ARatherStrangeKiller
ARatherStrangeKiller
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- ARatherStrangeKiller
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You mention perks that are good against Nurse but then seem to glaze over the actual counterplay against Nurse that, if used correctly, makes it very punishing for the Nurse. Nurse is a very all or nothing killer in most regards, with only a slight second chance, that granted should be used more often, in the form of her secondary blink.
For example, one of the most basic counters to a Nurse, albeit an unreliable one against more experienced Nurses, is to run towards the Nurse since a Nurse has to commit to a blink as soon as she starts to charge one up.
Another big thing about Nurse is that while she may have the ability to go through walls and the like, if she doesn't exactly know where a survivor is she can easily whiff or otherwise overshoot/undershoot the blink entirely from clever movement on the survivor's part. While Nurse may have counterplay to this, it is equivalent to trying to pressure a survivor around a pallet to make them mess up and run into you, meaning it is usually a 50/50 of said counterplay actually working if a survivor commits or not.
I'm sure there's more that even I am not aware of but those are the main ones that come to mind immediately.
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Demogorgon: Demodogo or Demogargle
Hillbilly: Billy
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Don't think I've ever seen anything like that... I know that hackers tend to have control over their health state but I'm having a hard time actually determining if this is a result of such or if the game just had a heart attack similar to the locker grab bug.
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It's a bug across all killers afaik. Their melee cooldowns after hitting something have their audio tremendously reduced for some reason.
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Consider it signed by me. BHVR needs to actually listen instead of throwing out excuses or ignoring them outright. We have a voice too and so far they only seem to be ignoring it unless it is positive reinforcement of their practices/changes. We need to be loud enough to ensure they will hear us, and furthermore, we need to point out the blatant lies that is the post that states that there is "no going back" in terms of the UI. Not only for technical reasons, but also for the reasoning that they were supposedly not going to make any drastic decisions until they supposedly heard feedback from console players.
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Survivor: Bill
Bill as a character is pretty cool in my view, and I've always appreciated having a Left 4 Dead representative. Though above all I just like saying his name. Who doesn't like a character named "Bill?"
Killer: Nurse
Yeah, I'm a sweatshop killer in terms of main, but I like the challenge playing Nurse provides. Nothing beats the amazing feeling of just absolutely destroying survivors thanks to the hard work and dedication in learning her power. It can get frustrating at times, sure, but it's all a part of the learning experience (but please fix her bugs BHVR plz thx).
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First time I've heard this affecting a killer, I've mostly heard it affecting survivors with most killers actually somehow pipping when getting a black pip or double pipping on a single pip.
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Either would be suitable if you ask me.
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Honestly the only props I'm willing to give them is they added a better visual indicator for injured survivors in the new GUI, disregarding its other flaws. I'd still like to see BHVR make an effort to give us a quality update at some point. This was initially shaping up to be one, all things considered, yet the bugs introduced and their blatant disregard, regardless of reasoning, of the feedback that was against the new UI (excluding the change to injured survivors) makes the update more equivalent to a sour chew under a thin layer of cheap chocolate.
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I wouldn't go as far to be upset/quit the game or lash out at the devs over a GUI, even if I strongly disagree with its implementation, but disregarding that the game is certainly in a weird position given the, as per usual, slew of new bugs with two new ones making the game borderline unplayable: namely those relating to hitboxes and the emblem system. I've come to expect this from BHVR at this point but... yikes, this is pretty bad.
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No doubt a result from emblems being borked, mate. You'll likely have to wait for emblems to get fixed.
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@LapisInfernalis said:
Could it be that we see other people's Emblems or get their pips?
I find that unlikely if we look at Mr. Bubba above us. Looking at those scores, I find it highly unlikely any of those survivors 2 pipped. I think the emblem system is just borked entirely.
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The footage implied that the survivor who stepped through both clouds was both hindered and had haste, so I think it's more so that the Haste buff given will counteract the hindered debuff. It's not that bad the more I think about it, certainly could've been worse, but it will require a new learning curve involving when to and not to use the antidote.
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I think I'd prefer if Clown kept Solvent Jug, personally, and instead reduced the exhaustion timer so that it isn't absolute aids to deal with, honestly something tiny like 5 seconds would be plenty: enough to keep a survivor from throwing out a Dead Hard or the like while in a chase but short enough to where with proper play a survivor can wait it out and regain their exhaustion perk.
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@ACasualDoorMatt said:
My idea of a rework would be:
Using whatever is at hand, you stab at your aggressor in an ultimate attempt to escape.
After being unhooked or unhooking yourself, Decisive Strike will be active.
Press the Secondary Action to begin a difficult Skill Check to instantly escape the Killer's grasp and stun them for 3/4/5 seconds once per Trial.
- Succeeding or failing the Skill Check will disable Decisive Strike.
- Successfully stunning the Killer will result in you becoming the Obsession.
Increases the odds of being the obsession.
"There's nothing to be scared of." - Laurie Strode
To make it easier to understand, rather than always triggering when picked up after being unhooked, you get to choose when you want to use it at the cost of only being able to use it once every game.
You're aware that this is how DS used to work, right? Minus the fact that you had to have been unhooked, this is exactly how old DS worked and honestly that version is worse than what we currently have, this included. The fact there is no time limit means a survivor can save DS for whenever they want to use it, including during the end game where they can just stun the killer as a "######### you" and escape. This is a terrible rework.
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I know one particular fat shame spot where a gen can spawn. I'm unsure if it's exclusive to one of the swamp maps or if it can happen on both, but the small ship that can sometimes have a gen on it can spawn in such a way that the killer can only get to it from one side, the other side it blocks them but survivors can get through just fine. Makes the gen fairly difficult to defend.
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I've experienced a few instances where the game literally prevented me from throwing down a pallet. I would snap to the position to throw said pallet down but the animation itself wouldn't play, which has cost me some chases
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I remember someone reporting me because they claimed I couldn't have seen them on BBQ when they entered the locker too late.
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Imo the best thing in the rift is the Legion's weapon for the "Never Stop Slashing" set. Everything else I will agree is pretty meh
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@AggressiveFTW said:
https://forum.deadbydaylight.com/en/discussion/comment/1792318#Comment_1792318
https://forum.deadbydaylight.com/en/discussion/comment/1792320#Comment_1792320
https://forum.deadbydaylight.com/en/discussion/comment/1792280#Comment_1792280
Wait did I just see things? I thought I saw the gas shifting in rainbow colours, I am so confused. I 100% saw it, for real! (when I watched the stream while it was live)
If by "rainbow" you mean the classic pink with the first bottle and a shift from white to orange with the second bottle, then yes. This shift in color could mean that the bottle has some sort of wait time before it can actually induce its effect.
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@AggressiveFTW said:
https://us.v-cdn.net/6030815/uploads/C72FLUOMFYJK/eokyfjpxiaywlzm.png
I'm pretty sure it's not what you think it is. If you take a look at the leaked add-on, you can clearly see that it replaces Afterpiece Antidote bottles with Party Bottles. "Party Bottles", as we saw in the video, the gas was in rainbow colours. That may be the party bottles that was mentioned in the add-on.
I think there's something wrong with that assumption, considering that the description of that very clearly states it replaces the gas with confetti. I'd also like to note not only the different name, Afterpiece Antidote instead of Tonic, but also the demonstration video made a noise akin to switching items. Afterpiece Antidote appears to just be a new bottle entirely that the clown can throw which will induce a different effect.
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I mean there already is a punishment for letting a teammate die on first hook: you're down a player making the killer's job easier.
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An interesting concept, although I feel it should have an effect similar to Thrilling Tremors, in that it cannot block a gen currently being worked on.
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Personally, I think Sole Survivor should be more an equivalent to Hope or Adrenaline. As the last survivor left, you don't exactly have many things going for you outside of hatch, but if the killer finds that anyway you're screwed. Instead, I propose we do away with the token system entirely and change it to have the following perks.
- Gain a 2% Haste bonus
- You open the Exit Gate 4/8/12% faster
- Only takes effect if you are the last survivor
While this does mean that if the killer has BBQ or some other perk that allows them to see the survivor, I think that would not be too big of an issue since BBQ would be the main concern which can easily be countered with a locker, but even if there is not one close by, being far away enough gives them ample time to make ground and throw the killer off their trail.
No matter how you look at it though, it is a very selfish perk, although I feel like this would make it usable rather than mostly useless.
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I feel it was likely more done for balancing purposes, as otherwise that sounds like something similar to old Dying Light. Having a permanent de-buff due to a teammate dying, which may encourage tunneling to slow the game to a crawl, sounds pretty over powered.