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Maievh

Maievh

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Maievh
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  • It's a non argument used instead of just saying "i dont like this idea" as if it has some weight to it. it dont.

    You dont limit gameplay or ideas because 'lore'. That's dumb.

  • Increase the amount of totems from 5 to 12 and have a hex jump totems twice when cleansed(if dull's are available). This gives hex perks a much needed buff, guarantee that a killer dont lose a perk slot 20 seconds into the match and makes totems a better a secondary objective than it currently is.

    With this change its less important how hidden a totem need to be and we could get some more perks with totem conditions on both sides.

  • How com noone have suggested Hellsing yet?

    Hellsing!

  • Only thing this shows is that we need a working matchmaking system.

  • @IIITweedleIII said:

    https://forum.deadbydaylight.com/en/discussion/comment/1436413#Comment_1436413

    You're better off playing Friday the 13th, I believe.

    They ruined I mean decisively added those And emotes to that game.

    Yeah, the bikins ruined F13. If only the bikini dlc never happened F13 would be going strong right now.. right?

  • Not a fan of these new locked set cosmetics at all.

  • You know you dont have to use them as soon as you get them or even during the event right? Stock up and use them later when they are fixed.

    Of all the bugs in the game, this must be the most trivial one yet..

  • @Zane said:

    https://forum.deadbydaylight.com/en/discussion/comment/1387440#Comment_1387440

    Its a little annoying having to switch between, also I get killed so many times with green moris and derank just because I have a skin lmfao

    I assume you use more than 1 build. Set up dedicated builds on each of them, its easier to switch character than build. This is what I do, Meg is my Head On girl, Feng my Breakout girl and Nea is my We'll make it/Autodidact girl.

  • Don't settle, main both!

  • @Mushwin said:

    https://forum.deadbydaylight.com/en/discussion/comment/1386906#Comment_1386906

    But didn't I need to earn one, one match and the other another match? I got two in one go, is that right?

    Yeah everyone gets both at once.

  • I got mine on Adam without any problems, on pc tho. Have you gotten the crown on any other characters? When you pick it up do you get the golden glow indicating you actually picked it up?

  • Just stock up and save them until they are fixed?

  • Feng, Meg and Nea is best girls.

    Kate is overrated, fite me.

  • It's really not hard to get the crowns. It's no different from escaping a normal game. And while there is a small incease in tunneling killers there is also those that let the survs get their crowns.

  • Enjoyed this event, was fun to collect all the crowns. Mostly its just normal games with a small extra incentive to get out alive. Only gripe I have is the flashlight/medkit appearance rate in the bloodweb.

  • @johnmwarner said:

    https://forum.deadbydaylight.com/en/discussion/comment/1359298#Comment_1359298

    Okay to your argument, I disagree. I do not think it is bad that some killers flat out ignore certain perks. It gives people incentive to try other perks out, or to keep playing your build but risk going with 2-3 perks if the killer counters them.

    For example Kindred was in my build 99% of the time, yesterday I swapped it to Bond because I knew the cages would hurt kindred.

    Normally on release day I run WGLF for points, I still did even though it only works on regular hooks you can still get a few of those plus protection hits.

    So I don’t assume, what is In your build that is being ruined by the mechanics?

    https://forum.deadbydaylight.com/en/discussion/155920/pyramid-heads-cage-mechanic-counters-too-many-perks-on-both-sides/p1

    15 various pick up/carry/hook related perks it counters. "Change up your limited build choice or risk having parts of it not work at all" is not what I would call good incentive. Personally I think hard counters has no place in the game. Its lazy and as mentioned earlier it feels awful for the receiving end.

    @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/1359298#Comment_1359298

    I see for example some Inner Strength running around. Arguably the best healing perk. Still I see more Selfcare and the DS/Unbreakable/BT/Spinechill meta has not been touched in the slightest way. Same for Kindred, which is arguably one of the best solo perks, at least when you trust the feedback. I don't even see the perk that often. How about Bond? Look at the feedback and how high it is praised to be a better healing perk than Selfcare. Still at the same pickrate like Kindred.

    The 4 mentioned meta perks will never be touched unless you create OP perks. Or bring in more killers like Pyramid Head that have alternative playstyles to play around that.

    I counted some of my games with an extended list of meta perks being the above 4, Iron Will, Adrenaline + "Exhaustion perk" (DeadHard, Lithe etc. -> that's why I say "extended" because like everyone runs an exhaustion perk but not everyone runs the same, depending on playstyle). In like 80-90% of the games there are 10+ of all 16 perks from this extended list, the average is probably around 12. Just a rough guess on the average, I would need to note, but pretty sure on the 10+ percentage

    Self Care is a special case, its popular in solo because it gives the user full control over when and where to heal without reliance on the other solo survivors. Solo survivors tend to put their own survival over the teams survival.

    As far as the meta list go, I agree, sounds about right in my experience too. And I think most of the perk collection being mediocre to straight up awful contributes a lot to this result.

    As for killers with alternative play styles to play around, you can have that without a bunch of hard counters to perks.

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/1359207#Comment_1359207

    Which better ways are there? Nerf meta perks?

    If you buff weak perks, you get most likely even more imbalance in the game because the perks need to be stronger than current meta.

    Btw it is not only gambling about Pyramid Head. Medkits against Plague is gambling, Iron Will against Stridor is gambling, even Blendette against Freddy is gambling (because of the shimmering in dream state). BT is also gambling against Freddy and every stealth killer that can easily deny th TR condition. I'm surely forgetting about even more gambling effects that are probably more common. With this mass of perks, status effects and killer powers it is pretty much the nature of the game that you run into situations where your loadout does not work as intended. Wait one or two weeks and Pyramid Head will be less frequently played, then it will be less of a "problem"

    Yes buffing older, weaker perks is one is one of the obvious ways to do it. And I dont agree that this would bring imbalance at all. There should absolutely be a baseline for how powerful perks are and at the moment it swings waaay too much from the best to the worst. And there is far more ######### tier perks than good, on both sides. The more perks closer to each other in power level the more variance we would see in the "meta".

    @johnmwarner said:

    https://forum.deadbydaylight.com/en/discussion/comment/1359207#Comment_1359207

    You have 70+ perks to choose from, sorry you can’t run DS and BT to unhook in the killer’s face and then feel invincible for a minute

    Ah yes, nothing like a passive aggressive response with baseless assumptions to my play style and perks of choice and not a single argument for or against the actual topic at hand.

  • @HellraisingPredator said:

    On the flip side killer related hook perks like BBQ and make your choice don't work with cages either so I think it's fair.

    Except the killer knows (hopefully) that he will be in the game and pick perks based off of that. The survivors do not have the same luxury.

    @NursesBootie said:

    That's the reason cages got introduced. To motivate people to use other perks than the occasional meta perks.

    As with plague, as with freddy, the whole cage mechanic just straight up denying perks is lazy and awful game design. Only good part about the cages is the changed struggle phase. You have a very limited loadout as is, you should not have to gamble on being allowed to use it every other match. There is better ways to shake up metas.

  • Hate it. Wish map tokens worked as 'ban picks' instead of how they currently work. Then i'd have a reason to stock em up.

  • Ghostbusters

    survivor Peter Venkman - killer Paul Feig

  • Just add bots like mobile do, easier than trying to stop people from leaving games.

  • @ALostPuppy said:

    Idk what you mean, honestly the models are perfect. Quentin, meg and nea definitely don't look like abominations from the deepest, darkest depths of hell.

    Nope, definitely not.

    Meg and Nea are top 3 cuties, how can you compare them to Quentin :(

  • Mordhau, Hearthstone Battlegrounds. Recently some Valorant and Spellbreak.

  • @Rydog said:

    The idea that any given action is "toxic" is an invented construct that a bunch of people have chosen to believe. This is an adversarial game; the opponent is going to be trying very hard to complete their objectives while preventing you from doing yours. This includes:

    • Survivors flashlight stunning killers, which is intended use for this item.
    • Survivors pallet looping, and dropping pallets, trying to waste as much of the killer's time as possible.
    • Survivors body-blocking hooks or injured teammates.
    • Survivors completing generators quickly.
    • Survivors bringing strong perks, items, add-ons, and offerings.
    • Killers bringing strong perks, add-ons, and offerings.
    • Killers tricking survivors with mindgames at loops.
    • Killers using their powers to shut down pathways that might be safe vs. other killers.
    • Killers camping the hatch, or camping a three-genned map.
    • Killers slugging survivors.
    • Killers tunneling a really weak link that they know is dead on hook.
    • Killers camping one or more hooked survivors after generators are done/doors are open.

    These are all part of normal play. These things are the game, they are the mechanics that constitute Dead by Daylight as a multiplayer game experience. These things are not toxic. Complaining about this stuff is like complaining that throws in fighting games are "cheap" or "dishonorable" or something. Get outta here with that.

    If teabagging/crouching, flashlight clicking spam, nodding, or whatever is really all it takes to set you off, this might be the wrong game for you. I cannot fathom letting those kinds of small actions get me so angry that I don't have fun. It just is what it is.

    you nailed it. only thing in-game that's toxic is survivors purposely sandbagging teammates. End game chat on the other hand, spicy.

    in 'toxic' Comment by Maievh
  • ######### talking in endgame chat. Only thing ingame that I would consider toxic would be sandbagging your own team on purpose as survivor.

  • Sounds like sandbagging on purpose to me. Im with tippy, report it.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1286837#Comment_1286837

    No, they work on things concurrently. Why would they have dozens of people (I think hundreds at this point) working on a single aspect of the game? That would just make a big mess of things, there'd be too many people to coordinate.

    Truth. But not having a proper matchmaking system 4 years into the games lifespan is just plain idiotic. One would think it had higher priority.

  • Next killer is the Kraken and the map is a ship.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1277940#Comment_1277940

    IMO, the person who is bugged in a way that prevents the game from ending is the one who should disconnect.

    That's dumb, that person is no more at fault for the bug than anyone else in the game.

    As for OP, In that hour+ you wasted you could have played several matches. You were both stubborn, you both lost here..

  • Plague tend to save the one she starts with for later in the game. The earlier survivors start to cleanse the earlier she will start using her power and potentially snowball the game.

    Personally I try to not cleanse before we got one gen left/doors. As Lalythia says tho, if your teammates starts cleansing earlier you might as well.

  • The DS animation itself already eats up 1.2 seconds of the stun. In reality the survivor gets a 3.8 second headstart on the killer, not 5. How much further do you want to reduce that?

  • @Fibijean said:

    Apparently, it was designed that way very intentionally. The idea is that the fact that the perk is on a cooldown makes sabotaging a hook that the killer is coming towards a much risker play. It's essentially a trade-off - you risk disabling the perk temporarily for the possibility that you might be able to prevent someone getting hooked. It also means you can't go around sabotaging every hook in a particular area to create a dead zone, unless you have a toolbox (which, of course, has limited uses).

    The 60 second cooldown already prevents clearing out more than one hook in an area. Intentional or not, its bad design imo. The best sabo build is a build without the sabotage perk, which is kinda dumb. Unsuccessful sabo's preventing cooldown would not change that but it would be a nice QoL change.

  • Mostly depends on when im playing. Peak hours? The majority is red, some purple. Off peak? Rainbow.

  • was closer to 55% solo 45% swf and 4man stacks was only 3-6% of that.

    image.png

    Unless things have changed a lot since then people aint seeing all these 4man or even 3man stacks they claim they are.

  • Thats a weird way to give a compliment. Meg is best girl, it is known.

  • Noed is one of the best designed 'exposed' effects in the game imo. I can see why some hate it tho, it gets old pretty quick when noed pops game after game and you average 3-4 totems by yourself.

    Maybe people would be more willing to take the extra points for cleansing if it was under the survival category instead of bold. Most survivors get their bold from one of the funnier parts of a match, running/stunning/blinding the killer or saboing hooks. You know, the engaging pvp stuff.

    But probably not.

  • @not_Queef said:

    I'd rather they just let survivors recover without assistance. It wouldn't affect me at all as killer, since I very rarely slug.

    Killer could still slug for temporary pressure. It just wouldn't sap all the fun out of the game in the process.

    This, the slugging mechanic itself is god awful and needs to be looked at.

  • Any Supernatural monster and Dean as survivor

  • Agree with other posters here, DBD is not bad at all compared to most of these and various other game communities.

  • @Kwikwitted said:

    You would think they would at least have the common sense to not equip stuff until the last few seconds to not give it away.

    And then another killer would be on here whining about them toxic survivors switching in items the last second.. surely its better to be upfront about it and let the killer decide if he wants to dip out or not?

  • Removing all the ultra-rares on both sides would be a better idea, both for game balance and health.

  • If you have Tapp then Detective's Hunch is great help finding totems

  • Dont know what online games you have been playing before but DBD is not bad at all compared to communites like cs, overwatch, any moba or various mmo's IMO. Not even close.

  • PC EU, rarest by good margin is Hag(can count my Hag games over the last 90 days on 1 hand). Unlike other posters I usually see a couple nurses throughout the day.

  • Survivor main here, would love more totems. Along with an increase in totems killers could get some offerings(or it could be baked into the hex perks, w/e best solution is) that let their hex jump to a new dull totem 'x' amount of times to make em last longer (imo a better way than trying to hide them really well).

    At the same time survivors could get some more perks that activates on cleansing totems. I love Inner strength but some games its a race to even get one activation with only 5 totems available.

  • Survivor - bought the game because of the coop aspect, if not for that i wouldn't have looked twice at it.

    There are a couple killers that looks fun to play but the little interest I have toward trying it is choked out by the current matchmaking system.


    Edit: typo