artist
artist
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it's a good change. i just hope the delay between the first and second click remains the same because sometimes you start a blind too early when going for a save so you need to delay it a bit to get the timing right
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then someone dies and it's impossible to win. pass!
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@PapiFelixPSN said:
https://forum.deadbydaylight.com/en/discussion/comment/3121391#Comment_3121391
So...Range add-ons and Alc Ring? Can't really think of anything broken on survivor tbh
100% those addons. self heal speeds can be dumb with survivor. botany + green medkit and syringe can go hard mid chase especially if u still have the speed serum addons from halloween.
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huntress and demo. huntress is a lot of fun to hit snipes with but she's also throwing trucks at people. demo's shred happens almost instantly and barely slows u so it's really easy to hit. not to mention it literally SHREDS through pallets. super unfun to play against because you have to drop early pretty often, and with barbs glasses they'll still be on you pretty quickly.
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this game is "whatever side decides to bring the most broken #########" sided
nerf the broken ######### on both sides.
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@BadZilla said:
https://forum.deadbydaylight.com/en/discussion/comment/3036095#Comment_3036095
You're ruining the game for everyone, the self unhook mechanic is being abused to leave games without penalties instead of disconnecting.
Removing the whole mechanic or fixing it so that you can't die quickly on your command is going to force everyone to play the game or disconnect and face the penalties.
yeah... except it wouldn't. if someone doesn't want to play the game, trust me, they won't. they can just as easily run at the killer after being unhooked and refuse to do anything useful for the team. how do u stop that?
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3030559#Comment_3030559
It is not, nor was ever intended to be anti-tunnel. That is literally why it only works once. Undoing a down + entire chase is absurdly powerful.
https://forum.deadbydaylight.com/en/discussion/comment/3030625#Comment_3030625
Eating the DS in the first place means you wasted the entire chase that you now have to redo. Against good survivors, that is an extremely big risk a killer cannot afford to take recklessly, which is why slugging is another strategy used to deal with that so someone has to come pick them up while you chase someone else. This is what discouraging reckless tunneling is. A killer cannot just randomly choose to eat it without getting punished hard if the survivors are playing well. Survivors not playing well enough to take advantage of it does not make the perk weak. Yes, knowing the survivor no longer has it means they can tunnel them. Which still requires eating it in the first place, which doing is extremely risky against good survivors.
DS working twice would be beyond busted.
yeah it is powerful, that's why the conditions for it are so strict, and easily avoidable in every game. that's why I believe it wouldnt be broken in the slightest.
devs themselves have said ds discourages tunneling, and I think it does the complete the opposite once used. making it work on both hook states is perfect for fixing that.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3030507#Comment_3030507
The skill check exists because it is not meant to be guaranteed. You are intended to have the ability to mess up and miss, and thus not get it.
It is once per game, because it is not meant to stop or counter tunneling. It is meant to be a one-time disincentive to discourage reckless tunneling. Against good survivors, it will be punished hard already, as you have just lost your down and must do an entirely new chase to get them again. In which time the survivors will crank out gens against you. And the time you spent chasing for the down up till now will have been rendered mostly useless. It does not need a buff.
It does not work in endgame because expecting the killer to not tunnel in endgame is nonsensical.
ok but why is it not meant to be guaranteed...? and why do you think it working for both hook states would make it stop tunneling...? the way it is now, it kind of encourages tunneling once you've been hit by it because now you know whoever used it wont have it again.
I agree with OP. let's make ds actual anti tunnel while removing the skill check. If you're being tunneled, your anti tunnel perk should help with that.
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@Oiry said:
https://forum.deadbydaylight.com/en/discussion/comment/3026993#Comment_3026993
Don't forget haste effects don't stack according to the wiki. So if it is a separate speed boost, you can stack them, but if its a haste, you will still go 7% faster, even if you have 69 hastes at the same time. At least that's how it should work unless they changed haste
I know hope and blood pact stack just from playing with them at least
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no one left behind + hope + blood pact since I think no one left behind haste buff will also be permanent. I wanna go zooming
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some of u are missing the point. feel how u want about the perk, im saying they shouldn't take a good perk and completely ruin it to the point no one will ever pick it unless they're trying to waste a perk slot.
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it's not. forget everything having to do with hitboxes or latency or whatever. seeing something hit you that CLEARLY didn't hit you on your screen is a frustrating experience for anyone.
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i like flashlights having different interactions depending on the killer, it adds an extra layer of variety on top of playing a different killer each game. i don't think lightburn needs to go away, but i always found it weird that lightburning a wraith is a 3 second stun, but lightburning a nurse is only 2 seconds. they should probably be the same burn time, or the other way around because lightburning a nurse is much harder than burning a wraith.
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@SunsetSherbet said:
https://forum.deadbydaylight.com/en/discussion/comment/2742070#Comment_2742070
People were also assured that Pentimento would be OP, too. And I have legit never seen it used. And on the other side, we had people who were sure the Lucky Break buff was going to break the game, so much that it got nerfed before the buff made it to live fully.
yes. this is literally why i went out of my way to buy the artist, deathslinger, and ghostface to get all these perks on her, and see for myself if it were as strong as i thought it would be. my previous discussion was pure speculation as to what you could do with this build.
@artist said:
this was literally the first thing i thought of when i read the dev update today. how easy would it be to hook someone and launch crows at gens to force survivors to let go? obviously camp the hook because after forcing them to activate dead man's switch you'll know there's no gen progress being made.
take this a step further by running pain resonance, thrilling tremors, and starstruck with it.
pain resonance because it's already very good and it would instantly activate dead man's switch on the furthest repaired gen (at least i think it would, someone fact check me on that).
thrilling tremors so u don't even have to guess which gens are being worked on, aka more efficient use of your crows.
starstruck to make nearby survivors think twice about going for quick saves while you're setting up crows for dead man's switch activation.
often times when a player asks what to do when the killer is camping, they're told to go do gens but what do you do in this scenario?
there's no more wondering (from me) if this would be too strong.
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@BrokenSouI said:
Ah yes...DBD logic. Boons remain unchanged and are broken. But one killer perk gets buffed that one killer can get use out of. And suddenly it's going to be OP and needs nerfed ! This is pinhead and hoarder/frankies all over again. Lord forbid killers have perks that synergize well with them
killer/perk synergies are fine. camp while pressuring every gen on the map synergies are not fine.
also what about that is "dbd logic"? not changing boons is on the devs, trying to show why i think this build on the artist is a problem is a me thing.
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2742173#Comment_2742173
Well, thing is that Artist is basically M1 only killer near hook, she is really bad camping killer actually. So you can easily get 1 for 1.
Corrupt, Deadlock Bubba or Trickster are way more annoying imo.
i don't think it matters that artist isn't the ideal camping killer. honestly, i'd argue against that based off this build alone. even though they often get the 1 for 1 (which is what i wanted because otherwise i couldn't show the build), i kept getting hook states, and they couldn't get a generator done for over 8 minutes. trickster or bubba wouldn't be able to stop a gen repair for nearly as long while camping. that's obviously not to say those guys are bad at camping by any means, the artist just completely covers the only downside to camping with this perk, and that's dumb imo.
i think it's just a given that you shouldn't be able to pressure every gen every gen on the map THIS effectively while camping to force 1 for 1s.
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@RakimSockem said:
I wasn't even in this game and I wanted to sacrifice myself on hook to get out of it.
lol i promise you it wasn't much fun for me either. i don't enjoy the camping playstyle, and i only felt bad about doing it. i didn't even own her until i saw DMS was getting a buff, and I just had to see for myself if this build would be as busted as i thought it would be. sure enough, it's busted!
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@envatoeben said:
get wraith, don't do anything, just wait as invisible until end of the game, when 5 gen completed go to exit gates and open first gate, after that block second gate and let them escape.
max surv bp: 9 k (only hatch escape)
other survivors 5-6 k...
No palette loop, no window loop, no jungle gym no camp, no palette save, no bone totem, no flashlight and etc..... Thats too funny than play a game. Many times they suiceded without escape
actually u can get at least 21k with max objective, boldness and escaping lol. booning gives 1500 in boldness each time u do it
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ok so i let go of the gen and let it explode to pain resonance. then when i hop back onto the gen a crow comes flying at me so i have to let go again and activate dead man's switch. i cant get back on the gen for another 40 seconds because of a ranged attack from across the map, so the killer doesn't even need to bother coming over to me. what do i do now?
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@Regulus47 said:
I don't know if that'd work very well? Doesn't artist have a big range around a hook where she can't place crows?
I guess we'll have to see in the ptb, but that's why I recommended staratruck. no one would want to get the save when you're only 10 meters away from the hook and they're exposed.
@LeFennecFox said:
I don't see it as being uncounterable even with a full build just for DMS value if survivors play smart and just do gens. Survivors can play around it by getting off super early and just eating the 16s of thrilling and giving no indication they're there. If she's far away her birds can be reaction dodged. She also has cooldowns on her birds and has to choose which gens to focus. With deadlock this could be insane though for camping since the average survivors just feed you hooks when you face camp.
that's the point of dead man's switch on the artist. If they dodge the crow, you got what u wanted! that gen is now blocked and the survivor cant do anything about it.
if they play around thrilling by letting it activate on the gen they're on, you still get game delay. and it's not like u cant shoot a crow at a gen once it becomes unblocked. also you'd have to first learn thrilling is in play to even know to let go when someone goes down.
Not to mention I think bbq would work just as well as a replacement for thrilling.
The cooldown for 1 bird isnt that long, and there is an addon to shorten that time even more. Sure it could take some time to hit all 3 survivors if all 3 of them are on gens that u dont know about because they all played around thrilling or bbq (not likely).
I just hope someone tries this out on the ptb and let's me know how it works cuz I hope I'm overestimating how good this would be
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@lauraa said:
Who knows, it probably will be good.
People still insist that Franklin's is OP on Pinhead so I'm gonna reserve judgment and see for myself on live servers.
And in the case that Dead Mans Switch is actually poggers, what will Artist players give up for it?
probably one of their other three slowdowns lol. fr tho, this perk does seem like it would be a must have on her with the upcoming changes, but i really dont expect it to go to live the way it is now.
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the system is much too easily exploitable. i'd much rather get 8 hooks and let everyone escape so i consistently get high amounts of bloodpoints every game than kill people and risk varying amounts of bp against better teams.
the same goes for survivor. i can play my heart out up until endgame and just die to the collapse so my mmr goes down. that's not skill based matchmaking, that's cheesed based matchmaking.
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greats instead of goods
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reminder that trickster shouldn't exist
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idk. i think it would easily beat headon as the worst exhaustion perk in the game, and wouldn't see much use other than in dedicated builds. also, every other exhaustion perk is pretty much up to you when you want to use it, but this one would rely on the killer slugging. I also don't like the idea of another survivor causing me to be exhausted when I don't want it.
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green map with range addons is good too and saves a perk slot! but if u want to use a perk, I'd say go for visionary
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@GhostofYharnam said:
https://forum.deadbydaylight.com/en/discussion/comment/835871#Comment_835871
Less Toxic Behavior.
I don't think there's a realistic way to stop that (if you mean things like t bagging or clicking flashlights), plus it's just taunting your opponent, like nodding your head as killer
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well what do u want to see changed?
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okay you have to be memeing
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yeah they're totally nerfing her because she kills, you're not just being ignorant or anything..
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@NoShinyPony said:
People who say that Spirit doesn't take any skill are the same who say Nurse and Billy don't take skill.
you couldn't be anymore wrong about that LOL
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@OswinOsgood said:
https://forum.deadbydaylight.com/en/discussion/comment/811788#Comment_811788
I mean yeah, but i just mean that usually survivors want to get chased usually theres at least 1 or 2 running around trying to find the killer to loop them, but if survivors want to they could probably pop gens and avoid being seen at all and i almost never see people do it if at all. People WANT to be chased. Thats why im saying, is it kind of a counter? Because no one WANTS to play that way any time ive played ive seen few playing to hide. I dont think people want to play hide and seek they want to get chased and loop and hopefully escape.
Ive just woke up btw so in my head im making sense i hope i am. I can see in some maps how it would be harder and stuff but it was just a thought you know?
I fell asleep imagining being in a game like that, playing either side
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I'd play more if I didn't have to wait 5-10 minutes for a lobby
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an offering so game changing shouldn't exis-
moris:
but seriously that'd be broken
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how about addressing those ridiculous windows instead of hurting every other window vault. this would be so unessecary, learn to run basic structures
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oh no I can't do literally nothing and profit anymore!!!!
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do gens.
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save the best for last literally doesn't have a downside of demi, so u can probably imagine how good it is on him
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no. it's harder to not pip than it is TO pip, and you could just play spirit or Insta saw billy up to rank 1. you don't have to be good to rank up
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@[Deleted User] said:
“And that's why Survivors hate Spirit. Their sense of choice isn't reactionary - its just a random choice they make and they hope they are correct”
Sounds pretty much “horror” then. This is demonstrated in many films, and Spirit successfully brings this into the game.
So many of you seem to forget that’s what this game is meant to be as Survivor: a horror experience.
so it's okay for her to have such little counter play because it's a horror game?
if the game were balanced around that it would've died ages ago
and theres nothing "horror" about it, no experienced player fears spirit, she's just boring
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please... no... I have kids to feed!
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I disagree. I think dead hard is the best survivor perk in the game. in the right hands, it's essentially a third a health state. a killer's only hope to counter it is to hope the survivor isn't using dead hard properly (to dodge hits, and not gain distance).
sure spine chill grants you more awareness, but most of the time you can easily tell the killer is headed towards you based on terror radius or through game sense, and a lot of the times gens are inside or near structures you'd want to use when a killer shows up, so that extra distance you'd get from running early because spine chill lit up isn't that beneficial.
you can also very easily tell if the killer is running those perks without spine chill
how I feel about spine chill is it's very good for newer players or players that like to play stealthy. i much more value the game changing potential of my perks. 1 unbreakable, borrowed or ds can completely turn a game around
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when this syringe nerf drops, every survivor ultra rare will be worse picks than the other addons, so I don't see why not
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the name is fitting
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@UlvenDagoth said:
https://forum.deadbydaylight.com/en/discussion/comment/783802#Comment_783802
Real quick though, wouldn't it be fun to have Killers you have to think about how to beat more than just "Run a circle!"?
it'd be nice if the killer also had to think about what they're doing and not just phase, listen, hit, repeat
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@Centrum said:
https://forum.deadbydaylight.com/en/discussion/comment/782980#Comment_782980
No, you are wrong.
It won't be touched because it's not broken.
I find it funny that Killers have to down Survivors a minimum of twice per survivor (if no one saves the Survivor from first hook) or more on average; 6 times per survivor, which is 24 hits, in what is currently a 5 minute match. Survivors also have 8 second chance perks on top of those downs, and that's not counting speed-increasing perks like Dead Hard, Sprint Burst, Lithe, Hope..
And yet, with enough perks well into the double-digits giving Survivors second chances & free escapes on top of a 2-to-down, 3-to-kill gameplay mechanic, you will go 'bad players use NoED!'
Glass houses, dude. Survivors have way more crutch perks than Killers. WAY more.
theres nothing balanced about noed when it's on a killer with map pressure. if they're at all competent u wont have much free time to dick around on totems, especially on inside maps or maps like swamp.
and a majority of survivors perks u may consider crutches are easily avoidable, but this isnt the post for that.
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@Centrum said:
https://forum.deadbydaylight.com/en/discussion/comment/782953#Comment_782953
I don't know if I nearly got cut by the edge or if my fries were over-salted. Either way; whew boy!
I'm not wrong tho lmao. that's why it wont be touched. nothing salty about it, it's just true
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bad killers need pity kills or they'll quit
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yeah I agree that outplaying a good player is a lot more satisfying than running someone with 100 hrs for 5 gens. I'm also glad u also threw in that last bit tho. most experienced killers like to run aids builds/killers that aren't fun to face at all. the choice for me is clear in which I'd rather face
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I prefer not to waste a perk slot to counter something already so easily counterable
