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nanasi_K9

nanasi_K9

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nanasi_K9
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  • @VideoGameMage said:

    Or make it work like residual manifest and let us rummage. The perk is useless, if your team manages to search a chest before you.

    I thought it would be better to do so as well, but I felt that would make it difficult to combine with <Residual Manifest> and the design would not fit.


    I think Quentin is a character who prepares ahead of time, so I think it would be more beautiful as a flavor to make sure you get it from an unopened chest.

  • With this adjustment, Survivor can now counter Thanataphobia with Overzealous and Resilience.

    My guess is that this patch feels like an adjustment to SBMM.

    In other words, it is adjusted based on the idea of 1v1 between killer and survivor.

  • I believe Pharmacy should be able to choose whether or not to use it for unopened chests. Right now Pharmacy is very difficult to use...

    I do not believe Nurse is at the stage of NERFing yet. At least not until the upcoming implementation of the action sharing UI (tentative name) is implemented.

    Just as we changed the post-blink attack from a special attack to a normal attack, I think the most effective adjustment at present would be to change it from a normal attack to a special attack.

    Survivor has several second chances including a hatch. Wouldn't it be nice if Killer had a second chance like NOED?

    At the very least, the current adjustment is too unequal and unfair. For example, I think it would have been better to have a form that is activated when there are three or more people remaining and immediately terminated if there are two or less.

  • I think you are right.

    I am very happy that this change makes it mutually compatible with Empathy.

    We believe that Solo Q is a worthy option.

  • @sizzlingmario4 said:

    It's as you described in #1 - from the moment the item is dropped, it will then begin losing charges gradually. 90 seconds (at tier 3) is how long it will take to fully deplete if it had 100% of its charges remaining when it was dropped. If part of the item had already been used then it will lose its remaining charges quicker than that.

    That was a completely unexpected answer...

    That is, the time limit doesn't reset every time it's picked up.

    It didn't fluctuate in the amount it decreased based on the current charge.

    So it was a perk that shaved off the max charge/90 value every second.


    Very... It seems like a not bad park. It seems to be a particularly strong anti-park to Medikit.

  • イベントに合わせてVCフルパが増え過ぎて試合が辛すぎる...

    鯖は適当にやってても稼げていいかもしれんけど、キラーはいつも以上に気合入れんとしんど過ぎるよ...

  • If you are going to collaborate, I would love to see Predator. I honestly don't want to see him abused, so I don't want him out there...


    I love knives, so I would love to see a killer that uses ceremonial knives and daggers." A killer with a gimmick like "Save the Best for Last" or "Play with Your Food". A mask and hooded design would be awesome!


    I like trap killers, so I'd also like a killer that sets traps on pallets, windows, generators, hooks, and survivors.


    How about a poacher killer with a bow gun and a cape that makes him invisible? I would love to see him in a fight with the Huntress.


    The original killer I want most is a killer that takes down survivors by staring at them like a gorgon.


    That's what I was hoping for with Sadako, but it didn't work at all...

  • I think there are several reasons.

    I think the underlying cause is that this was a problem before SBMM and it is still happening because it has not been resolved.

    I mean... The problem is that because we have been balancing between skilled killers and novice survivors, there is no balance at all at the same skill level.

    As a result, Killer complains about being torn to shreds by terrible balance and SWF.

    And survivors complain about killers who overturn such balance.


    This is what I felt as I played and viewed the community.

  • I would like to divert the upcoming VSBOT that will be added and have the BOT do all the SWF opponents. (BOTs will fill in all the missing players).

    You will be matched at a speed that is unmatched now and you will get BP.

    We think it would be a great game, no matter how much you taunt your opponents, no one would be unhappy.


    Frankly, I don't think the game will die if SWF is removed.

    I believe that the game has at least that much potential and SWF is killing even that.

  • I have been thinking about this since Blood Hunt.

    Killer is not a toy that satisfies survivors...

    Why play it the way you want and then complain about it?


    I would be happy with a BP farm, but unfortunately I am not happy with any of the games...

    Cake (pudding this time...) and many matches are one-sidedly tortured when it seems like a celebration.

    I feel the best thing to do is to do what you can in that game and head to the next party venue and not worry about it.

  • @watanukinx said:

    新キラーが来たので久しぶりにやったらバグりまくりですね。バグりまくりというかいつも通りと言うか…。

    ハグの罠は本当に壁越しでも反応してしまいますね。カスタムで確認しましたが、特にライトで消す時はかなり壁越しからでも消せます。黄色いバスが特にひどいのでもうバスに罠はもう描けません…ハグメインなので辛いです。

    またSBMMは全く機能しているように感じませんが、実際どうなのでしょうか。一応3000時間プレイ、キラーサバ共に旧ランク赤1なのですが、キラーサバどちらもサブ垢ではなく本当に初心者の100~200時間プレイヤーとばかりマッチングするので試合になりません…。

    公式が言うには機能してるんで、恐らくですがシステムとユーザーでものすごい乖離が起きてるんだろうなと思います

    事実、フォーラムではSBMM実装以降、連日SBMMに対する不満や改善案など語るトピックが乱立しており

    そのほとんどはレート制を廃止を訴えたりしているので、システム側に問題があるんだろうなぁといったところです

    まぁそもそも見えないレートでマッチングしてて正常ですと言われても怪しいのに

    グレードまで隠してマジで闇鍋格差マッチにして、これで機能してるっていうのが無理有りますよね...

  • The ability to place traps under hooks is one of Hug's greatest strengths, so it makes no sense for it to be Hug not to use them...

    Trappers are the same, but the nature of traps means that the strongest way to fight is to fight by setting up a territory.

    And since the game system is such that the way to victory is to bring the generators together, this is a typical example of how the most powerful way to fight is the most hated...


    A simple countermeasure for Hag is to activate the trap at the last possible distance and turn back in the direction without the trap.

    If you have self-care and CoH, this is the only way to drop Hag to a helpless 4.4 m/s M1 killer...

  • @MommyHunktress said:

    they each had silent traps and franklins, trapping items. im sorry but no matter how viable it is you are a jerk for that build, and whatever streamer popularized it, well i cant say that. but now i have a vendetta against hag, i dont wanna hate hag but omg if every hag player does this now i swear i will just give up every single match against her. it may be immature but if someone goes out of their way to make it to where i dont have fun then thats fine i wont go along with it. but can someone please tell me if item hag or whatever this build is, is meta? like i know it was a thing before but ive never seen it so close together with different matches.

    It's a major HAG build, so major that it's in the textbooks.

    If you have trouble with this build, I would recommend flash grenades or maps.

    The map will reveal the location of the traps and can bring you into a fight with an M1 killer with 4.4 m/s in effect.

    Flash grenades are disposable, but like lights, they can eliminate traps and can be created as many times as needed during the match.

    And flash grenades have a surprisingly large range, and can blow up 2~3 traps at once.

    (Blast Mine has a larger range and can blow up more traps, but it only works around the generator...)

  • This is a very small change, but what about making sure that the craving does not end with the destruction of pallets or damage to survivors?

    Furthermore, we believe that reducing the number of pallets and windows by 30~50% from what it is now would balance the chase and repair.


    What surprised me when I came out of hibernation was the number of pallets and windows and the number of survivors bringing in items.

    What surprised me most was the wind pressure generated on the pallets...

  • Doesn't seem like a very good idea...


    I don't think it's a good idea to change the gen speed depending on the number of players, survivors are not balanced in terms of PS within the team, and killers don't seem to be balanced in terms of matching.

    Especially, it could create a trend where the survivor who is caught is obligated to be sacrificed, and if that happens, SBMM will no longer function. (I don't know if the secrecy system still works today...)


    The type of delay perk that would be reduced by a percentage would become evil.

    This is great as a killer main, but becomes a big problem when playing as a survivor. Especially solo Q.


    My ideas are as follows.

    ・Make collapsing the collapsing the default system.

    ∙ Reduce palette and window generation from what it is now.

    ・Restore the scratch to what it used to be fresh.

    ・Make loops harder.

    ・Better visibility (viewing angle, brightness, etc.) for the killer.

    ・Rethink the map generation system. What is the reason for the silent nerf to the number and spacing of hooks?

    ・Review the wriggle system (why doesn't the gauge of abandoned survivors decrease? Why is it possible to get out faster than before?)

  • When we inquired about the Nurse add-on, we received the following response.

    I am happy to report that while I received a response that "using that add-on is a glitch and subject to ban," I also received a response from a Japanese official that "there is no add-on that accelerates the speed in nurse, so there is no problem using it.

    We are wondering if this is not recognized or shared within the official, or if this happened for other reasons.

  • おぉー日フォーラムの残滓、ここまで追いやられてたんですな...


    なんかドレッジ実装以降、生成が狂ってるのもそうだけど一部キラーの能力もバグってないだろうか?

    ハグとかトラッパーの罠、真上通っても起動しないのは前からあったけど

    完全な壁越しに反応したり壁の中にめり込んだりで結構致命的というかすげぇヤベと思うんだ...

  • I would point out the following problems with the current MMR


    1. are the invisible rate values really working?

    Even the grade has been removed and I am not sure if matchmaking is working any longer.

    I am sorry to say that I have a feeling that SBMM is not working at all.


    2. 1v1x4 instead of 1v4

    The developer explained that the game is not 1v4, but rather a scheme of four 1v1s.

    However, if you actually play the game, you will see that it is clearly 1v4 and there are no 1v1 situations at all.

    How is it possible that while you are chasing one person, the other three do nothing?


    3. unequal rate points

    Survivors receive approximately 20 rate points for escaping.

    Killers receive a maximum of approximately 80 rate points.

    Survivors can move up the ladder very gradually, while killers are thrown into a disadvantageous match the more they win.


    4. killer and survivor have different meanings of rates.

    The Survivor rate is a sign that you are a serious player.

    The Killer's rate is just a score that indicates how hard the game is.

    This is due to the fact that the only rating is Kill/Esc.


    Some of the issues that have come up so far, SBMM seems to have crushed many players' willingness to play and denied them a wide variety of play.

    I think this is happening because the rate only looks at kill/escape and the Pip assessment does not support 2s2e balance or SBMM.

  • BHVR has stated in the past that they are trying to balance 2 Sacrifice 2 Escape. (at least in the Q&A for Japan).

    The perfect answer to this balance is CANIBAL, with the following composition and playing


    Perk:Iron Grasp/Bitter Murmur/Hex:No One Escapes Death/Free slot

    Playing:

    1. find the first person quickly, hang him on the hook, and wait until he is sacrificed.

    2. the average survivors should have either finished repairing the generator or have one left. Find another and do the same.


    Unfortunately, there is nothing wrong with this, as this is the perfect form of game balance that the management is aiming for.

  • Hello from Japan.

    I am glad to see that you are talking about something that has been a problem for several years in DBD in Asia.

    The cause of this problem in my opinion is that the kicking of the generator is too weak and the management of the generator by VCPT.


    Kicking the generator is too weak.

    Killer takes about 2 seconds to kick the generator and slowly backs off the gauge over a long period of time.

    Survivors can nullify this action by touching it for a moment. This is the first cause.


    management of the generator by the VCPT.

    Killer drives the survivor away from the generator that is about to heal.

    The evicted survivor tells the microphone his position and the status of the generator.

    This eliminates the point of getting rid of the survivor.


    In particular, the generator can be managed without the VCPT, and if this is done thoroughly or consciously, the killer loses out due to the lean repair speed.


    We concluded that to improve these issues, we may need to add an action to re-repair generators that have been kicked.

  • I for one am surprised that Pyramid Head is rated so high...

    I believe that the reason why the collaboration killers are rated low is probably because they sell on name value. (I don't understand Sadako...)

    I think the original killers need to perform better so that they are not buried by the collaboration killers.

  • pip & BP.

    The game system denies hatch.

  • JP Official responded that the rocker DS is a cool technique and they will not fix it.

  • @AnnoyingNarrator said:

    Why?

    To cut to the chase, I don't like Trickster.

    I don't like him because his power is not fun to use (without a certain purple add on) along with promoting some of the worse play styles killer has.

    He is not agile enough to feel like a dancer in his natural environment nor dangerous enough to demand your attention.

    Main event also is just bad. There is no real benefit to using it over normal knife throwing. It is not bad to use, its just does not help trickster's kit at all.

    Here are two possible reworks that I was thinking of to get the conversation started.

    The Performer

    Trickster is a performer in his element, highly agile but needing to wait for a moment to truly shine.

    First step is to increase the amount of knives needed to injure a survivor but remove the m1 attack effect on laceration.

    Second step is to increase the knife throwing speed to make up for the new laceration meter.

    The real change comes with Main Event.

    Instead of being tied to hitting survivors, Main Event builds up by chasing survivors.

    When Main Event is active, Trickster becomes a 115%, can vault pallets, and now throws knives at slower rate but they are 100% accurate and deal the damage of two knives.

    This change to Main Event also disincentives camping because you have to chase survivors to get your power.

    The Celebrity

    Trickster wants your attention, and he will have it.

    Laceration meter no longer goes down over time, instead requiring you to remove the knives via an action.

    Laceration has also been increased but survivors with knives in them will reveal their location with killer instinct.

    Trickster's knives now leave behind a neon tracer and bounce off the environment one time.

    When Main event is active, the Trickster will see exactly where his knives will go and the aura of any survivor is his terror radius, there is a small delay when he activates it and the length of it is reduced. The Main Event Timer is charged by chasing survivors but you have to hit a survivor in order to fully charge it.

    These changes are designed to promote trick shots.

    The trickster is an intresting concept for a killer that I feel needs to be revisited. I think there needs to be some changes, but I don't know exactly what that looks like.

    Hello from Japan. I think this is a very good topic!

    Trickster's rework is often discussed in my group.

    There are three points that are often discussed


    1. change the function of the main event

    The main event now only works in very limited circumstances. And that opportunity is lost as the rate increases.

    It is often said that the main event should be stock or gauge based, so that it can be used at will instead of triggered on its own as it is now, or there should be an advantage if it is not triggered.

    Another interesting opinion is that during the main event, survivors will no longer be able to take their line of sight off the killer and will engage in QTE-like efforts with each other.


    2. change M1 and knife trick

    Everyone who has used this killer says, "It is faster and stronger to hit with the M1 than to throw a knife.

    Also, "If I release the hold in the middle of holding it and then hold it again, does that release the motion and re-hold it again?" It is also said.

    Here are two ideas.

    A: Switch between 4.6 melee and 4.4 range.

    B: M1 is the same knife throw as before, M2 is a different knife throw.

    I think this would make a killer worthy of the name "Trick" Star!


    3. reworking to a completely different nature.

    It is unfortunate, but Trickster is positioned as a complete backward compatibility of Huntress.

    This is not only in terms of performance, but also in terms of game design. (This is true for other killers as well...)

    I conclude that it would be better to keep only the image of a knife-throwing killer and rework it drastically.

  • There was a time, quite some time ago, when SWF could not be run due to errors.


    I remember that the matchmaking at that time was mutually comfortable and enjoyable.


    In other words, the game environment would be better if SWF was gone... I think that it is a good idea.


    A lot of people think the game will die, but looking at the current Steam chart, I don't see any problem.


    If it would die due to population decline, it is already dead.

  • I think it is a good idea.

    However, I think it is the worst idea since it is BHVR that can determine the cost.

    If you can set the cost based on an understanding of the trends and meta against the environment, I think it will be interesting, but in the end I can only see a future where only killers will be weakened.

  • I think she needs to be brought back to the PTB stage and buffed further from there.

    Right now she is too weak and not worth using.

    I didn't realize that just not being able to use it as a trap would make it so much less attractive.


    As a specific buff, I think that even just +1~2 seconds of time to shake off the crow would make a difference.

  • They say that the balance of the killer is based on how many kills you can get consistently.

    In the JP forum, they said the following.

    ~2k: Very good balance. This is where we aim to make adjustments.

    3k: We think it's too strong and needs to be fixed.

    4k: Overwhelming and needs to be fixed immediately.


    All of the killers will be adjusted so that the game's result will be 2k2e, so according to the kill rankings released last time, almost all of them will be scheduled to be weakened.

  • She is one very unique and powerful killer.

    The reasons why you haven't seen her are as follows.


    1.The difficulty of learning how to use it is very high.

    It is a powerful ability, but knowledge, experience, and intuition are very important to be able to use it.

    Knowledge of other killers is not very useful, making it a very difficult killer for unfamiliar players.

    2.It is a killer that does not fit the gaming environment.

    The current gaming environment is hard for her. It's been that way for a long time.

    Survivor's recovery speed is fast and her generator gets repaired quickly. She is also very weak against SWFs, so she has to struggle in most games.

    3.There are many bugs.

    Her trap has a lot of bugs in it.

    You can place traps, but they won't activate. It activates, but you can't jump (even at distances where it would be useful). The trap is missing its target.

    The trap is activated late. You jump to a different trap than the one you targeted. Illusion appears when the trap is not activated. I don't get a notification when a trap is activated.

    There is a delay or stiffness in jumping.

    There are still many problems. Many of them are fatal, and there are many situations where that will determine the winner.

  • Thanks, both of you!

    My questions were answered and I was very helpful.

    ありがとう

    @Underdawg said:

    That information came from a Dev livestream. GoodBoyKaru did a wonderful summary here:

    Link

    Yoroshiku.

    @Mooks said:

    Hi there!

    it was explained by the developers in a Q&A stream.

    @GoodBoyKaru made a summary post which also includes a link to the video itself:

    https://forum.deadbydaylight.com/en/discussion/285995/holy-the-devs-did-a-dev-stream-again-and-i-watched-it-again-so-you-dont-have-to-again/p1

    !

  • Thanks, this is what I needed to know!

  • Hello from the JPN forum.

    This is a very casual game, and although 2k2e advertises it as supremely balanced, this is very divergent from current game systems.

    I think the SBMM (MMR) and score system best represents this.

    I feel that these two systems have instilled a competitive player mindset in me.

    Also, in the case of the killer, I feel that if you don't do at least 4k, you will be bullied, which also reinforces the competitive idea.

  • If it's something that gives Survivor an advantage, I think I'll go back to what I was doing.

    PS turn step, wraith acceleration, bloodlust, Pallets generated, etc etc etc...

  • @WeenieDog said:

    So, how does that work in situations where people are jumping in lockers to avoid the aura? Is locker aura blocking also unhealthy?

    Heavy stealth has already been beaten down to a point where its practically a throw ( and I personally like it like that). And that's why I'm surprised how many people consider it toxic for survivors to play in a very aggressive playstyle.


    I feel there is a very big difference between getting into a locker as a BBQ counterplay and lighting a shadow step.

    1.Restrictions on behavior

    The Stealth Locker must enter the locker before it can be hung from the hook. Nothing can be done during this counterplay.

    Shadow Step only lights up in advance. There is no restriction on any action.

    2.Counter performance

    I'm still a newbie so I don't know a lot, but I do remember that the rocker only works on the BBQ and DOCTOR ULTs. (Excuse me if I'm right about something else).

    Shadowstep has too many things that can be countered.

    3.Hint

    This is why I hate shadow steps the most.

    It cuts off the important information of scratching and aura display, and forces the game to rely on intuition and luck.

    It's a strange decision to implement this perk at the same time Spirit was nerfed, since it relies heavily on luck.

  • I feel sorry that your English is too difficult for me to participate in the discussion.


    I am of the opinion that Shadow Step needs to be made into a different form or removed.

    As I said at the beginning of the topic, the reasons why this perk should be removed are

    1. too powerful

    2. too easy

    3. it's too broad

    These are the three main reasons. To add to this, it forces you to "luck chase" which is the reason why Spirit was weakened.


    From what I've seen so far, I feel that the most satisfying way to go about this is to put significant restrictions on the shadow step.

    For me personally, I would like to see a restriction that only works for the person who installed the Boon Totem or the Obsession.


    What do you think?

  • @kingbojenbo said:

    This is a 4v1 game so the 4 should equal the 1, right? If 4 boons are up then they will cover most of the map. When the killer has a hex up it covers all of the map. The hex effect is felt by all the survivors but the boons effects are felt whenever the survivors are around it's radius. I keep seeing the argument of "well the killer should be able to destroy it", no. Since each boon only covers a part of the map it isn't subject to the same counterplay of a hex so that argument makes no sense. Both hex and boons have different levels of strength to them. Instead of outright destroying the boon totems, once a killer has snuffed out a boon there should be a cooldown before another boon can be blessed. I also think that should be felt by ALL of the survivors running boon perks. If a killer snuffs out a boon totem then all the survivors have there boon perks on cooldown for a time.

    Most of the arguments I see on these forums are so pointless. People talk about the 4v1 is the way the game works but then when the concept is put into the game the response is "this is unfair and op".

    I'm machine translating this to Eng>Jpn, so please point out if it doesn't read well.

    In my opinion, the power of each other should be as follows

    Killer: 10p

    Survivor: 3p

    So in 1v4, the power balance is 10:12, but in 1v3, the power balance is 10:9.

    If a chase occurs during 1v4, the result is 10:3:9.

    I feel that Boon Totem has too much influence on this power balance.

    Instead of giving you a temporary buff like <Dead Hard> or <Sprint Burst>.

    The main problems with Boon Totem are that it affects everyone within 24 meters of the totem, that it benefits everyone, and that it can cause more than one effect.

    Rather than setting a CD for the installation, we think it is necessary to limit the time and number of times it can exist, and to prevent it from affecting other floors.


    @Tiufal said:

    1. There is no rule of the game that you are reliant to follow scratch marks. You keep LoS with the survivor, if you loose it youre already at disadvantage cause survivors can stop running which also results in no scratch marks. Thats the point when killer have to anticipate the ways survivor moves.
    2. Blessing takes considerable more time to do while its easily negated by the killer. You just have to know when you walk in and can guess where the totem is. Its all about map knowledge.
    3. 24s to bless + considerable amount of time looking for a totem is already a big disadvantage in terms of time you could have spent on gens. Against evenly matched killers this is a big deal.
    4. Same goes for Hex Perks. I doubt you ever complained about them in this regard which means its just double standards.

    Summary: there is absolute no need to delete nor even to nerf them.

    I'm reading this with a machine translation, so I can't decipher some of it...

    Boon Totem can only be set up for 24s in HEX and 14s in non-HEX.

    And this 14~24s is a big loss for the killer, but a scratch for the survivor.

    Scratch has many problems, but do you know why Spirit was nerfed in ver 5.3.0?

    It was fixed because one-sided luck-based chasing is not good.

    Shadow step is a survivor that sets up that luck-based chase.

  • @SoylentPixie said:

    https://forum.deadbydaylight.com/en/discussion/comment/2602055#Comment_2602055

    Tbh, i don't use the perk, I'm happy with my set up and boons don't really improve it enough to swap out one of my perks. That being said I still don't get the issue. I mean if people are really upset that despite taking longer to bless than destroy, a boon can be placed on a hex, then sure, advocate for hex totems to not be boonable. I mean even in the 10 games I played to test the perks out, I destroyed hex's rather than bless because I didn't want to spend more time blessing than I would just getting rid of it, and from the sound cues I've been hearing, most boon players are going for the same approach.

    At the end of the day, unless your Hex happens to be in a HIGHLY loopable area, it just isn't efficient to bless over destroying. I just don't think adds much to the argument that boons should just be tossed on the garbage heap.

    The fact that Boon Totem can be installed with HEX disabled is only part of the problem.

  • @SoylentPixie said:

    I don't get why people keep bringing up the fact that survivors can bless a hex totem. If a survivor has found your totem, it's gone. Survivors weren't just leaving hex totems lit when they found them before, and it literally takes the same amount of time to bless a hex as it does to destroy it. So sure, I wouldn't be adverse to people only being able to bless dull totems, but it wouldn't make much difference unless you're planning on running a full hex build.

    The perks do need looking at, they do need limitations, but if we start just throwing perks away because they make our roles difficult, you might as well wave bye bye to a good portion of all the perks, since they all do that in some form or another. Looking at changes to perks needs to be done with a bit more thought than "Toss it in the garbage, I don't like it" , on both sides.

    It is not a problem that the discovered HEX Totem will be destroyed. That's the way it's designed.

    The problem is that Boon Totem does not destroy HEX Totem, but overwrites it and then disables it.

    @Nomadd said:

    If you want to bring 'destroying rules' argument - Nurse destroys rules much more effectively. If we want to nitpick - anything that goes around regular 'chase-vault-drop a pallet-kick a pallet' routine breaks the rules of the game.

    And just be clear - no, I'm not saying delete Nurse, Huntress or whatever else (I don't even complain about their existence), but if we want to nitpick, let's nitpick.

    Perks and powers are sort of 'rule breaking mechanics' in general. No rule breaking would be perkless survivor vs M1, powerless killer. Perks are meant to break or rather... hmm, overcome difficult situations that may arise from certain situations and mechanics.

    Let's have a discussion about NURSE somewhere else, not here.

    I believe that they should be adjusted eventually, but if you ask me which one I should prioritize, this one should be adjusted first.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/290927/about-swfs-sbmm

    Hi there. Spent a long time in Japan, so I'll help you out.

    • No, nobody knows that. However, as far as we know, survivor MMR in SWF groups is based either on the average of the members, or the highest member.
    • There are a lot of streamers that 'smurf'. In Dead by Daylight, smurfing means that you lose a lot of games on purpose, either by AFKing, dying intentionally or DCing. They do this to drop their MMR really low so that they look good on stream. It's a scummy thing to do, but unfortunately not against the rules.
    • Recently, the DC penalty was removed, meaning they were free to do this over and over again, now having very low MMRs.
    • -Or- Something about matchmaking has been disabled or broken on the killer side.

    While my kill rate isn't as low as yours, it's also probably not very good. I'm also running into a lot of SWF groups with 2000-4000 hour players in them.

    Solutions:

    • If you see anyone with 'TTV' in their name, leave the lobby immediately.
    • If you can check someone's Steam profile and see a lot of hours, do the same.

    Thanks for the very detailed explanation! It was helpful.

    As long as it's not against the rules of the game, it's probably wrong to complain.

    I do feel a little bad about being played for their videos though...

    I'll try to play more careful with streamers, pros and veterans in the future.

  • Yes, I thought so too at first.

    However, if the game is divided into two modes, Casual mode (with SWF) and Solo Q mode (without SWF), I believe that the matching in Solo Q mode is probably faster in both cases.


    This was quite a while ago, so it may be different now, but I have two rationales.

    1. there was a time when it was impossible to set up a SWF. At that time, we were very comfortable with each other's matches.

    2. The data revealed that about half of the survivors were SWF specialists, and the rest were not.

    This means that the only players who have trouble with longer matches are those who only play SWFs, so overall, more than half of the players are fine.

  • Does it have anything to do with the fact that free play is taking place?

  • This is a good topic!


    I am disappointed that this game still does not have a clock, robot, golem, or magician killer.

  • I don't know if this is the right time to post this, but DbD is designed to be hackable.

    EAC is now weak enough that even a child can disable it if they can find out what it is. (It's better than nothing)


    Also, although it is not exactly a hack, depending on the settings of the game and the hardware environment, it is possible to play in an environment similar to a cheat.

    I have submitted an opinion, but at that time, the answer was that it was not a problem because it was my personal playing environment.

  • @RenRen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2566359#Comment_2566359

    I don't think this should be added because an m1 is a universal basic attack on all killers.

    It will also be much harder to play Trickster. They would have to buff his knive count or something else in his kit.

    By the way, what do people in JP think of Trickster? Most people in EN hate Trickster.

    >Most people in EN hate Trickster.

    I'm not sure what "hate" means, so I read it as strong and hated.

    Trickster doesn't have a great reputation as a killer on the JP forums. The character is popular.

  • @RenRen said:

    1. I don't understand what your saying / Nani o Itteiru no wakarimasen
    2. I would like that, seeing more variety in his kit.
    3. I would like that but it would definitely be part of a skin rather then an addon.

    In general I like Trickster but he has a bit of an issue of not being liked by most people. He is also very difficult on console (PS4, Switch, Xbox).

    I'm sorry if I mispelled or said the romanji incorrectly.

    I'm sorry, this is a machine translation, so I may not be able to convey it well.

    And the Roman alphabet is well conveyed. Thank you.


    Killer attacks normally with the M1 button (left mouse click).

    Replace this with knife throwing done with M2 + M1.

    In other words, the knife is held from the beginning, and the M1 button is used to throw the knife, and if you hold it, it will keep throwing.

    When the knife stock is 0, you can hit it with the M1 button.

  • I was faced with a situation today where I desperately needed a hook counter.


    A BBQ token. There was only one left, but due to three identical Survivors, I ended up not being able to acquire it...

  • @SabunoHakia said:

    https://forum.deadbydaylight.com/en/discussion/285404/i-want-a-rework-of-the-legion

    Weakest killer isn't the legion, the weakest killer is the clown.

    I was surprised at how different the environment was from here.

    I don't know what we call them here, so I'll call them this way, but in Walking Killer, Crown is tier A. (S>A>B>C)

    Walking killer: A killer that does not have a special way of moving, like a trapper.

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2542463#Comment_2542463

    That means that you will not lose rest of your duration while being stuck in animation during Frenzy.

    just QoL nothing big.

    I see what you mean! That's certainly a great change. I feel like this alone will make a big difference.

  • @Dino7281 said:

    Yay, copy-paste time again, because my opinion didn't change.

    Changes I would do:

    QoL changes:

    • The Legion may see the blood pools of injured Survivors during Feral Frenzy.
    • Feral Frenzy begins to replenish at the start of the fatigue state.
    • The depletion of Feral Frenzy pauses while performing the break, damage and search interactions.

    Buffs:

    • Feral Frenzy’s movement speed is increased to 6 m/s after applying Deep Wound.
    • Feral Frenzy’s fatigue state is 3 seconds and a missed Feral Frenzy attack prompts a 4 second fatigue state.

    Do this and I am happy Legion main.

    Maybe some add-on rework would be nice too. His add-ons are not bad overall imo, but there are some that need to be changed:

    Defaced Smiley Pin - doesn't support play-style

    The Legion Pin - doesn't support play-style

    Stab Wounds Study - useless

    Frank's Mix Tape - useless

    It seems like a very good idea.

    It's hard for me to understand exactly what "The depletion of Feral Frenzy pauses while performing the break, damage and search interactions." means because I can't translate it well.

    Probably... I think it's about the timing of consuming the ability gauge.

    「Feral Frenzy’s fatigue state is 3 seconds and a missed Feral Frenzy attack prompts a 4 second fatigue state.」

    I don't think it's necessary to stun him when he strikes out. As you can see from his perk, he should be able to hurt the survivor by slashing him repeatedly.

  • Yes, I was talking about the gauge penalty for hitting a normal attack.

    Because of the existence of this penalty, THE LEGION is even weaker against uninjured survivors.

    Also, the stun when swinging should be shortened, as well as the visibility penalty, which is heavier than THE NURSE, should be eliminated.

    These penalties, which were implemented as penalties for moonwalking down tactics, are completely unsuitable for the current spec.

    It may be possible to change the specifics of the ability so that THE PIG or THE CENOBITE can give the survivor a dedicated timer/gauge.

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