AChaoticKiller
AChaoticKiller
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@BabyCameron10 said:
https://forum.deadbydaylight.com/en/discussion/comment/1904032#Comment_1904032
Absolutely, I can’t wait for the Undying change.
same i just wish they were not so lazy with the aura reading nerf, it has no place on the perk now because it activates only on 3 totems and you don't care about dull totems anymore. I honestly think they should have switched TOTH and undyings effects to make them both better after these changes. they could have done this too make both perks way better at what they are trying to do.
- Hex: Undying: When a hex totem is cleansed it replaces this totem and keeps all of it’s tokens. For each totem in the trial cleansing speed is reduced by 5%/10%/15%.
- Hex: Thrill of the hunt: When a survivor is within 2 meters of any totem their aura is revealed for 4/6/8 seconds. When a survivor cleanses any totem their aura is revealed once more for 5 seconds. As long as this Hex persists gain 50% more bloodpoints in the hunter category.
Something like this would make both perks better, TOTH would be better at protecting totems and has really good aura reading since it is now more for information and undying would be for stalling and the increased time for totems to be cleansed wouldn't be broken since you no longer get alerted that totems are being cleansed. if a killer uses a full totem build i guess good for them but undying would immediately get destroyed when just 1 hex gets cleansed which means cleansing time returns to normal.
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just look at his hand, play like usual and avoid him stalking you, and if you notice he is using a tombstone addon because his hand is open and he is in EW3 just go into a locker when he gets too close.
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@DetailedDetriment said:
People be talking about The Twins, yet I haven't played against them once.
It's because the play style is boring
she also gets destroyed by swf's if they always heal and stick with injured survivors since the injured survivor takes the hit and then gets healed. As long as you are healing the twins can't slug to win and using victor only gets them an injured.
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@gibblywibblywoo said:
https://forum.deadbydaylight.com/en/discussion/comment/1903944#Comment_1903944
This would lead to a launch Legion situation where escaping the chase without going down is all but impossible. It doesn't matter if it takes time, if its an eventual or not, a chase that is simply impossible to win is not healthy from a design perspective.
did you ignore the fact that you can always take off victor before charlotte reaches you by just running the other way and starting the process of taking victor off immediately?
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It wont since it shows it upon a basic attack not with injures using your power if that power isn't a basic attack.
On another note i love using this perk on the twins and using victor to protect the totem, might even play the twins more when undying gets changed. That is if i can stand it since i hate playing them, i just like the perk on them since i have a chance to play more normally but i seriously hate having to slug and camp to win and you have to do that as the twins especially if devour gets cleansed.
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@Pig_Is_Pog said:
So your idea is they have victor on them then they just die because you landed a shot on them?
Twins arnt weak, yeah there not the strongest in game but there snowball pressure makes up for it. twins can win almost every time if you just camp slug and tunnel everyone til you get a 4man slug. hate to say it but that’s the truth.
victor does nearly nothing useful to help you down the survivor when latched on other than make them injured and unable to do interactions.
to capitalize on a survivor with victor you need to get to the survivor as charlotte after they got distance while you controlled victor as well as the time it took you to wake up along with the speed boost they got from getting hit. Even when you hit them with victor as they are next to you they still gain enough distance to safely take him off and get to a loop.
You can always take victor off before charlotte gets to you i don't see this being a problem unless you allow it and i also don't see why this killer shouldn't do that when it is legit impossible for her by getting 12 hooks against decent survivors you need to play in a scummy way.
edit: Of course other ideas that make the twins better and doesn't do this are welcomed but as they are this would be fine simply because you can always take victor off before the killer reaches you.
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@Rizer said:
Object isn't broken in solo, it's broken in SWF... SWF is broken, not the perk itself.
Not to mention the perk has a high skill cap... you need to know when and how to use it properly to make it effective, otherwise it just paints a target on your back.
It's like saying Nurse is broken, remove her from the game... yes she's broken as hell in the right hands but against someone who has no experience with her, she's useless.
that's not justification, no perk should be so strong that it hard counters certain killers and allows your team to almost always win against all but a good nurse. The point of using OoO is for your team to win, it is expected that the OoO user will die but they don't care about that.
this is a perk. nurse is the killer. you just have to be good at communicating for OoO to be strong, nurse needs hours upon hours of playtime to get good at her while with OoO you need at most a few days if that. a single survivor being at risk of getting killed first for any reason isn't good enough when this is a 4v1 game.
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@REL1_C said:
As a survivor main myself, I have no problem with object. However, I have never actually played in a swf so I don't know the full extent of the power. Although, killer mains dc when I use it as a solo, so I can just imagine how OP it is when it's used to its full protentional. Now that I think about it, Laurie's design is a very toxic. The power to see most killers 24/7 until they get in a chase with you, the killer camps you because the perk is so damn broken "in a swf" and too top it all off, ds so the killer cant pick you up. What a great designed survivor. *Sarcasm*
I'll help you get a grasp of it.
This perk it is trash when you don't tell the other survivors the info the perk provides and at the same time it is the strongest perk when you can make effective use with the info you get. What i'm trying to say is that this perk is only as strong as the player makes it so the better you are at communicating the stronger it is, if you have a team that can also make great use of that information this perk is undoubtedly the BEST survivor perk in the game.
Here are uses for it.
- Telling your team the killers location allows them to preemptively leave areas or get a massive head start in a chase this means the killer will never get a hit in the open against good survivors they will always be waiting at a loop or heading to a far away one.
- you can coordinate saves better making it so the killer is almost always dealing with 3-4 survivors since you will safely and quickly get survivors off hooks which takes away pressure the killer has on you.
- These killers basically get destroyed by the perk; freddy, hag, trapper, and also deathslinger and huntress to an extent. freddy is always revealed even at loops making it super easy to play safe and deathslinger is slow and no longer has the element of surprise with his small TR same goes for huntress.
- With extreme coordination you can tell the person who is being chased if the killer is mindgaming or switching directions, however for this to work you need to have code words and practice doing it. This is rare af and i don't know if i have gone against it honestly but i have tested it out a few times in random lobbies in kyf and when you and the other player gets used to it it's very strong and not too hard to do.
- against stealth killers you always have premonition basically, it is entirely up to the map if this helps you or not since you need to use the perk to see the killer coming. however stealth killers lack map pressure and are not the best in chases so it's not hard to beat them with a good swf.
Now imagine all of this against you with each survivor being good and used to playing with a OoO user, you HAVE to kill the OoO as no killer other than maybe nurse can beat this.
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I would like this but it probably won't get added since it will allow justified harassment to the useless players, then they would whine about this game being even more toxic and i doubt the devs want to hear it.
by justified harassment im not saying to actually harass them more of a "could you be anymore useless?" in the post game chat kinda thing.
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@Unifall said:
Because its probably "getting really boring getting asked to nerf OoO". Yes OoO its extremely unfair if a 4 man swf has it. They will know your location and if your playing a certain killer like Trapper they know where you're setting up. But according to statistics its fine even though everyone knows how unfair it is to go against. And the only reason why imo OoO users have low escapes because the killer probably camps them to death or tunnels them to death.
there are also the solo players running it for either the adept or for fun and almost always dying, if the perk has a super low escape rate that is also influenced by the fact that swf's the ones who commonly run the perk don't care if the user dies as long as the team wins then it should be reworked.
When the devs mentioned it's stats it's funny that they barely mentioned swf's, that is because with stats like that it shows that you can't run it as a solo as it will kill the only person you care about which is you. The stats themselves are evidence that this perk needs a rework because of its strong nature and limited effective use that is exclusive to swf.
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The perk just needs a rework, mainly giving it heavy restrictions and an actual downside to using it since as it is now seeing the killer and knowing if he saw you so you can prepare is barely a downside. This is my rework for the perk.
OoO: when you look in the direction of the killer you see their aura if they are outside of 24 meters and are within 48 meters for 3/4/5 seconds. OoO has a cooldown of 10 seconds, during the cooldown the killer can see your aura outside of 24 meters. If you are not the obsession OoO has a cooldown of 30/25/20 seconds, OoO does not activate if the killer is undetectable.
OoO becomes disabled if you are on a hook or in the dying state.
This would make it way less strong in a swf while making it more viable for anyone using it to simply use it, it has a play style where you can avoid the killer by getting closer but because the killer will see your aura outside 24 meters for twice the duration you see his it is only fair that you have some way to try to avoid it. The best part is that it isn't a good idea to have more than one person running this perk and being the obsession is a must to avoid the harsh penalty of not being it so when using this perk you will need to use another perk or two that makes you the obsession.
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this isn't a buff, it's a compensation for survivors when the killer uses this perk. It doesn't need this.
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@Exerath1992 said:
Naw, they just need to nerf keys. Mori nerf was needed, but they were nerfed too hard, imho.
What should have happened to the iri moris and keys:
Mori: once you have hook all survivors at least once, you may kill any survivor by your hand (this way, the mori doesn't promote early game tunnelling and the survivors can counter without keys by heavily protecting at least 1 player from being hooked)
Keys: if at least 2 survivors have been killed, this key may be used to open the hatch. Hatch only spawns when the exit gates are powered, 3 generators have been repaired with only 1 survivor remaining, or 4 generators have been repaired with 2 survivors remaining.
Won't work, swf will have one player hide and against swf's you need to be efficient
the nerf the devs gave us was boring but it was the best one for balance since it affects all players equally regardless of swf.
As for keys they need to take time to open hatch and give the killer a way to find out that the hatch is being attempted, anything resembling instant free escapes with keys is not good as that is the reason keys are so strong in the first place.
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@Dingo88 said:
https://forum.deadbydaylight.com/en/discussion/comment/1899905#Comment_1899905
Was just in game and someone that litrally got of the hook apeard for a unhook on a guy i litrally just hooked barley got time to even turn round and he was there so grabbed him and he ds me then did the unhook. That is not tunneling that's a survivour using the perk rong. It's in those situations thats annoying
that survivor is injured, with no more DS protection, and you recover around 2-3 seconds after the save.
you have plenty of breathing room to just go after him and down him, that survivor basically gave you an easy back to back chase and it only costed you a stun and a survivor saved. most of the time saves happen quickly anyway this literally only benefits you unless it's EGC but the perks timer needs to be adjusted after all gens are completed anyway.
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@AnnoyedAtTheGame said:
DS needs to deactivate once you do anything in game. Go in a locker, heal someone, be healed, attempt a save, sabotage, do a gen etc. All these should disable DS.
I don't see why anything other than gens should disable the perk.
healing: stealth and insta down or just any killer will allow the heal so they can tunnel, this also discourages healing which is what the perk should encourage.
Lockers: they have no reason to go into a locker unless you go after them, the perk is working to prevent tunneling even if you were just going to slug them for later which btw is still tunneling.
saves: A lot of the time you have to do saves off hook, this shouldn't be discouraged and it is a simple matter of slugging them to avoid the perk or waiting it out if they go into a locker since only 2 survivors max would be free to do things.
All other interactions: are not problems there is no need to disable it simply because it would allow survivors to recover and do other things besides the objective which again is what the perk should encourage. survivors are forced to do interactions for various reasons, as long as they don't progress the game with gen progress besides saves which are mandatory to win or even survive the perk shouldn't deactivate.
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Lockers are fine, they have no reason to use them unless your tunneling or near them so the perk is working to prevent tunneling.
the real problem with DS is when you use it to finish gens and still have time left over to use it on the killer. going after the survivor when they completed the main objective isn't tunneling and shouldn't be punished since they choose to remain injured and do the objective instead of recovering.
The only two changes DS needs is it to become disabled when you work on a gen while it's active for more than 3 seconds and for it's timer to be reduced AFTER all gens are completed so it's not a free escape if your saved and a gate is opened for you.
you really can't complain about lockers like you are legit tunneling even if it was just to slug them. just. go. after. another. survivor.
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@Reiik said:
https://forum.deadbydaylight.com/en/discussion/comment/1903427#Comment_1903427
Than AGAIN, he would STILL be better than PH due to the fact that he would be faster have a longer range, about the huntress, he would still have his advantages over her like not having to reload, not being heavily penalized while aiming and also moving faster, deathslinger would still be better than pyramid head, would still have its advantages over huntress, would still be balanced, would be MORE FUN to go against, you literally sound like a deathslinger main that doesn't want them to change your main in any way
yeah..................................................... no he won't, are you new to this game? Im pretty sure you are if you don't see why he would be worse then huntress and PH.
PH is still faster in rites than a survivor, is better at loops because DS can't get hits with the pallet down and players will just throw it early against him. range doesn't matter when the hit isn't guaranteed and players at far ranges have a good chance of dodging with correct predictions.
Also again no he would be a discount huntress BECAUSE HE WILL SUCK AT LOOPS huntress and DS are exactly the same when landing hits with their power if deathslinger doesn't instantly use his power and reloading as huntress has never been a concern for good huntresses.
SPEED DOESN'T MATTER IF IT'S AT THE COST OF THE POWER. also fyi i don't play him often since im on console, i prefer demo, hag, and recently plague. sure i have DS as p3 but i also have every killer p3, I know what im talking about do you?
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@Reiik said:
https://forum.deadbydaylight.com/en/discussion/comment/1903409#Comment_1903409
yes, 2.5 seconds is enough to get to the pallet in a small loop but that's why he would still be able to walk at 4.6 m/s or at LEAST 4.4 while aiming, and if he just pre aims on pallets the survivor could just react to it and pretend to go for the pallet and keep looping or just try making he miss since you know he's aiming and will be punished if he cancels the aim, making it so he will most likely shoot, and if he doesn't shoot, deathsling still can catch up to the survivor and m1 them if they cancel at the right time. Also, if the deathslinger aims and miss the shot survivors will fill good for reacting right to their power and avoid getting hitted, which is completely slingers fault for missing and he's being punished for that
then play PH he is better, does the same thing but better, and his ranged attack activates faster and deals damage.
deathslinger's ranged ability is good due to it's activation speed, he has slinger in his name like cmon.
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@Reiik said:
https://forum.deadbydaylight.com/en/discussion/comment/1903408#Comment_1903408
You can still walk while aiming tho, you know that right? and 4.6 makes it so much faster to get to survivors running away, it's not just about getting from point A to point B
unless a killer has a traveral ability it isn't about speed it's about how effective they are at downing survivors.
a 0.4 meter difference in speed just makes him as loopable as all the other killers, if you have to hold you power for 2.5 seconds you should just play huntress since in that time while she is slowed her hatchet is as fast or maybe faster than deathsingers projectile and because deathslinger can't do anything with pallets and shouldn't huntress is the better pick since she can hit survivors over them.
movement speed doesn't matter unless it is incredibly good like blights, just look at clowns new bottles he is moving faster AND slowing survivors and that still doesn't make his speed bottles good. i feel like this is what you are missing to see why this isn't a good change.
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@Reiik said:
https://forum.deadbydaylight.com/en/discussion/comment/1903389#Comment_1903389
there is a difference when something is unfun because it's just unfun (like people camping in cod games) and being unfun because there is NO COUNTERPLAY, also, 2.5 wind up time while still being able to move at 4.6 secs would still make it possible to use his power on shack, on L T walls, on cars and short loops, etc, there would still be MANY loops that would be possible to use his power
2.5 seconds is more than enough to a small loop and get to the pallet, also this would still make people mad since he can just pre aim and hit you before they make it when they loop long loops.
there isn't a way to make players who hate him happy, like i said it's a pvp game your fun comes at the cost of others.
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He is a power chase based killer, you can't nerf that heavily and put a bandaid on him by giving him movement speed and say that is a good change. it is a straight up heavy nerf because 4.6 is considered a bare minimum to be able to be able to chase survivors and that's still with your power. 4.2 and under speed killers have strong chase powers deathslinger is the killer that goes HARDEST in that direction by giving up anything not related to downing a single survivor quickly, and you want a power designed to do that to be restricted.
This might sound good in your head but what this would mean for him is being looped like every other killer and only at super long loops or in the open would he have a chance not a guarantee to damage that survivor. there would literally be no reason to play him over huntress with your changes.
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@Reiik said:
https://forum.deadbydaylight.com/en/discussion/comment/1903377#Comment_1903377
he would have a better map pressure then huntress, wouldn't need to go out of his way to reload on lockers, would have an overall better chase in all tiles, so he would still has some advantages over huntress, just like huntress still has some advantages over him, as it should be, one shouldn't be just the better version of the other.
doesn't matter if he can't use his power and with a windup time above 0.5 seconds at a majority of loops he would only be able to shoot at long ones and at the pallet.
just being 4.6 doesn't mean anything if your power can't help you enough and his wont.
Also again people will find things unfun to go against especially in pvp games, unless it is both unfun to go against and frustrating/unfun to play as it doesn't need to be changed. there are other killers widely considered to be just unfun as deathslinger but because deathslinger is ranged/strong in a chase its a problem? dispite him being extremely unviable depending on map and the survivors you face.
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@Reiik said:
https://forum.deadbydaylight.com/en/discussion/comment/1903371#Comment_1903371
That literally doesn't fixes him, it's what I said, his problem IS NOT HOW STRONG HE IS, his problem is how UNFUN he is to go against, it doesn't matter how strong or weak he is if people are gonna have a bad time going against them, also 0.5 seconds for a RANGED power on a 4.6 killer would be EXTREMELY OP and would still have no room for outplay, with 2.5 wind up time his power would still be useful in some tiles, just not in EVERY SINGLE ONE, which is exactly my point, no killer in the game should have a power that is useful in EVERY TILE, and playing a loop normally with a 4.6 M/S is not that bad.
I take balance over fun sorry.
like you can use unfun to argue to change Hag, spirit, leatherface, good nurses, basically any killer that is considered unfun to play against.
The thing is in a pvp game your fun usually comes at a another players expense and that is very much the case for dbd and unless a killer is both unfun to play as and against they don't need changes simply due to how enjoyable they are to play/verse unless it is a balance issue and deathslinger is balanced because of his two major weaknesses.
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Like at that rate literally just play huntress, she is better than him anyway rn since she can snowball easily with her power without even slowing down and can down survivors just as fast if not faster with a hatchet followed up with a basic attack.
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No, 2.5 seconds? that's slower than huntress and her attack at least guarantees damage on hit. It doesn't matter if he is 4.6 speed if he can't use his power and that is WAAAY too long especially when damage isn't guaranteed.
If the devs want to add a windup time it better not be any more than 0.5 seconds flat and for how tempting and easy his power is to use you shouldn't be punished for canceling it especially with a windup time, slowing him during aiming/windup? sure but that's it and that's if he gets a movement speed buff.
The thing is he is balanced because of the 4v1 aspect, he can stay as oppressive as he is because he heavily lacks map pressure and snowball potential (get multiple injuries/downs quickly). This is the reason he doesn't need changes, you have to expect your team to do gens and just out pressure him, he isn't going to successfully snowball or slug unless you let him so he has no way of dealing with survivors being optimal gens unless he hard protects 3 or just wins chases imiddantly which is a sign that your team sucks at versing him not that he is just that strong in a chase use LOS objects.
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@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/1903114#Comment_1903114
Probably so, trust but verify, and when I say Patch note I mean all patch notes.
might have been a shadow buff then, I thought for sure it was announced in some way tho but i might have just seen it on a forum.
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I personally think the following hexs need reworks i have an idea for each of them feel free to criticise.
- Hex Retribution: (reworked) As long as this hex is active when a survivor cleanses any totem they become oblivious for 45 seconds, when any hex totem becomes cleansed you gain the undetectable status effect for 60/70/80 seconds or until you down a survivor.
- Hex Undying: (rework after it's next rework) When a hex totem is cleansed it replaces this totem and keeps all of it’s tokens. For each totem in the trial cleansing speed is reduced by 5%/10%/15%.
- Hex Thrill Of The Hunt: (reworked) When a survivor is within 2 meters of any totem their aura is revealed for 4/6/8 seconds. When a survivor cleanses any totem their aura is revealed once more for 5 seconds. As long as this Hex persists gain 50% more bloodpoints in the hunter category.
- Hex the third Seal:(added effect) As long as this hex is active up to 2/3/4 survivors hit with your basic attack suffer from the blindness effect. When you hit a survivor with a basic attack while this totem is active they also suffer from the oblivious effect for 15/20/25 seconds.
- Hex: Blood favor: (reworked) When you hit a survivor with your basic attack while this hex is active and Blood favor isn’t already in effect all pallets within 16 meters will be held in place for 10/15/20 seconds.
Quick reasoning on why i think the hexs should do this; retribution is a good concept but it is too weak, it should heavily affect survivors for the 1-5 times it gets activated and i feel that since the undetectable effect will only activate 1-3 times at most it is fair. There is no reason for undying to have it's aura reading effect if it's not on hex totems, i propose that it and TOTH should have their secondary effects switched since it would fit the other one better and be more useful and instead of alerting you to hexs being cleansed the aura reading aspect of TOTH will be very strong. The Third seal simply needs an extra effect, i think every basic attack making survivors oblivious for a short amount of time would fit this perk perfectly and would be a useful and fitting secondary effect especially for Hag. As for blood favor... it just doesn't need a cooldown.
edit: It's been awhile since i looked at my rework ideas for perks and I think i improved on the hex idea's i originally had also forgot that blood favor was a hex because it is just that worthless.
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@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/1903102#Comment_1903102
Its not in the patch notes. I'll just have to test it because I don't remember it being changed.
it was changed a REALLY long time ago, i promise you it is no longer directional.
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Hex retribution: As long as this hex is active when a survivor cleanses any totem they become oblivious for 45 seconds, when any hex totem becomes cleansed you gain the undetectable status effect for 60/70/80 seconds or until you down a survivor and all survivor aura’s are revealed for 10 seconds.
this hex doesn't protect other hexs, it's meant to punish survivors trying to do totems so really it should just be better at that. I also feel that having such long undetectable time is fine because it deactivates when you down a survivor and survivors are warned a hex was cleansed so if they also become exposed from HG they should be wary of this perk even if they aren't exposed.
edit: the undetectable time can be reduced but at the very least it should be 45 seconds if not 60 seconds. I think it's fair at 80 since it deactivates upon a down.
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@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/1903089#Comment_1903089
I missed a change?
it was changed a long time ago to be nondirectional.
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Instead of completely removing it how about she hums while in a chase.
If having a small TR is too much as a ranged killer which i personally think it's not especially if you use a UR addon they could just increase her TR to 28 meters when using this addon.
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Not really just force him to m1 you by going to windows.
If your out in the open too bad he is literally designed to down survivors out of position.
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@AmberClad said:
https://forum.deadbydaylight.com/en/discussion/comment/1901810#Comment_1901810
Weird wording, but otherwise an interesting take on nurse mains XD
I legit had no idea how to spell masochist and used auto correct. At first i thought that misogynist after realizing it was wrong was people who smelled or something but it actually means people who hate women omg.
"Why do you play nurse?"
"she is in constant pain and is incredibly strong, I like at least one of those traits"
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If your really camping just because your totems are gone you suck XD
Ruin allows you to get a lot of hooks early game before many gens get done if you keep going after the ones doing gens, i use it on legion by itself and usually get 2-3 hooks before a gen gets completed or ruin gets cleansed.
It's a hex perk you can't expect it to last throughout most of the game not even with undying.
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@DragonMasterDarren said:
https://forum.deadbydaylight.com/en/discussion/comment/1901805#Comment_1901805
you mean Masochists right? cause Misogynists means something entirely different that has no relation to Nurse
woops lol, lemme fix that XD
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hopefully they can get some data on this and reasonably change her so she isn't limited to the masochists who choose to learn her.
Of course i don't want her gutted i do like that she is so strong when played right but i would like to be able to play her without dedicating so much time to her just so it can be less infuriating to play her, I'm not being lazy about learning new things I learned pre-buffed Hag but im on console and I hate playing the same killer over and over again the most i play the same killer in a day is like 4 times out of 10+ matches.
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Swf simply because all broken things survivor related can be used more efficiently in a swf making it more broken. It alone takes the worst perk to run as a solo which is OoO and turns it into a team info perk without a cooldown, it also makes keys stupidly easy to use since they will very likely get at least 3 gens done and then when one dies they split up to find hatch and play stealthy.
Edit: not saying swf itself is the problem but it enhances the power of other things with coordination, so the logical thing is to view it as the reason these things are as strong as they are and the perfect example of this is OoO.
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impeded: prevents survivors from running or makes them barely faster than walking when running, getting injured/hit removes this status effect.
I had an idea for cruel limits that basically went like this
Cruel limits: when a generator is completed all vault locations within 16/20/24 meters become blocked for 30/60/90 seconds or until another generator is completed. Any survivor within 8 meters of a generator being completed will be effected by the impeded status effect for 3 seconds.
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@AggressiveFTW said:
https://forum.deadbydaylight.com/en/discussion/comment/1898170#Comment_1898170
Why are you seriously still replying to a thread named delete?
I posted before you updated the thread
and without users refreshing this before your changes it doesn't update your title for us.
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@AggressiveFTW said:
https://forum.deadbydaylight.com/en/discussion/comment/1898105#Comment_1898105
What do you mean? It could be useful for newer and inexperienced players, but oh well, this community seems to be against inexperienced players as always.
there are perks they can use to help them get used to this game, actually a lot of perks are specifically meant to help new players like visionary and window of opportunity (can be used by good players but you should know pallet and vault locations).
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No, it would feel out of place and wouldn't fit this game.
what would it show just gen locations? gens are only hard to find on indoor maps and we have perks meant to find gens.
Also one of the advantages killers have is the survivors lack of map information, if survivors knew all gen locations without a perk it would result in survivors being even more optimal in splitting gens and that isn't what the game needs.
Lastly if it doesn't show gens then there is no point to having it as it won't show anything else, the only thing it could show would be vaults and pallets and that is another thing we don't need survivors knowing without a perk.
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yeah no that is a straight up buff and the perk needs a nerf/restriction. lockers are not the problem unless you tunnel the problem with DS is immediately going onto a gen after being unhooked with your savior to quickly finish it. What you are asking for is essentially complete immunity to being picked up for a total of 60+ seconds depending on if you get downed and that is simply ridiculous.
As said lockers are not a problem, if a survivor goes into a locker it's because you went after them or you were near enough to potentially slug them the perk is working to hinder tunneling even if you were just going to slug them you still went after them. the extremely simple thing to do is either just not go for them and get the other survivor nearby or if they are not on last hook just eat the stun so it's easier to kill them later.
As for what nerf it needs it should deactivate when you work on a gen and also after all gens are done the timer should be reduced. that would actually make it an anti tunnel perk instead of a perk you use as a safety net to do gens which is how it is most commonly used in high ranks.
edit: also it's funny that this is basically asking for the 60 seconds DS is active to potentially be longer when that amount of time is enough to do a gen AND heal. the timer doesn't need to be adjusted except for it's end game use, it last long enough to effectively hinder tunneling and any longer would be again ridiculous.
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the chase music is there to give the survivor a chance to get away, i know at least for me without the chase music i would never loss a survivor hell i bet i could hear them running through walls just fine like i do with spirit when phasing.
It's a debatable thing but I don't think it should be easy to hear them during a chase... doesn't mean you shouldn't tho.
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@Clevite said:
He probably lunged out of the window and landed on the pillar. I once dropped very slowly out that window and landed on top of the door downstairs.
I once had a survivor way too good at that and stayed up there to avoid me, super annoying.
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@kingcarl2012 said:
https://forum.deadbydaylight.com/en/discussion/221783/if-console-players-had-chat-available
You would be surprised at how fast some people can type with a controller i cant but i have friends who totally can. Its like in the olden days of text messaging when you had to type out messages using the 0-9 dialpad on a phone if you are used to it. Plus you can hook up a keybord as well if you want.
i am one of these people, i can easily type without stopping even with the delay.
the trade of though is not really prof reading what you type and it takes way to long to look back and forth using rb and lb, i wish they made it so you could see your entire message.
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hag is fine, people just don't like her chase mechanic which is you trigger a trap and get hit.
All of her addons are also fine imo, she is a strong killer get over it and go back to complaining about spirit.
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@Rareware0192 said:
Imo DS just needs three changes:
- DS does not activate off of grabs (lockers, gens, totems, etc.)
- If repairing a generator or cleansing a totem, the timer goes 2x faster for as long as you’re doing the action.
- Once you’re fully healed, the perk deactivates.
if it deactivated from healing stealth and insta down killers will allow the heal so they can tunnel, stealth killer gets the free hit and obviously insta down killers just use their power. It also discouragers healing which is what the perk should encourage and this would make perks like we'll make it less useful because you do not want a survivor to be tunneled and die early.
it should just be gens and it should straight up deactivate the perk to prevent survivors from doing gens off hook with another survivor to finish a gen in 20+/- seconds. It shouldn't be influenced by totems because that isn't a objective, i get hexs are a thing but in that instance you should simply take the stun so it is easier to defend the totem especially if they are not on last hook. Also grabs are fine, the ONLY reason killers complain about things like lockers is because they can't slug when a survivor does that which is tunneling and in all other grabs there isn't a problem the perk is fine in that regard because you can avoid that by not going for a grab.
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how about they just do the reasonable thing and restrict the perk by simply deactivating it when you work on a gen so it's actually a anti tunnel perk used to recover or do other things besides the objective.
Also that makes the perk not useful against killers with high mobility which means this would make it fail at what it's designed to do against specific killers.
edit: actually that just makes it incredibly easy to tunnel, even if the range was 40 meters making the perk only last 30 seconds is just bad since you can easily wait it out by hitting or downing another survivor before continuing to tunnel, following the unhooked survivor, or simply being out of range and quickly going back to freely tunnel the unhooked survivor.
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the thing is it needs to have a long timer to discourage tunneling, even just making it 45 seconds would result in people just waiting out the timer.
As for it's deactivation as i have said on nearly all DS posts i see making it deactivate after 3 seconds of working on a gen is the best nerf they could do. the second would be reducing it's timer AFTER all gens are completed to 30-45 seconds so it is less safe during end game saves.
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@CLAUDETTEINABUSH said:
https://forum.deadbydaylight.com/en/discussion/comment/1895542#Comment_1895542
I actually have never used the infinite range addon because I feel that it's going to be really bad, since my playstyle doesn't support going through the whole map.
I agree that the hook strategy is a bit too strong, but I usually just trap once, maybe twice if I know they're going to run into a jungle gym or something.
Thanks for letting me know
that addon if you know how to use it is one of the best addons in the game assuming you can use it, like if you get disoriented easily it's meh. like doesn't take anything away from hag it just makes it so you can only freely teleport every 15 seconds but you can still go to triggered traps.
It does allow for some really fun and bs strong builds, There is the obvious MYC + devour hope and then there is the stealth hag where you put on a bunch of undetectable perks and when they trigger you tp to a gen to try to get a grab or free hit.