6yXJI0
6yXJI0
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- 6yXJI0
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Comments
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@Raven014 said:
I disagree about the TR changes.
I think if you get shot from the healthy state, that you are automatically put in the injured state. The fact that getting shot doesn't do that is just stupid.
He is terrible with pallets, so making him drag survivors across them would be a good change.
He already has a stun as long as legion's (without addons), which is the longest self stun in the game for killers...
He reloads after every shot.
Survivors can maneuver way too much while on the chain.
He needs some buffs, not some nerfs, imo.
Thats what im talking about! If you missed a shot, then survivor will be able to run to another side of a map and prepeare his position for your next shot.
Thats because: 110% Speed, Slow after missed Shot, Slow when reload. Can't punish early pallet dropping, And gets punished for long range shots, because in most cases survivor will be able to break the chain.
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Its just 4 minutes. Go make a tea or something.
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What rank are you?
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@Onyx_Blue said:
@6yXJI0 I dunno if I like that idea. Some pallets are realy safe, but that doesn't mean he hasn't got the tools or the playstyle to get them before the drop happens. Giving him even more stronger chase tools may make him seem bs to vs by a lot of players. I've heard the idea said before and I haven't been sold on it yet. Maybe you can sell me on the idea of this addition to Redeemer's functionality?
Its the same thing as with Demogorgon. If survivors don't want to get downed, they will feed pallet to a Demogorgon's Shred. I want same thing with Deathslinger. You shoot a survivor, but he managed to drop a pallet, then this shot wasn't wated (Pallet is broken and you only have to reload your gun). Right now if you shoot a survivor and there is pallet between you, then its a wasted shot, since you need cancel chain, break the pallet and then reload your gun. Survivor will make huge distance and this thing can repeat again.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1158432#Comment_1158432
I'm not sure I understand what you mean. Why would idea 2 be impossible? What does the Deep Wound thing do to make that idea not work?
My bad. I just phrased the thing wrong.
Fixed
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@Onyx_Blue said:
@6yXJI0 Ah ok, the way you phrased it said it only applied Deep Wound with no Injury. Makes you wonder what the point is then, really. You're giving the survivor a burst of speed from the Spear and also breaking the pallet with a stun, as opposed to no speed burst granted and a pallet break which is pretty much the same duration as the stun...
My bad. I edited to make it clear.
Stun should be shorter for pallet break. 4 seconds is too long. Should be same as demogorgon's, when he breaks pallet with shred. But survivor will get a speed boost, to compensate.
OR
Survivor is unaffected but pallet is broken and you stunned briefly.
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@Onyx_Blue said:
The way Deep Wound works, idea 2 is impossible. The mechanic relies on survivors to be injured for Deep Wound to function. Honestly, if people are gonna be braindead and drop pallets early, then you just gotta adapt to it. People do it vs Huntress and Clown, there are ways around it, other times the pallet must be broken; doesn't mean the killer should have a function that ignores that lazy style of play from survivors though.
If survivor is healthy, he will get injured and get a deep wound.
If survivor is injured, he will get a deep wound.
If survivor is injured and with a deep wound, he will be unaffected.
Pallet will break regardless of those.
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How to make boring perks even more boring and useless tbh.
1) Franklin - Its free White Ward with a cost of Killer's perk slot. (I would never use it)
2) Noed - It will require to rework all maps layouts for a single perk with meh effect. Swapping map tiles will require shitlaod of coding. (Too complicated just for one perk)
3) Insidious - It can be abused in case if every grab counts. (Clown + PWYF) and can be completely useless if only gen grabs. Since its very rare when you can grab 3 survs in one game and only with 2 killers. Ghostface, Myers.
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Ah shieeeet, here we go again.
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Most people already use Claudette, cause she can blend in. Imagine survivor with good passive that becomes meta? It will be boring seeing same survivor.
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If Killer could see SWF survivors at the end screen, they will be less frustrated, knowing that they got outplayed not with pure solo skill, but communication and coordination.
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I would rather make them only for fast travel and not intel gathering. With how fast games are and survivor ability to scatter around the map, Intel is useless.
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Every killer would dodge swf. Groups will never be able to play.
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I agree
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I would like the excessive bloodpoints to be split between other categories with a rate of 50%
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Imagine if you had ability to instantly ######### on the ground? You know what people would do? Die to give another survivor hatch, or die right before killer picks them up. Denying points, rank, bbq stacks.
I like the idea of just increasing bleeding speed.
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Its 24m, bigger than his Harpoon Range.
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Too early to judge. Lets wait for his release and watch how good he will be.
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No need if they let survivors see each others perks in the lobby.
I had a situation when 4 solo survivors were using Plunderers
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Theater mode and replay system would be great! I really want to see me playing from another perspective and see my mistakes.
This also will let people to record cheaters and bug abusters easier.
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Hangman's trick is indeed OP.
Its basically a wallhack, when you pickup a survivor.
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I would like to see breakable walls on other map templates. Azarov's Fat Junk Walls, Yamaoka's, Haddonfield, Swamp. Mostly interested in boxes and jungle gyms. Im prettu sure that all the shacks will have one breakable wall.
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@Onyx_Blue said:
If the pallet loop has high obstacles/walls to it then just break it. If the loop has spots you can aim through or over then try to harpoon them and drag them to the open part and get a hit off. And if you don't get the hit off, they're injured and Deep Wounded anyway. Then you can break it and either find someone else or commit to them if they are in a weak area.
His power is anti-routing, so if you can get the angle on loops that are usually safe, they become free hits. Don't right him off so early. He can very well handle loops both before the survivor even gets to them, and while they're running them. It just takes solid aim, patience and map knowledge to play him well.
Making it so a dropped pallet is ignored/broken from the drag would make this killer pretty impossible to outplay. Every loop would become unsafe. The way he is now, the killer still has to put effort in to actually get a hit on the survivor trying to play ultra safe. And the survivor playing ultra safe can still get hit because they can get pulled around the loop if the chain doesn't break. Plus they still get injured and Deep Wounded from it. Deathslinger is fine as he is from my observations, power and gameplay wise - bugs ignored, obviously.
Don't forget the fact that Deathslinger will get stunned when hooked survivor breaks a pallet. And maximum what you get is Injured with Deep Wound even if you were injured with deep wound before that.
And since this is a long ass stun - survivor can change position.
Why is this a good suggestion? Because it will save some time on safe pallets hooks.
Deathslinger is not as strong as people think. People are learning how to use his power against him.
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This is actually a great idea!
It would work like other killer's abilities: Demogorgon's Shred, Oni's Charged Attack, Hillbilly and Leatherface chainsaw.
Pallet will protect the survivor from being downed and stun you in exhange of breaking this pallet.
Same as when you drop pallet before Demogorgon shreds you. Pallet gets broken anyway, but Demo gets a little stun and you can change position.
Ps. Move this to PTB suggestions.
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@DonZwiebel said:
It depends on how long they will stay broken (Saboteur doesn't increase this time anymore). And the toolbox won't last for many sabotages. Also Saboteur will have a cooldown. So survs cant 99 the hooks anymore and destroy them when on of their mates is about to go down.
I think destroying hooks so the killer won't find any will be very hard
Probably minute or less.
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Try to watch same horror movie 500 times.
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I lost so many items due to random last second skillcheck.
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@Broccoli_Jaeger said:
With the new item update you always get to keep your items when you used up all charges. This doesn't sound too bad at first but when you think about it, it turns out to be extremely problematic.
If you already have 1 of every item you no longer have to get them in the bloodweb or in chests which means that they are only a waste of bloodpoints or time.
Just remove all items from the bloodweb so we can level up much faster
The removal of items will only increase the amount of offerings in bloodweb and prograssion speed stays the same.
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But there are some scenarion when you can lose your item.
Death and Maybe FD.
You will have to spend your bloodpoints on addons now, because they will dissapear after match.
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Why is this so important for you?
I just hate this kind of racist topics.
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@Boaris030 said:
https://forum.deadbydaylight.com/en/discussion/comment/1094486#Comment_1094486
I would honestly LOVE a road hog/strangler/smoker killer. Instant main. Fav, buy DLC, something about grabbing people in games from a distance is always fun for me, ever since I first played the smoker from Left 4 Dead.
I've been dreaming about hooker killer since game launch.
I hope I hope I hope!
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The Slave
or
The Doge?
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Or just make killer to regress generator -4% or more when breaking.
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"I don't like those perk! Can we just remove them?"
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Chase music was implemented so that survivors had a chance to escape the chase.
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DCers - Almost every game
Bugs that force you to leave - Rarely
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Thats what you pay for being an obsession. In most cases for picking DS
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Im pretty sure you can skip the challenge. Its not mandatory for you to finish tome
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Same with Thrilling Tremors
Why such a long cooldown?
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@YellowLeo said:
Then remove killer hexes, let's go back to the old days
Infinites, No gen regress, no fall stagger, perma sabo, 2.5 seconds self care, 20s sprint cooldown, all vaults - fast vaults,...
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100% for brown, 200% for yellow, 300% for green.
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@arcnkd said:
While I do agree with the general premise, I do have to ask -- have too many matches of survivors trying to get inside your locker while you're in it? Lol
Regardless, I think survivors should be able to see any other survivor in a locker when they get near that locker.
Maybe in 32m radius or less?
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@Rasinbran said:
Where's your bamboozle?
I do not rely on crutch perks :D
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It looks and feels so good. I hope they remap more maps. Haddonfield looks like crap and needs to be changed.
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It looks op, because Freddy is small killer. It just feels longer
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His lunge is normal.
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Some people can judge her "BALANCE" without even playing against her. Talking about killer mains that do not touch Survivor side.
If Spirit player is semi-good, you will get frustrating and unfun match with no chance of survival.
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You could just google it...
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Im really sad about Green Medkit. Pharmacy is useless perk.
You can heal multiple times with Inner Strenght and 1 time with Pharmact.
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@StarMoral said:
Why are you looping a killer that's countered by stealth?
You can't stealth if she already found you.