Duvie
Duvie
About
- Username
- Duvie
- Joined
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Comments
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@GillyBeannn said:
what's going on with flashlight saves? they're not messing them up are they?
Just changes to the speed that you can flashlight click, to stop like spam clicking according to the notes.
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Where is the issue though? twice a match would be the same stun time if they reverted it to the 5(4seconds)stun, 3(2seconds) 3(2seconds) but it would actually be useful for tunneling, since believe it or not tunneling doesn't stop at your one unhook. Decisive is objectively a bad perk now.
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I don't see how it could be anything but Michael and Laurie.
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Unironically agree. Or if they're gonna keep it disabled at EGC, let DS activate twice a match.
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The self pickup/Finishing mori stuff sounds interesting. No crazy opinions from me until I get to try it on ptb.
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Sounds like it, unless getting grabbed doesn't count for it to occur but I'm sure it will. So when the second teammate of yours is the last standing they should be marked with the final whatever, and when they get grabbed the ending cutscene will occur, you and the teammate on the ground get auto sacrificed. That's how it sounds to me.
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I didn't know this perk existed so I just searched it up and it sounds pretty cool, no idea how good or bad it is tho, but I like the idea of blocking all the totems when you reach 5 stacks.
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@RonMan32 said:
In my opinion the only truly self-ish perk is Left Behind. Any perk that helps you, helps the team if you're being useful. Any perk that only works when every survivor is already dead or out of the game is truly self-ish because it is IMPOSSIBLE for your team to benefit from that in anyway.
Self-Care means they don't have to worry about healing you and you can heal and take a hit for them, among other things.
Bond is an info perk, just helps you stay apprised of peoples locations which is something that could help you be productive.
Reactive Healing stacks with Self-Care and by itself does the same thing for the team.
Self Preservation could allow you to hide for the save or hop back on a gen without the killer knowing.
Even if you don't use any of them to directly help the team, if you get value out of it while the team is still alive and you're not doing gens or saves or healing it's not providing a "self-ish" benefit. You're just being self-ish and the build is slightly enabling you.
Wanna waste a perk slot to not help your team at all ever even a little bit in some way? Left Behind. To my knowledge that's the only perk in the game that fits that description. I personally think that should be addressed. Maybe if you die it gives everyone else diet Left Behind. Maybe the hatch sounds are just louder for everyone else.
You're forgetting Sole-Survivor the true most selfish perk. Literally wants your teamates dead lol.
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I really liked original freddy, truly felt like freddy.
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Sole survivor especially. Completely oversight of the devs to rework Object and Decisive then leave sole in the dust as not just a useless perk, but a perk that actively hurts you when used in combination of the perk it was created for (Object).
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I've never heard of any of these, but after watching those trailers I'm interested in Haunt chaser, Carnival hunt and especially VHS.
Thanks for the info.
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Why would a killer take 30 seconds to find a boon and destroy it.
Again theres a large difference between Boons and hexes you completely ignored. Boons take 15 seconds to activate, and 1 second to destroy.
The downside of the boons aren't just the "limited range", its that plus the set up time, and the fact that it gets removed in literally one second.
You can't balance Boons in the same way you do hexes because they are NOT the same.
if you wan't to balance them the same way, you'd have to make them the same otherwise its a no.
If there is a change, it needs to be something else unique to boons that make them more fair for the killer, but trying to balance them around hexes is just silly. Like perhaps relighting a boon after its been cleansed can take a cooldown of a minute and a half or something.
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@BastardKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2536662#Comment_2536662
The suggestion was removing it during EGC all together. And no, it's not. Tunneling is focusing on someone to the exclusion of others, even when there are viable targets. If it is the end game, they are heading to the exit gates, and no one else is injured, there are no other viable targets. You just sound like one of those survivors who cries camping tunneler whenever they lose.
If DS disabled during egc it would literally be such a bad perk, 90% of its uses occur in the EGC. It's so clear why you're making this argument, you're upset a survivor Ds'd you and escaped during the egc. Well tough luck, the nerf it previously got already did more than enough to make it just a solid perk, stop complaining about it. Especially to be disrespectful to that other guy and claim that he cries about tunneling, dude no one agrees with you, move on.
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it's kind of a fun guessing game I do daily. What Nemesis post will TheDarkTyrant make today? 👩🚀
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@Myla said:
- "if survivors had a viable perk that was strong enough to promote chasing the Killer, what would that perk do?
Shoot the killer and stun him permanently
-Decisive strike has now been buffed to:
•Decisive Shot
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@BastardKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2534550#Comment_2534550
Because it once again offers no gameplay or counterplay. If you get downed and the gate is open, you are completely invincible. During the rest of the game, the counterplay to DS is slugging them so someone has to come get them. But during EGC, when near a gate when they get downed, there is nothing that works. They can crawl out the door from a large distance.
Its 2021 and people are still complaining about DS after the nerfs. 👩⚖️
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@Leachy_Jr said:
https://forum.deadbydaylight.com/en/discussion/comment/2532195#Comment_2532195
They called wraith OP.
Wraith.
There is absolutely no reason to call him "too strong" under any circumstance aside from versing potatoes. While the aura reading add on was annoying it wasn't op.
Well I'm sure they didn't say it for no reason. They are devs and so they have statistics to every wraith match and how it goes, he just was preforming too "Overpowering" to them so they wanted to adress that.
But aside from the seriousness, yes funny joke.
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You're practicing in the arts of a nancy-main?
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I love Halloween
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2529746#Comment_2529746
I feel like it would be racist to explain why he thinks it is racist.
LOL.
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Boons are not Hex's and Hex's are not Boons.
If they are to be balanced in the same ways, they would have to work the same and they don't.
Though I wonder what do you mean by reworked because of boons? do you mean they should be like boons or something else.
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Yes yes yes, I love patches like this. Tons of new changes to try out.
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I would be fine with either or of your ideas, not both of course but yea.
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They need to update lauries protrait, don't know why they didn't do it along with this batch.
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I want to try the new built to last with plunderers and ace in the hole.
Randomness is very entertaining.
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it sounds like it'll be an area of affect thing. since they called it a safe haven.
I'm excited for
Boon:Everyone escapes death
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@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/2526044#Comment_2526044
Reveal the killers aura to all survivors every 30 seconds in chase
Oh that's interesting too, will be nice for solo survivors.
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/2526003#Comment_2526003
I mean, yeah, but even then, I could team up with a friend and run a killer for ages. Yknow what, let me show you how effective haste can be.
https://www.twitch.tv/videos/1025366669?filter=highlights&sort=time
https://www.twitch.tv/videos/1025366670?filter=highlights&sort=time
That's 5 minutes of chase time, just to get 1 person downed. And this perk requires 2 people to stay within 16 meters of each other.
That's "just" 2 perks. Meaning you could simply add Sole Survivor to it, and increase the haste even further. Add in Hope, and you're untouchable after the final gen.
So removing the haste in chase would be fine, you'd still gain a lot of distance before you'd even get into chase.
hmmm, makes sense. so then it would be fine like how you said at the start if the haste disabled when you enter a chase?
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I do. 🤪
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@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/2526003#Comment_2526003
Still no, movement speed is extremely strong and no matter how much or how little a increase to movement speed is gamebreakingly strong in the right survivor hands
What would you suggest be in place of the haste then?
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I'm not entirely sure I haven't faced him much, just 3 times. 2 of those were Dc's like 2 minutes in and the one where the Cenobite actually decided to stay, he didn't feel very powerful.
But this is just my opinion on having very little time to go against him, I might be entirely wrong and he might be insane with certain builds and add-ons.
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@Predated said:
I'd honestly revert the haste boost to the killer being outside the radius tho, or at least disable it in chase. Having the haste boost in chase is insanely powerful, especially in combination with perks like Blood Pact and For The People.
I actually dont mind Sole Survivor right now, it's quite a unique perk. It just should mask your aura rather than not showing it. That way, if a killer looks closely, they could still see where you are.
@bjorksnas said:
Even though mindgames no longer work it just sounds blatently overpowered especially with object since now you can see the killer the whole time and have a 7% speed boost, now rocks are infinites against all ranged killers and every loop is easy to play optimally
Well if my perk idea didn't have the haste it'd be a bit weak. It would just be a very weak version of the Old Object+Sole survivor combo. so since I lowered the radius allot in which this takes affect the purpose is to chase, and so the haste is to help you, its not that crazy in my opinion. Unlike the old version where the survivor could see the killer, but the killer couldn't, With this version they both can see eachother.
Though I guess it could go down to 2/3/4% or 3/4/5% if you think it'd be more fair for the killer. Remember this is something that requires using two perks in combination for.
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If you mean Mummy as in THE MUMMY then yes, that movie terrified me as a kid, all those beetles(Scarabs) 🤢
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🐮😥
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@Bran said:
https://forum.deadbydaylight.com/en/discussion/comment/2525902#Comment_2525902
aw man that's really dumb. thanks for the info 👍️
It's not that big of a deal, blessing a totem will take the same amount of time (or more) as destroying it. So if they didn't bless it, they would've just destroyed the hex anyways.
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I'm terrified. I already get scared playing against her normally (because I hate the beartrap), now I have even more worry.
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Remember that there is still allot of time before any of this goes live, we will be able to test and learn more when PTB comes, and then we can share our opinions to the Devs so that they can modify things.
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Sole survivor 100%
It was created with the idea of working with Object but since the object rework it literally works AGAINST it, like it literally deactivates it.
Now all sole survivor does is push you to kill your teamates, for a very minimal reward. Huge oversight, hopefully they look into it soon.
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@Rey_512 said:
For every survivor that dies, gain a token.
When entering chase with the killer, a token is consumed. At the start of the chase, you gain a speed boost of 5% for 60 seconds. If you have 3 tokens before entering a chase, your speed boost is 15% for 60 seconds.
Yes, you’ll be faster than ranged killers but they’re ranged, so…
Not the best idea, but could be fun if you’re a chase-oriented survivor looking to run the killer as your team starts dying.
Interesting, though it would probably have to be a bit more to be worth killing all your allies lol. not a bad idea overall.