along with another few perks as iron will level 2 might be worth less "loadout pips". effectively i'd be nerfing the overall perks, in order to be able to use more perks, or lower tier perks.
I'd still have iron will level 3 however, and would be able to instantly swap it back into my loadout, it would just cost the usual 4 pips out of 16 effectively limiting the amount of extra useable perks.
Ok at least I can get the concept now. All the text confused me. However, he is right perks like Decisive Strike and say maybe Adrenaline really don't have tiers. A couple second reduction in exhaustion speed is not really worth lower pip amounts. This means all Tier 1's of perks would not be able to have the same pip value. So you would get cheated builds. If all perks worked feasible with something like for example Iron Will that has a large gradient between tiers. I could say a mechanic like this would be a decent idea.
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I would generally say I am smarter than the average ape. However, I don't understand how this would benefit the game at all. You can use more perks only if you don't level them up which removes the point of leveling your characters. I am genuinely confused by the whole layout seeing up to like 8 perk slots.
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@TheGorgon said:
https://forum.deadbydaylight.com/en/discussion/comment/645945#Comment_645945
It sure is large enough to cover 3 generators in the majority of all situations. The same thing can be said about a killer, a smart killer will sustain that 1 area. Like @Jdsgames said, it's very RNG based but it also consists in counterplaying the enemy. I respect your opinion, but I think it's really strong because m2 killers will make use of this and make them much scarier.
Have to use Basic Attack which means this only applies to all M1's. I really think this sounds better than it actually is. I mean maps like the Game where things are ontop of one another yes. This could be a strong perk. Maps like Azarov's you literally have to be an idiot survivor for this to reliably work.
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/645925#Comment_645925
It's going to be a good perk. Though if survivors 3 gen themselves, they just need to run away from the gens. Shouldn't be that hard.
I am on the edge with this one yet. I can't exactly pin-point 32meters. However, there are not many occasions where 32 meters would cover multiple generators in say a 3-gen. So I am on the fence if this is EXTREMELY RNG dependent yet.
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@TheUnendingNightmare said:
By just knowing good loops and jukes you can literally be a lvl 1 survivor torturing a lvl 50 killer. I know I've done it and was also the victime. To me this doesn't make sense.
This comes down to core map design. In general most maps are so beyond out of favor for the killer by the time you blow through all the pallets the game is over. This is a map design issue. However, you can't keep reducing survivor's ability to defend themselves and get a longer game. These resources run out.
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The only thing I do find to be an eh is how many insta heal survivor perks they added. I mean if doing 5 totems was not easy enough already. Now you get an instant heal for each one. Topple that with Head on and various other perks and it will be lethal.
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@TheUnendingNightmare said:
Idk how that could even be possible. You let them use it ? Again sure you can drag a game, I do that with the Hag too.
Missing my point tho
It is called keeping pressure on a swf. You have to learn the hive mind mentality. One slug is usually about 3/4th's the pressure of a hook. I did my best at keeping one slugged and one on hook. They still were looping and hammering on generators. I do complain about a lot of things here. However, saying they need a longer m1 time is not a good enough solution.
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@TheUnendingNightmare said:
Also, 2 of them brought unbreakable ... Come on I'm a killer main I know this is completly useless.
You have much better chance getting away bodyblocking lbh. Which is totally fine by me.
All 4 unbreakable perks got used. None of their ds's proc'd so they even got clean getaways. You simply need to get better.
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This really applies. Yes, they can be defeated. Note the survivors in the screenshots have hit R1 before as have I. This was a fair fight on both sides. However, I do agree survivors need to be buffed to some extent and have other objectives to do other than hold m1. However, slowing their speed is not fun for them. They need a mandatory mid-shift secondary objective. The team got down to 2 gens and even for how long the game was didn't even manage to do all the totems.
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I mean looking at the level design it seems like they are starting to get more AAA ish in the style, design, and depth. Which I generally like. Each place felt unique like the game map.
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Generally, I am in the higher ranks so it is odd for me to see a 'new' player. However, If I happen to notice this 'New Player' is in a 4-man swf I normally tunnel one out immediately. They shouldn't be joining three rank 3's and expect mercy. Those R3's are probably trying to bully a lower tier killer anyway.
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@ClogWench said:
The killer should not and can not ever make contact with the survivor. Any attempt to look in the survivors direction will be considered tunneling and will be punished accordingly
@ClogWench clearly doesn't know what Rule # we are on.
Rule #4 All killers must obey unwritten survivor rules. This consists of not kicking generators that are 99% completed and various other tasks.
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@FishFry247 said:
Good question actually, Doubt he would be Immune to it, I'm guessing just Aim at his face lol
I would say blind his mouth.
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@Peanits said:
There's also Bill. Bill came without a killer.
There's going to be 17 killers and 19 survivors once the next chapter launches. Take that how you will.
"Take that How you Will" - Future chapter 2 killers?
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/638561#Comment_638561
I suppose it depends on whether or not there are 6 perks for Nancy and Steve or if they pull a Legion.
Already confirmed they are not. Dave's tweet on another thread mentioned like I suggested:
When Legion came out it was New Killer Legion: (Only one killer)
This shows New Survivor: New Survivor: Showing they are indeed separate entities.
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@Pulsar said:
Since there are two Survivors and one Killer AND it's liscenced, should we expect a higher price than say, the Halloween Chapter had when it released?
Probably just slightly: I would consider half Ash Price + Halloween Chapter.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/638517#Comment_638517
Well technically he’s already shirtless
Considering: The trailer does not show any form of nips on the outer layer. Therefore
heit is not shirtless. -
@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/638184#Comment_638184
I can't say anything just yet, but when the Darkness Among Us trailer dropped, The Legion were listed as a single killer in the end slate. This one lists the survivors separately.
Out of curiosity: Considering your last two posts and the tweet confirming they are not like legion. Unlike the legion cosmetic cash cow (4 Killers actually having the same power.)
Does this open the doorway of having 2 killers released in one chapter?
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/638449#Comment_638449
Too many safe windows?!? They literally have a door way by most windows.
Depends on RNG I have had ######### spawns where you had semi-infinites from two windows because of the room layouts you couldn't cut them off. Backtracking doesn't work because the lowered TR gives it away. Although, when I play huntress I am a decent shot so this doesn't effect me as much. I just know certain killers(types not players) do have trouble depending on the RNG of this map. Legion being one of them LOL.
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I have seriously lost my sanity reading through this thread. Laughing hysterically thinking you guys actually think pig isn't op and needs the legion treatment.
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@avilmask said:
So basically you should kick the gen only when your chase ends right next to it and you don't have a new target yet :/
Not even: Unless all the remaining survivors are urbanely evading around doing nothing. The progression of survivors will always outweigh the regression on that generator.





