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Ram0r1an

Ram0r1an

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Ram0r1an
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  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/370473/layouts-for-perks-and-addons

    I don't see a reason to limit them, if someone wants 300 layouts why not? Name them to keep them distinguishable, make it so they can be used on all characters... Really not that big of a deal... No clue why they limited it to 3 to begin with...

    Maybe many tabs will take up a lot of space on the server. COD MW2 have 10 tabs, for example

  • Please add 3 more tabs for perks and addons.

    Option 1 - below 3 existing ones.

    image.png

    Option 2 - to the right of the existing ones.

    image.png
  • I played on this map, both for the survivors and for the killers. Win and lose on both sides.

    And if we assume that the map is made for the killers, then it's okay. Because a lot of maps have been made for survivors - a farm, maps of Freddy, Pig and Artist.

  • 4 апреля.

    2 катки за мана. Сурвы попались хорошие, но и не суперкиберкотлеты, интересная борьба получилась. Не понятно было я выиграю или нет.

  • 28 марта.

    Играл за сурва. Показалось, что ман слабоват. 6 повешений, сбежали все без сильного напряга. При это тиммейты не очень сильные были.

    29 марта.

    1ые 2 катки за Майкла, Траппера. Неплохие сурвы попались. -3 в обоих катках сделал, но попотел.

    Потом катка за Билли. 0. Следующая катка за него, сурвы попроще попались. -3 сделал. Вроде sbmm учел, что я проиграл за него.

  • The killer can also get banned for slugging. Survivors can get banned for using a flashlight, quickly starting generators, palettlooping.

  • @bm33 said:

    Maps aren't that big and there's only so many places a totem can spawn. If they were to create more hiding spots for totems that's more spots a survivor can hide or loop a killer.

    Even if they only put the totems in bushes limiting where totems spawn like that would make them easier to find, survivors would only check those spots for totems and would be hidden from killer while cleansing so less chance to be interrupted.

    While you don't want Ruin or Devour Hope to be found, you do want Haunted Grounds to be found. Haunted Grounds is great when it's cleansed in a totem spot that's out in the open.

    I've had so many matches where I've found a Devour Hope totem next to a finished gen because my random red/purple teammates didn't cleanse it incase it was Haunted Grounds. I've had matches where the Ruin totem was just on other side of wall from a finished gen, not even blocked by anything to hide it. For every cleansed at start of match I have there's a match with those teammates that are allergic to cleansing totems.

    Many of my matches where I cleanse a lit totem at start of match is because the killer went to check on it. Either I see the killer go to an area that looks like it has nothing and makes me curious why they were there or killer finds myself and teammate fairly quick at start of match near a gen and if I look sure enough they had headed straight over because of a lit totem nearby.

    A perk similar to Corrupt Intervention would be good. One that blocks survivors from being able to cleanse lit totems for minute or two at start of match.

    Another thing they could do is make hex totems not appear lit until a survivor starts working on them. Right now survivors will ignore dull totems but only cleanse hex totems. If all totems look dull until a survivor starts working on them that would at the very least have survivors waste time cleansing.

    Thanks. You told me a lot of useful information for the game. And the idea of totems is also very good.

  • @Akito said:

    it's okay that not every totem is right underneath the ground. Everyone wants the game casual. Those pictures just agree with that politics. You are aware of many many many players just playing once in a while/barely or being new-ish? they can't even survive games by default and you want very very strong hex perks to be that hidden that no one can finds it?

    Oh and please, spare me with "all" the totem tracking perks where people have to play tons of hours and pay money for a perk like that or waste a whole perkslot just for the case and even then they're running through the whole map wasting all the time the killer needs.

    There isn't just "yea but totems break right after the match started". Yea. And as often I have those kind of matches, I also have those matches where it lasts until I leave through the exits. Those spots are fine, if you don't like it run other, more consistent perks I guess? It's not like the games are impossible without totem perks.

    Hex totems are cleansed at the beginning of the match in most cases. This is how fast experienced players can do it. This suggests that the game has a majority of experienced players, not beginners.

  • @Seraphor said:

    It doesn't matter how they change the spawns. By the very nature of them needing to be found at all, survivors are going to be able to find them and cleanse them. If they couldn't, it would just be broken in favour of the killer instead.

    They need to rework Hex perks in general. Instead of them being all or nothing perks tied to the presence of a single totem, they need to have 5 stages of power that scale with how many totems are on the field.

    This way, you don't get screwed over by the one totem that's right in the open being the Hex, or conversely, by the one totem that's impossible to find being the Hex. You can still cleanse 3-4 totems, and have a significant effect, but without totally disabling the perk.

    For example with Ruin, by number of active totems:

    1. All gens automatically regress at 80%
    2. " 100%
    3. " 120%
    4. " 140/150/160%
    5. " 160/180/200%

    Very good idea

  • Do something already with the arrangement of hex totems. How they are put now is complete nonsense. Here is an example. In an open space, next to the generator.

    IMG_20210523_133958.jpg

    Almost at the very beginning of the game, it is cut down. And this happens in 70% of matches.

    No use for such perks. Remove from the game just the perks associated with totems and these useless totems. And then it will be more useful.

  • @PabloLovesMC said:

    holy hell im tired of this map. a new pallet every turn, about 10 of which are ######### god pallets. i ######### hate this map as killer. its bullshit and it isnt fun wasting time to get all the pallets dropped while all the other survivors do gens. i think this map is genuinely unfun as i havent had a singe killer where the match felt fair

    I agree with you. There is a lot of pallets on this map. You can't play it as a killer.

  • @[Deleted User] said:

    That second one is actually solid lol. Survivors usually don't go in that room organically, even during a chase.

    Agreed that totem spawns aren't perfect, though. That first one in particular is rough... they're pretty solid on the reworked maps in general, though.

    Maybe of course this is a coincidence in the second screenshot, but specifically in this match, the survivors jumped a couple of times into this refrigerator during the chase.

    All of these screenshots are taken on the reworked maps.

  • @Masterninja said:

    You are completely right, of course this is a real thing. But the devs sucks in putting good changes for the totems placement, what is a shame.

    I will ask you to go and watch this video https://www.youtube.com/watch?v=ngBKaDQq7kU

    Where OhTofu comments a very cool and original hex rework mechanic, that goes in giving the killers and survivors equal rewards.

    I'm not kidding is perfect. The more important thing of the video is the first part, "the basic and general change", all the rest is subjective.

    Thanks. I will definitely watch this video.

  • @danstyx said:

    https://forum.deadbydaylight.com/en/discussion/comment/1958945#Comment_1958945

    You clearly haven't even touched survivor? Their entire movement was nerfed. Go educate yourself before you come here and say stupid things like this.

    Are you sure I didn't play as the survivors? I went to a maximum of 8th rank, now 11th rank.

    I know that the developers have changed the animation of the movements. And many didn't like it. Some of them are not very good, especially the animations of the injured survivors. But this is no nerf. This does not affect the gameplay.

    Nerf is when something is weakened. What they did with Hillbilly and the Hex: Undying perk is a nerf.

    I said that in the last change there is no nerf for the survivors (increase in the speed of repair, healing) and their skills.

    So you yourself have to go learn, understand what a nerf is.

    And I created a theme about balance with swf, not about animation of movement of survivors.

    So you first figure out what others write before you rashly comment on something.

  • @danstyx said:

    I bet you support the new survivor locomotion changes too LOL.

    How nerfed do you want survivors? It's already so easy to 4k as killer.

    1. What were the latest changes for survivors?

    It seems that they did not get anything nerfed in the update 4.5.0 and 4.5.1.

    2. What I propose to change for the survivors, I described in paragraph 1 of my previous message.

  • Good evening. This challenge doesn't work for me either. PS4