ChiTenshi
ChiTenshi
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- ChiTenshi
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It would be the equivalent of having the old Ebony Mori every match.
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It’s a bit annoying Stridor completely negates Survivor perks rather than settling on a middle ground.
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@M1MASTER said:
I can't believe people defend the horrible default FOV of killers in this game.
Even an ACTUAL competitive game like Counter Strike that never let you change the FOV, still has it big enough so that people don't get motion sickness.
Every argument against higher FOV is just dumb. It feels like some people have only played DBD in their life and nothing else.
That's a different argument from what's being discussed here.
A bigger fixed FOV might be something to consider and they could tweak the Killer's accordingly for balance purposes.
A slider FOV is an instant no.
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The fixed FOV is part of the balance for this asymmetrical game.
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It would help to balance her if she did move foliage.
The current mechanic of her mind-game is very one-sided. The Spirit can hear the Survivors groaning, footsteps, fast actions; can see foliage move, scratch marks, disturbed crows; can taste their fear, etc.
The Survivors can (maybe) tell when she is phasing.
Would make for more interesting game-play if the Survivors had more knowledge of her location, or the Spirit had less.
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It's almost equivalent to a Plague vomiting on an injured Survivor to prevent them from healing or a Pig stalking a Survivor with a trap to ensure they die to the trap.
Counter-intuitive gameplay and wastes time for the Killer.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2175478#Comment_2175478
Huh? By spectating their gameplay.
How did you communicate to them about their gameplay without using comms?
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Maybe you did something that frustrated them and she wanted to punish you, or they saw you as a threat skill-wise and decided to take you out early.
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Teachable Perks:
- Lamb Sauce = After hitting the Obsession, the auras of all 1/2/3 Survivors are shown for 3 seconds. “Where’s the lamb sauce!!!”
- Idiot Sandwich = During a chase, if a Survivors drops a pallet, all vaults points within a 10/14/18m radius are blocked for 10 seconds. “You’re an idiot sandwich, what are you!?!”
- RAW = Any Survivor that stops working on a gen in your Terror Radius becomes exposed for 5 seconds. 60/50/40 seconds cool-down. “It’s f*cking RAW!!!”
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2174849#Comment_2174849
So the "I will hide until I know who the killer is" isn't assuming that they won't touch a gen?
Because in reality THAT is the problem. Comms doesn't solve the mindset of choosing to not be productive during the match. You can have that mind-set even with comms, because some people just absolutely suck at this game. I have caught some of my own friends sometimes being too immersed, and I have shared my views with them and now they know better. It wasn't comms that solved that issue though.
So how did you share your view to your friends without comms?
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/2175326#Comment_2175326
I don't think making bone clapper base kit is a good idea. That addon is incredibly strong and would be unnecessary as a base kit feature.
Not really. The Wraith is still visible from a certain distance, and if he uncloaks outside that distance he puts himself at a disadvantage.
Lets compare his stealth mechanic to other Killers that also use it as a main mechanic:
- Spirit - No discernable direction or sound whilst Phase Walking. Can instantly leave Phase Walking.
- Ghostface - Can crouch and lean around corners. Can attack from stealth. Can expose from stealth. Doesn't announce presense.
- Pig - Can crouch. Has a dash. [Needs a buff.]
- Wraith - Temporarily keeps his bonus movement speed. [Needs a buff.]
- Wraith with Bone Clapper - Temporary keeps his bonus movement speed. Has no discernable direction or sound when uncloaking.
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Make Bone Clapper a part of his base kit
A small change, but it provides the following benefits:
- Provides more opportunities to ambush a Survivor without his location being an immediate giveaway
- Adds another layer onto his mind-games
- Sticks to the core premise of making the Wraith a purely stealth-based Killer
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You have 2 options:
- Kidnap Victor
- Kick Victor
These are better achieved via grouping, especially if Charlotte is too busy camping the 1-sided gen.
I do recommend not genning yourself though. That would drastically help with the situation.
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Vigil either needs to be more like Prove Thy Self / Open-Handed, stronger but the effect does not stack OR the perk needs to benefit the user more, possibly at the cost of weakening the benefits to others.
Plus, the following de-buffs could possibly be affected by Vigil:
- Broken
- Exposed
- Oblivious
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@Mew said:
https://forum.deadbydaylight.com/en/discussion/comment/2174586#Comment_2174586
3 gens should always pop in your first chase if the survivors are smart, being in a swf doesnt change that
In Solo Q, there are a lot of variables to consider before the above happens, for example;
- The person being chased has to be good
- The other Survivors know that one player is being chased
- The Survivors spawned near 3 separate gens
- The person being chased doesn’t lead the Killer to any of the gens being work on
- And so on
The situation you’ve mentioned does happen, but not as often as you think.
SWF, on the other hand, can simply achieve this with the most basic of intel.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2174586#Comment_2174586
No one is denying that SWF has a bit of an advantage over solo on comms. However, that picture you’ve shown is incorrect and n many levels.
It assumes you have to “look” for peeps to work on a gen. Guess what? You are likely going to spawn next to someone, in fact I had that happen to me yesterday. A new with Prove Thyself kept following me to whatever gen I was working on. She didn’t need me to tell her where I was.
It’s supposed to represent different mind-sets people could have in-game. There are some players who bring Prove Thy Self and only work on gens that others are currently doing.
It’s not assuming that all players won’t do a gen unless someone else is working on it. It’s giving an example of a mindset that can cause matches to flop.
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@Johnny_XMan said:
How losing players think SWF play:
https://giphy.com/gifs/cbs-swat-shemar-moore-3osBLaQjYdcuVYpgXu
How they actually play:
https://max-media.imgix.net/transfers/2015/12/16/21649d47963c86b624a5fd027081178a92d0a6f5.gif
TBH, the most basic of information can be strong.
Not saying that will turn them into gods during a chase, but we can’t deny SWF will always have an advantage unless they’re all new players.
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I probably just don't see the benefit of the Perk as much. I have played for a long time and have memorised most object locations.
I do hate the Small Game change though. I wish I could have a long chat with whoever decided this change was the most suitable.
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I'm up for subtle representation, for example, the lore hinting they have a same-sex partner, their dress code hinting at being LGBT, etc.
A character with their whole identity based around being LGBT would be stupid. (I would love to see a perk called Sashay Away though)
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I'm up for subtle representation, for example, the lore hinting they have a same-sex partner, their dress code hinting at being LGBT, etc.
A character with their whole identity based around being LGBT would be stupid. (I would love to see a perk called Sashay Away though)
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I mean, I didn’t like pre-nerf Freddy too, but I didn’t question other people playing him.
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Why stop at giving BT 1 direct and 1 indirect buff, let’s work the Old DS into it for the lols
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Can you give recent examples where this has happened?
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What evens counts as a win?
Escaping? I can do that without contributing anything to the match.
Achieving X amount of points? Can easily be achieved by performing certain actions (I hate hook-farmers).
Pipping? An imperfect system that's too reliant on the your team-mates performance.
A key offers an option to escape early or in dire situations (I occasionally take one if I feel my teammates are going to be potatoes), but I only count it as a win if I contributed enough to the match.
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First of the Hunt: Your drive to end the Survivors empowers your first strike.
When the trial begins, the Survivors are Exposed for 40/50/60 seconds. Once a Survivor has been downed, the Exposed status is removed from all Survivors.
”The day of reckoning is upon us”.
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@Zesty said:
https://forum.deadbydaylight.com/en/discussion/comment/2111944#Comment_2111944
Yeah! And considering the lore, she is supposed to not let anyone hurt her brother, and if they do she is supposed to be like enraged i guess... In game she is just a standard M1 killer, and if a survivor kicks Victor, even DIRECTLY in front of her face... She literally does absolutely nothing....
Imagine if she got a movement speed boost whenever Victor got killed
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@apathyinc said:
The Small Game change is good enough, the totem count does not need to be free info. SWF is for people who want ultra easy mode, once you make that stuff base kit, you take all the challenge out of the game.
If you close the gap between Solo and SWF, you make the game easier to balance.
I like Small Game as it is, a perk for Survivors who don't like traps. Is it powerful? No. Does it have to be powerful? Also, no. It filled a niche that some Survivors would benefit and enjoy to use.
We're going to lose our only trap detection perk, for something that could have been added to the UI with minimal consequence, and as a bonus, Detect's Hunch is going to become obsolete at the same time.
With 1 perk change, BHVR:
- Removed the only perk that filled a niche
- Spat in the faces of Solo players
- And indirectly nerfed a completely different perk
- Pretty good job so far
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I'll copy and paste my response from another thread:
I preferred Small Game being trap-oriented, it was a different option. It could have done with a tweak because of it's application being clunky, but it existed as an option for Survivor's who didn't like traps.
Now that option is gone and in return we have a totem counter, something that everyone has begged for to be added to the UI as standard.
I just don't understand BHVR's logic.
Oh, and Detective's Hunch is now obsolete. Pretty good job so far.
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I preferred Small Game being trap-oriented, it was a different option. It could have done with a tweak because of it's application being clunky, but it existed as an option for Survivor's who didn't like traps.
Now that option is gone and in return we have a totem counter, something that everyone has begged to just be added to the UI as standard.
I just don't understand BHVR's logic.
Oh, and Detective's Hunch is now obsolete. Pretty good job so far.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2101622#Comment_2101622
You can do this already with Windows of Opportunity. The auras of fake pallets don't show up.
It can be a little harder to notice if there's no cover for the pallet and you're in a chase sure, but if you turn a corner and see a pallet that you couldn't see through the wall a second ago, then you'll know it's fake.
The auras of fake pallets do show up though. It's like Doctor's pallets, WOO still shows them as real.
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Rip being able to detect fake pallets against Freddy
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I feel there are opportunities that he can excel in over other Killers, but he needs buffs to be more viable.
He can freely stack laceration around loops. Huntress can throw a hatchet for 1 health state but requires more skill to land the higher the MMR. Same for Deathslinger.
He can also apply laceration during chases if the Survivor is a distance away. Force them to evade the blades and slow down for M1 or take the laceration damage.
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Wouldn't say the Spirit needs an overhaul but sensible tweaks to the right areas to make her more skill-based.
I'd opt to nerf her post-phase bonus movement. Remove the training wheels from her.
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Dead Hard is being looked at by BHVR so we can expect changes to it soon.
Changes to NOED I would appreciate, I dislike perks that expose you without warning.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1965064#Comment_1965064
You can do that with Perks though.
Take for example the current Exhaustion mechanic. You can take as many Exhaustion Perks as you want, but you're limited by the Exhaustion cooldown.
This just needs to be expanded upon.
Expanded to the Survivors, yes. Make it so the Survivors have subtle game-play differences.
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The survivors are bad
I know. Makes me wanna cry
But on a serious note. I wish each Survivor had some attribute, ability, etc, that made them unique and more interesting game-play-wise and not skins of each other.
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I too like to play Pig with 1 Perk
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@Volfgang57 said:
https://forum.deadbydaylight.com/en/discussion/comment/1943428#Comment_1943428
Just offering an idea
Plus if you're someone that sits and stares at the killer while they're at a pallet you're probably someone who uses flashlights. Just saying
(Chests are a thing too)
A Killer shouldn't require an item to counter them. The items can be used to help Survivors (with varying degrees of success), but none should be needed as a primary method to counter a Killer.
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@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/1943346#Comment_1943346
I have noticed those doors are not like other maps breakables, the breakable doors at The Game isolate hooks instead of making infinite loops, I have had Survivors wiggle because the only close hooks were behind breakable doors.
If this is intentional my guess is they want Killers to strategize if either they want easier to access hooks or dead ends.
Not really noticed this much, but if that were the case I would start slugging Survivors in the dead ends.
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@Volfgang57 said:
https://us.v-cdn.net/6030815/uploads/RLEXJGWM8UXQ/capture-png.png
I mean, does this not work?
Ah yes, the trusty flashlight that I bring in every single match/s
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@KolbyKolbyKolby said:
I don't know what The Game y'all are getting because most of the times I'm on it as a survivor, killers choose not to break the breakable doors which turns half of those great pallets into complete dead ends which you cannot escape from.
There are also the breakable doors that when left alone turn select rooms into dead ends. I feel like some of the people on this discussion break the doors because they can and then regret their decision later. Like all maps that have breakable doors, not all should be broken.
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Meanwhile, I'll be very interested in the kill-rate of this map once some time has passed. Originally being in the top 3, I wonder how much that's dropped by.
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Can I have the matches you’re having? I’m mostly getting Spirit and Cannibal in my games.
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There are several problems with what happened:
1) The old UI wasn’t broken. If they did a little make-over to make it look more polished, people would have been happier. The fact that they attempted to rework it when there wasn’t an issue with the current layout made people question BHVR’s judgement.
2) A vast majority of the community did not like the new UI. BHVR said they’ll look into it but come live and nothing really changed. The community was ignored or/and BHVR did the bare minimum to say they took our opinions into account without having to dedicate any more time.
3) They attempted to shut down the voice of the community. Any post regarding the new UI was either ignored, locked or replied with the ridiculous lie, “We can’t bring back the old UI”. This showed BHVR didn’t care and wanted to move on to other objectives. They hoped the fuss would die down and people would get used to the new UI. Only problem was, the new UI was that bad and the patch is come with was so broken, the community was never going to leave this quietly.
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Looking at it though, it’s a UI that may be suitable for a mobile game (where the screen is smaller), but not suitable for anything else.
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Played 2 games, experienced it both times.
Hopefully BHVR start looking at the problem and fix it.
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I’m kind of happy that one of the maps with the highest kill-rate got balanced to be more Survivor friendly. I’ve not tried the map yet, but considering how horrific it’s previous state was and people’s comments on here, it must be a pretty successful rework.
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@Kolonite said:
Please god no. BHVR shouldn’t touch the chainsaw boys ever again. They’ve put Bubba in an amazing place and Billy is fine. I honestly think they’d just make them worse.
I feel you, but only in BHVR can we trust to make changes to the game.
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@Aven_Fallen said:
Not really. You would remove a potential mindgame to give two straight buffs to some Killers who are clearly not the worst Killers in the game.
Your idea mostly applies to Billy, but why would you remove something which is somewhat skill-based (revving the Chainsaw in a way that you can trick a Survivor into thinking you commit to it to follow up with an M1) to give two buffs, which affect all players, regardless of how good or bad they are?
Obviously better players will profit as well, but I would rather keep it in a way that people who are experienced with Billy (and Bubba) get rewarded for their experience with those Killers.
The compensatory buffs are there if the Killers need them, but not a requirement (I have reworded the post so less people think I’m asking for to slap 2 straight buffs on the Killers).
The “mind game” I’ve addressed in an earlier post. I don’t believe it’s healthy and needs a tweak, similar to Spirit being given a vault animation. The animation itself doesn’t need to be ridiculous, something that simply telegraphs what is happening.
