AetherBytes
AetherBytes
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- AetherBytes
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Most likely to recover energy in some way. He uses blight, when you rush less he doesnt need to recover as much.
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@Father_Dark said:
I'm fairly new to the forums and the one tagI understand is the DEV tag. But the others, I would like a little more clarification.
The TRUSTED tag is the one that confuses me the most. Who gets it? What is it based on? Are they employees of DBD or other? When they respond, does that mean they may have some inside info or is it just hat they've played the game for so long and have a deeper understanding?
I understand the roles of MODs and Community Managers, but are they DBD employees or special players that have achieved higher status?
Just curious. Thanks.
Trusted tags are people who've been here a long time and haven't ever gotten reprimanded for anything.
Mods are DBD employees but their work is here, not on the game. Same with community, but they're to keep people happy on the forums and dont really have ban perms iirc
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@Ghouled_Mojo said:
How much did you ######### smoke before posting this
This. Also yes, i want this costume. I may play blendette but if I could wear a crab costume im def gonna loop instead.
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@Almo ik its a bit rude to ping a dev, but all of us are interested in how itll work with haunted grounds? Will it restart haunted grounds and dim the other totem but then light one? Will undying be a solo HG? Or will haunted grounds override the perk?
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@Exerath1992 said:
https://forum.deadbydaylight.com/en/discussion/comment/1863207#Comment_1863207
Wait, you don't like insidious? I use it occasionally on any killer because if i come up to a gen and know someone was working on it, I act like im leaving but hide around a corner until I hear the gen being worked on again.
No i love the perk, its just sad that standing still often ends up in gens lost. I usually use it on lesion near a hook, then FF everyone who came and chase the unhooker.
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Insidious being actually useful? Holy #########.
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@Woot1234 said:
I think you're dissecting the exact wording too much. The first hex cleansed will always be the undying. You retain and can continue to accumulate tokens for your other hexes unless those are cleansed.
I think mechanically what is implied is if someone cleanses e.g. devour hope totem then the hexes are swapped and devour hope moves to wherever the undying was. Not that this is visible to the players which totem is which hex.
Heres a better way to describe it, when a hex totem is cleansed, you lose a random hex perk. Undying acts as a buffer here, it will throw itself in the way and take the hit for other hex perks
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no pallet is a wasted pallet if its the differance between escape and death. Your very existence is enough to make trouble for a killer
That being said, wow, yeah you did great. Looping is all about staying alive. 30+s before a hit is godtier in my book
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@magicmaster2020 said:
Can we stop with this "their buffing survivor things and nerfing killers" or vice versa? Maybe they're buffing survivor perks so people are more likely to use perks other than meta. And so what Undying is only used once. Most of the time they cleansed Undying first anyway. The reworked maps arent killer sided or survivor sided. They are balanced for both. It's crazy how people think that a BALANCE TEAM is taking one side over the other. Not to mention that if they really did that there would be no killers left. I'm tired of the bs, I'm tired of there being sides. It's a game. Have fun.
Hard to have fun when you run into slugfest nurse, or a 4man DS/UB/SG/Exhaustion perk. This game is balanced only if both sides prefer to play balanced, and almost no one does that. The game isnt balanced both ways.
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Stomp out is a definite no because it removes a killers ability to defend it
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@Lunacie said:
I just know that seeing their aura wouldn't do anything against good survivors. They'd just ignore the madness, watch your movements and loop you to death. And then as soon as you break chase they'd just snap out and be fine.
Actually, aura reading can be very useful, especially in mindgames, to check where a survivor is.
Plus with looping a pallet, they can only rely on the stain for knowing when youre near especially if you have The Seventh Page and at that point theyre in hitting distance anyway.
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@Lunacie said:
Yeah I just realized that I read it wrong.
I thought it meant survivors hold the button to drain their madness but when they do so their aura is revealed.
My bad
The closest to this is The Sixth Page addon
The Sixth Page – Rare
A page that says “ALWAYS WATCHES – NO EYES.” A Face seems to be drawn on it with crosses instead of eyes. When survivors are working on a generator, their madness will drain at 10% per second and have their aura revealed.
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@Lunacie said:
I still think the killer needs to have an "m2" part of his power, which could be an addition that assists him more in chase.
Again, he can m2 to read auras of maddened survivors.
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No contest. Wait for the circle to close over some or most of the boxes, then get aggressive and trap a few. They cant exactly go get it off now, and she can ambush the rest.
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@Lunacie said:
Another thing is that this is all 100% passive. The killer doesn't have to do anything for his power to work. He needs to have to take some active part in making the power work.
It may be passive, but it also does still take effect as looking at the killer is required for a few mindgames. Also, if you manage to blend in and be seen by a survivor, they dont get inflicted by madness until they turn away.
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@Lunacie said:
I think its interesting that this would encourage survivors to look away from the killer. (Could potentially counter object pretty hard) because so much of survivor play depends on watching the killer and looking behind you.
This would really throw a wrench into survivor playstyle. But at the same time just making him oblivious might not be strong enough to help him secure downs. Overall i think with tweaks its a workable concept for a fun unique killer.
The slowdown wouldnt be that bad (115% to 108%) thus could be used to see what a survivor does for a moment in a chase.
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Keep the bloodweb in, thats your way to level survivors after all.
Add a sort of bloodpoint shop were items, perks etc have a massive markup (a purple perk being something like 60k bloodpoints). It doesnt reduce the overall grind, but makes achieving what you want easier.
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@Miles said:
This might be kind of dumb but, ill ask anyway.
So, the entity feeds on Hope, right? So characters like Adam or David make sense to get dragged. But how is some 20 year old homeless dude that lives basically at the forest full enough of hope for the entity to go "Yummy"?
I just wondered this today.
Hed know how to survive and escape the best, which makes him hopeful as he knows he has the skills to survive
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@7ox1cblu3 said:
I'm sure someone may have suggested this already, but, what about slenderman? He could be a killer who's slower than survivors just like nurse, but he could have an ability where he applies static to a survivor, teleports infront of someone. It engages a bit of a cut-scene where the survivor has to complete a bunch of skill checks to look away, if they fail they get put in the dying state. And he has a passive where he automatically has an obsession that needs to collect 3-5 pages or they can't leave the trial. I'm not sure about perks but feel free to discuss your ideas or changes.
@Twepz said:
That's literally ruins the concept of the game.
What about my concept here?
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/1797146#Comment_1797146
Sprint Burst sounds fun.
Have you noticed that sometimes you'll jump in a locker even when Deception is active? Any idea what causes that?
It's only happened twice btw
@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/1797167#Comment_1797167
I think its a bug they mentioned in the patch notes. I have gotten stuck in a locker using it before.
If you spam the spacebar itll trigger it and youll jump in again
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@Shirokinukatsukami said:
Well people started using tons of keys after the mori nerf. They figured it was coming so they got it out of their system and their inventory.
Me? I still have hundreds of keys stockpiled, probably never going to use them. The only keys I use are green keys and I just put weddign rings on them. Super annoying though because the killer will swap in Franklin's 50% of the time and tunnel me out of existence even though all I did was use an aura add-on.
A killer cant tell if you have a simple green key or one that can jump the hatch, they look the exact same ingame.
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No. Just no. This has the capability of completely negating any mindgame a killer can do.
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i say keep it like that, you shouldnt be jumping off with the killer nearby anyway.
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STOP making useless perks. With every chapter, perks of both sides must change the "usual" playstyle, or make new options for it. There is one good perk for both sides every 5 chapters or so, is it a joke ?
This is really the inly defendable thing there. They dont add good perks in new dlc really because theyre afraid of being called pay to win (a bit late with DS and STBFL tho)
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@Lycidas said:
https://forum.deadbydaylight.com/en/discussion/218087/new-clown-is-going-to-get-bullied-hard
Throwing the antidote is going to be completely optional though? If you see that you don't know how to throw the antidote in an effective way you can simply NEVER switch bottles and always use the regular bottles, so the only change that will influence you is the fact that the reload speed now is faster, do you think player's experience will be more miserable for that?
Plus if youre afraid of survivors getting a speed boost just use a tonic to negate it when youre done with it
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@GhostMaceNotCrusty said:
https://forum.deadbydaylight.com/en/discussion/comment/1862295#Comment_1862295
The thing with doing that while another survivor is still out means that the killer has to go in and hit you until you leave rather than looking for the last guy
Then go look for the other guy, i can wait.
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@ProfGameAndTalk said:
I'm new to the game and LOVING it. I'm in the process of 'getting gud' and am dealing with a lot of 1ks and displeased entities. That being said, I'm really loving the game. I do have an issue with the endgame when a survivor (or several) will sit at the exit gate and teabag or just spin around, not leaving the area. I'll usually not give them the satisfaction and I'll just sit across the map and wait out the timer but there are times when they are injured and I'll have a decent chase to the gate and hit them while they are trolling. My issue is that last hit, whether M1 or maybe I have corruption with the Plague and they drop to dying state but can immediately crawl and get out whereas I have an animation that has to play out and can't pick up someone in the dying state.
I think it would be nice if there was a change to the mechanic at the endgame that would discourage the sitting at the exit gate so the killer can pick up a dying survivor who gets downed RIGHT AT the invisible barrier.
I know, some survivors are healing to get more points, but that doesn't take all the timer to heal up. Maybe a heavy penalty to bloodpoints the longer they take to get out of the exit? I don't know. I just know that I love the game and I'm gonna keep working to get the 4ks and silence the trolls. Thanks peeps and feel free to come tell me how awful I am on my stream. Come to twitch and my username, I stream almost nightly. Thanks folks!
Not all survivors do this to troll. I personally do it so you can whack me a few times so you get extra bp.
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@TheButcher6641 said:
I'm thinking of using on my oni as both perks are really strong on him but does m&a add 8 metres to infectious or does it take away 8 metres. Just want to be sure before I use the build.
If you down a survivor in a chase itll add 8 meters. If you do it outside of a chace (say you snuck up on them and/or they didnt run) itll take 8 meters.
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Ubisoft: "Oh no, new op is too OP. Quick, nerf blackbeard again!"
BHVR: "Oh no, survivors are beating up killers. Quick, nerf their hex perks again!"
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@BabyCameron10 said:
They should just make it so that if a survivor fully heals, DS deactivates. Never really understood the “Deactivate after hooking another survivor” sorta thing. Doesn’t really make sense IMO. And besides, no matter what they do to DS, it will always be problematic.
@icemancat said:
https://forum.deadbydaylight.com/en/discussion/comment/1861196#Comment_1861196
The problem with that idea is that it can be abused by survivors. If a survivor knows that if they fully heal, they lose the effects of DS and can no longer punish the momentum of the killer, something they wouldn't want to do. The point of "Deactivate after hooking another survivor" is to prevent the survivors from intentionally cancelling the killer's pressure as I stated in my initial post. Cancelling out the killer's pressure with DS is something that I don't believe the developers originally intended unless they say otherwise and even if it was intended, it has caused a lot of frustration with a lot of players.
Also makes more sense. If i hooked someone while youve been unhooked i obviously havent tunneled you.
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@Ruse_Cruise said:
I have a question about trapper’s buff to trap escape chance. The devs said that the most you can stay in the traps is 6 attempts, what does that mean for his addons that lower the chance to escape I assume that it just makes it so needing to do 6 attempts is more likely but idk. Or will those addons be changed at a later date?
They said that those will increase the maximum number of tries
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No sé si puedes leer en inglés, pero he creado un personaje completo de Slenderman aquí.
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@freddymybae said:
as soon as they change undying people will run hope till a point survivors cry about the 1 shots and the moris so the devs nerf that perk as well
Actually, this is the one thing i dont think devs will touch. DHo is strong, but unlike most hex perks its use doesnt kick in until a bit into the game, even sooner with more aggressive survivors
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@Zeus said:
https://forum.deadbydaylight.com/en/discussion/comment/1858937#Comment_1858937
Frustrating for survivor I mean. Going slow and the killer going fast can easily get annoying if you can instantly switch bottles
Do remember a misthrow, forgetting to switch, or even a bad play could boost the survivor
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@Zeus said:
https://forum.deadbydaylight.com/en/discussion/comment/1858912#Comment_1858912
I hope using haste on yourself and slowdown on survivor doesn't end up being frustrating while on a loop.
If youre afraid of the survivor getting the buff use a tonic to nullify it before they can use it
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/1858671#Comment_1858671
If you use the gas that speeds up players on the survivors then you deserve to lose.
You obviously throw it only in your path. The change is actually really interresting.
Even at the most basic principle of throwing a slowdown bottle at one side and a speed up bottle on the other side will most likely result in a hit now instead of just a quick pallet
Actually, yeeting it into a survivors path can be beneficial. Lure them somewhere for the boost, then use the tonic to nullify the antidote before it buffs them
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@onemind said:
With his his change how long dose it take to swap bottles because if it's like .5s it can be good but if it's like 1.5s not so much after all time is of importance
Instant, devs recently said so on another discussion. No slowdown either, just pick and throw
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Yay. deep wound was never an issue. It was literaly something you could ignore and then fix almost immedietly when you remembered
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check this out, ive done the Devs work for them
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1858645#Comment_1858645
People have less chance to escape on their first 3 attempts, so the chance that someone steps in a Trap and is immediatly free (which is faster than disarming it, lol) is lower.
Indeed, but that was less common than a trap taking sometimes 10 attempts. It takes about a second per try, so thats 6s to escape and thats if the killer is lucky
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@TheMythicalCat said:
You are aware that 3 Killers got buffed, right?
Wraiths aint that useful. That shimmer stood out a mile away, now all it does is make it stand out that the survivors have a good four seconds to lolligag before he even starts ringing the bell.
Clown ill have to see a game of to decide.
Trapper is actually a nerf, it may be more consistent, but its more consistent to the lower end if the scale. If they had increased the time per try then perhaps it could be a buff, but they didint and so its a nerf overall
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@VSchmitt said:
Guess what? Undying huge nerf incoming (now will be actually beter to use ToTH since at least you get a loud notification mid chase) but survivors' perks are getting adjusted to a better version...
Hell yeah.
@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/1858500#Comment_1858500
Trapper Butt? He has enough, we don't need that buffed.
*sorry, I'll go back to collating now*
Tbf most of the survivor ones are QoL and making unused perks more likely to be used. Its not like they buffed DS
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@Floofzy_Kitten said:
I'm one of those people who thinks that light burn is archaic like old Slippery Meat being a Trapper counter, but shouldn't the Spirit have a lightburn mechanic?
Light burn is specifically a mechanic that works against killers who enter the Spirit World. The Spirit is not only called "The Spirit", but her power obviously lets her phase into the spirit world, yet she has no light burn mechanic like the other spirit world killers (wraith and the nurse).
A good light burn mechanic for spirit would be if you shine a flashlight at her body she will go transparent if she is currently using her power, giving you tell for if she is using her power if you have a flashlight.
@AhoyWolf said:
Well, the Spirit doesn't actually travel through the Spirit world, she has her own ethereal plane, so that's why she cannot be light burned.
The spirit does travel through it, yes, but thats wgat makes her immune. Wraith and nurse still exist on the same world as the flashlight burning them, while spirit fully enters and exits it. The husk is just that, the remnant of her abandoned physical body.
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@Sraifer said:
Pretty plain question. Why just sit at the exit? Just trolling? Earning some points I don't know about? I mean I've started to just use the time to break pallets but I'm wondering if there's something I'm missing.
I sit against the exit so you can hit me for extra bp, i dont usually run around insumide it tho.
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@kaijudane said:
https://forum.deadbydaylight.com/en/discussion/comment/1856960#Comment_1856960
Awesome question! The gates being powered shouldn't grant killers anything special. If they were too incompetent or unprepared to patrol gens then that's their problem.
I look at it a different way. Tell me about any horror game where the killer gets weaker through it? And dont come back with "dbd isnt horror" because its based off of slashers and while not scary, still falls into the horror genre.
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@Wesker09 said:
It's getting ######### annoying getting sandbag at times in solo queue and it just happened again and as a result I died and depipped (despite the quentin who sandbagged me did nothing to help) like why do survivors sandbag each other like i'm tired
If the sandbagging is deliberate then yes. Just because jake jumped the pallet before you did doesnt mean hes deliberately sandbagging
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The closest thw game gets to p2w is buying dlc to make the perks easier to access instead of just hoping one of a hundred just happens to appear in the shrine, and even if you buy the dlc you still need to grind
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@chargernick85 said:
https://forum.deadbydaylight.com/en/discussion/comment/1856866#Comment_1856866
it would be better than now sure but not if they have became broken by the sickness. They should be punished for that.
They are, theyre a one hit down, and if they get downed cleansing wont give the heal. Its only if the only damage they suffer is through sickness.
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@Chrisko said:
Which perk is the one that Killers can't live without?
As I understand the term "crutch perk", it is a perk that people can't live without and tend to rely on the most. It is currently the most popular perk for killers. Don't take the term personally.
Note: If you want to talk crap about survivors, start another discussion. No whatabout-ism please...
Honestly half the time i forget i even have it equipped, and when i do remember its more just giving me a general status of the other team.
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Self carer here. I dont really think SC alone is a bad perk, its just had such a light cast on it. With a little imagination, and knowing when to use it, you could 99% yourself, boost your gen speed using another perk that requires you to be injured, then pop the gen to draw attention from the killer and then pop the heal for the chase.
Also sometimes its more dangerous to actively seek out other survivors for heals (one is dead, youre playing against a stealth killer etc) or the killer is searching a gen you want to finish and healing yourself, even partially, while waiting for the coast to be clear can be beneficial down the road if you find another survivor.