6yXJI0
6yXJI0
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- 6yXJI0
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@H3xB0rr0w3dT1m3 said:
There is one killer, and four of you. If all four survivors bring med kits it would be smart to switch to plague, if you see at least 2 or more survivors with doctor clothing and or flashlights it would be a smart idea to play doctor. Also, key and moris are equally as powerful, and equally as broken. Bring a key and expect to be tunneled
You can no longer change killers in lobbies.
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And if there are many injured survivors, then its pretty much gg for them. Victor will just chain down every one and you will not be able to do anything.
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Another stupid excuse to abuse DC penalty.
I don't believe that your provider can't figure how to deal with your problem.
And if thats the case, then hell no i would want to play with you on my team, cause you can dc any second leaving us in a disadvantage.
Fix your net or don't ruin games for other players.
But your story sounds bs anyway, like all the others that want DC penalty removed. They are making exact same excuses.
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@FellowKillerMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1817918#Comment_1817918
You're attributing things to me you can't even know, or validate.
I don't use mori's except for dailies, because I don't want to worry about DH being knocked out early. So, I use them when I need to, but survivors are so bent out of shape by them that even with two hook actions they're still upset by them.
I have people DC when I go to Mori them, or they suicide on second hook. I don't know if the suicides on second hook are because of the mori, but I assume they are - it's never been this common.
I already told you this happened four games in a row, but yes, after those four games I quit using Mori's and it stops happening.
I literally used 2 ivory mori today without problems. Noone dced or suicided.
Streamer i watch used ebony mori and killed all 4 without problem today.
And you say that none of those 16 survivors struggled on the hook, which is unlikely
So i will simply call you a liar, and we end our discussion there.
Heh! Making extremely stupid excuses to ######### about nerf of an extremely unfun and unbalanced offering. And calling people "Jerks" for no reason.
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@FellowKillerMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1817901#Comment_1817901
Why are you using bullet points, you're not even substantiating anything, you're just saying things.
I only had my first daily today, and I never use mori's. For four trials in a row, people would suicide on second hook. I had to literally run to the other side of the map asap after hooking someone the second time to get them to not suicide. I don't camp, but I do hard patrol if I see scratch marks nearby. I really don't care if you believe me. Everything you mentioned is anecdotal at best, which isn't any better than my experience; i.e. it's relative.
You are talking nonsense. You are saying that you don't use mori, but bitching about their nerf like if you care too much. You say that most survivors suicide on hook, but you literally played only one game.
One game and you already made a final conclusion.
People like you are the reason for that famous Freddy Nerf after the launch.
You also called devs "Jerks" just because you were not able to finish your daily in one game.
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1) Lies! Survivors are less likely to tilt when they se mori, after recent Nerf, so you shouldn't have problems with DC or Hook Suicides
2) LIEEES! Its not "HARD AS HELL" to mori somebody.
3) GIT GUD!
No, really. Git Good. You rely on Mori too much and making stupid excuses like "I need to do Kill by hand daily" They are freaking rare. Like extremely rare.
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@gibblywibblywoo said:
I think the best change to flip flop would just be 1:1 conversion. Currently you need 95% recover to get the full effects which only removes 50% of struggle phase, and it takes a long time.
Imo it should be 1:1 but cap at 50%.
Mmmm. i like this idea. But cap should be at 60 maybe?
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@FellowKillerMain said:
Then you won't have to do anything, but wait for an audio cue, great idea. I was a leatherface main prior to the change, but switched to spirit after she was released. I played leatherface occasionally after she was released. When they made the change, I really resented having to learn how to play him all over again. The idea of him being this easy to play doesn't seem fair. It is a one hit down afterall.
What do you mean "you won't have to do anything"? Its just unnecassary mechanic that forces you to look at the ui, instead watching for a survivor you are trying to chainsaw. Killer should learn how to play and mindgame a survivor, instead of memorizing all the different timings.
Leatherface is very unintuitive to new players, cause its hard for them to learn timings and they are forced to look at ui all the time.
This change will only slightly affect Experienced players and Tremendously affect New players.
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@MadLordJack said:
He can feel the pain of his chain. He and The Redeemer are one.
I really like that theory.
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I feel like luck should affect many things.
Unhooks, Beartraps, Reverse Beartraps, Skillchecks (Random Great Zone sizes), Random Fast vault from any side, maybe delays on some killer notifications (unhooks, skillchecks, vaults) I mean, we have Offerings and and Perk dedicated to Luck.
There should also be a bad luck thingy.
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@Pennosuke said:
The audio cue may be a good idea but automatically consume tokens by holding the button is not, that will remove Leatherface's skill-ceiling.
The mechanic that Leatherface's player needs to press the power button to reset power duration is the main reason why he's different from Hillbilly and required skill to play now.
You better practice to memorize all the timings or just don't use the increased duration add-ons if you hate to memorize it, remember that Nurse existed and she has add-ons that can mess with the player's muscle memory.
Thats why i can't use addons on him. I memorized his addonless swing pattern and with addon im just ruining it.
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Ideally, Buckle Up should have WGLF's healing speed + adding a protection on the fallen. On top of the aura reading.
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I remember they said they gonna rework perks to be viable, but upcoming changes to technician are kinda underwhelming.
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@Blueberry said:
I just thought they went the complete wrong direction.
They should've emphasized the silent gen progress part of the perk, not the explosion prevention. Making it completely silence the gen you're working on would've made for some fun builds.
Now it's just still a perk we'll never see.
Thats my dream perk rework.
Keeping gen current sound until you let go. So if you started repairing from 0%, then killer won't hear it at all, till you stop working on it or finish it. And you can do many sneaky gens in closed maps
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@MrsPiggyIsSoSneaky said:
and then we have the unnecessary compound 21 nerf, uh no killer has too much information too op
It was literally a wallhack. It was indeed too op for it's rarity. Myers Vanity Mirror slows him down and make it impossible to get EW3 and its a Purple addon.
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Its a ping delay.
They do not teleport. Killer down them and they just take position where survivor really was downed, on survivor screen.
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Her abilities rarely help her in chasing survivors.
Her ambush is a worse version of Ghostface ability.
Her traps are not interactive and doesn't give anything to her exept game stalling.
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@MeltingPenguins said:
https://forum.deadbydaylight.com/en/discussion/comment/1619126#Comment_1619126
'walk like a normal' are you sure you wanna roll with that phrasing, mate?
And there is no limp in that animation.
Im kinda tired arguing with you. Those fact that you can't see the difference in animations between two killers and you prefer a broken looking animation over a polished walk cycle that matches the speed of a killer say everything.
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@AhoyWolf said:
Sloppy Butcher is pretty good as it is now, no need for buffs.
Can you agree if i say that Monstrous Shrine is fine as it is?
Every perk deserves a little polishing and update.
Like Plunderers! Its a good perk for it's purpose, but would it be op if all survivors had a little icon or notification that one of your teammate have this perk and you should not waste chests for brown toolbox or green key.
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@MeltingPenguins said:
https://forum.deadbydaylight.com/en/discussion/comment/1619098#Comment_1619098
Then stop saying 'it's good they removed it' and add a 'hope they'll bring in an overhauled one soon'. I'm telling you this as a writer that there's a disconnect between lore and animation if he has no limp
If you look closely on his current animation, you can see that hes got a little limp in there. Im pretty sure he learned to keep balance and walk like a normal.
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@Milo said:
- Does Sloppy really need a buff
- Wouldn't this better fit hemorrhage as a whole?
Yes, i forgot about hemorrhage. I think they should rework bleeding animations overall.
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@MeltingPenguins said:
https://forum.deadbydaylight.com/en/discussion/comment/1619062#Comment_1619062
it's exactly the question we are asking. Let Him Limp!
You can't even see the difference between trapper animation and deathslinger. Limp animation was slow and bad looking, probably not finished. Im telling you this like an animator.
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@MeltingPenguins said:
https://forum.deadbydaylight.com/en/discussion/comment/1619046#Comment_1619046
the limping WAS his normal walk. Do you think the leg brace is a fashion statement?
He doesn't limp ingame, so why should he limp in endgame screen?
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@MeltingPenguins said:
the 4.1.0 (i think) patch removed his limp for some unknown reason. Like, he had a distinct hobble in at least the end screen, which was suddenly replaced by... i think it's trapper's walk-cycle?
I want his limping back
That ######### looked so goofy in endgame screen. Im happy they reverted to his normal walk
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I think he should be very fast in his Cloak.
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@Lazerboy88 said:
https://forum.deadbydaylight.com/en/discussion/comment/1586028#Comment_1586028
Doesn’t make sense that we didn’t get to try the current version in ptb tho :/ seems like the PTB was kinda pointless
I agree
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@ImJustABeeBro said:
Kinda miss the old man and such.
He will be 8th and so much better than in PTB.
He was outdated on PTB by a week, so imagine all the changes he can get in a month.
I think he will be solid
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1547029#Comment_1547029
It doesn't make sense to nerf Stridor either :/
We can make it more like a Iron Will rebalance. It doesn't matter. If i don't want to make a sound when injured, i take Iron Will and expect to be silent like a dead man.
Stridor should amplify sounds, not break them.
Its just annoying to hear yourself moaning when you have Iron Will.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1547014#Comment_1547014
I think Stridor and Iron Will are fine, Spirit is the real issue.
Yes. But i don't think they will do anything to spirit in near time.
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Are you guys really struggling against pc players that much?
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1545512#Comment_1545512
Exactly my thoughts
We have iron will aaand then stridor counters it.
Its all started with how stridor counters iron will, so im kinda right. I don't want one perk to counter another. Its not iron will that counters stridor, its other way around
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Pig is so outdated. Her stealth ability is pretty much worse GhostFace shroud. Her Traps don't have interaction. You just... put them for passive game stall? And the randomness of those boxes... They can be unfair to pig, when survivor find the key in the first box or can be extremely unfair to survivor who dies after first hook, cause luck wasn't on his side and he died on the last box.
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Or make spirit hear grunts 50% less in her phasing.
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@MrDardon said:
I read this as: "Why should a Perk counter another?" and then "Let Iron Will negate Stridor."
which is a Counter to a Perk. This whole suggestion doesn't make any sense.
But Stridor counters Iron Will to begin with. So why should one perk completely counter another?
What comes first.
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I feel like this perk should show Hatch at any stage after it appears.
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@supersonic853 said:
I don't get the spirit hate when a good spirit and nurse are the only 2 that can handle a swf death squad because of their control of chases. If nurse and spirit got touched then there would be no answer to a 4 man sweatsquad.
The problem with spirit is that you have no counterplay against semi-good players.
Against chainsaws you can hop into the window to buy you some time, or eat an m1 attack.
Against M1 killers you can utilize pallets.
Against nurse you can break line of sight (nurse is still unfair)
What can you do against spirit? All i see is "GIT GUD" or "Stealth" or "Don't try to loop her"
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I had an idea of rework, to utilize her passive phasing. Make an ability around it, to mindgame, to instantly become invisible for 1+ seconds on demand and mindgame around loops and pallets and so on.
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@ALostPuppy said:
Or we could suggest a rework for spirit to be more engaging and fun to play as, and keep stridor the same so killers still have a useable perk because it's good on every killer if you use it? It's a win for everyone.
They already "reworked" her. So don't expect her to be changed in near future.
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@EmpireWinner said:
Why nerf a trash perk?
Cause Spirit benefits from it too much.
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Spirits rely too much on Stridor nowdays. It became a Crutch perk at this point.
I've yet to see Spirit that do not use Stridor.
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Or a LagSwitch
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Tried it ingame. Doesn't work.
I picked myself up with Soul Guard and then with Unbreakable (after totem was destroyed). After that, i wasn't able to pick myself up anymore.
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@Fnatic47 said:
Just got another speedhacker survivor 👍 thank you cross play xD
Tell me the exact reason why you don't want to disable crossplay in settings?
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I have better solution.
Red Mori - You can kill single survivor whos been on the hook
Green Mori- You can kill a single survivor after you hooked 4 survivors
Yellow Mori - Same as now
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I don't understand why keys is such a big deal. The only annoying scenario is when more than 1 survivor escapes through the hatch.
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@Uistreel said:
https://forum.deadbydaylight.com/en/discussion/comment/1476304#Comment_1476304
Not really a lethality perk
Oh #########. Sorry. Misundestood the topic
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M&A
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Generator will be much scarier for then than Killer
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@projecteulogy said:
As a solo player, 70% of my games involve me doing all the gens because a player is being camped or tunneled, or i'm the one being camped or tunneled.
Ive had 4 games today where I was attached to all 5 gens because of a camper. What else am i supposed to do? go hook dive and die? I've literally been saying this for almost 4 years now. It just sucks that majority of suggestions are overlooked.
Had a game where i had a choice: To save my two teammates (One hooked, second slugged near that hook and the killer was camping them) or to escape via hatch. I was maxed on altruism and objective, so i chose the HATCH.
My team called me coward and reported me for not helping them. The fun thing is that they were following killer with flashlights and i was the only one who was doing gens. I repaired like 3.5 gens solo.
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Agree. Its so annoying to be forced to repair generators, when you maxed on objective and your teammates just follow the killer and farming those tasty altruism and boldness points. But you can't stop fixing gens, because noone else will do that, exept you.
And i love my Prove Thyself.