AetherBytes
AetherBytes
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- AetherBytes
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yeah, that's not worth being a hex perk.
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No description either. Huh.
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While I love this idea from a killer's perspective, this wouldn't be a good move.
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"Simply not tunneling" can't be used here, the game doesn't know what tunneling is and can't properly judge that, meaning there's a lot of cases of people eating DS despite not tunneling. And I don't want to bleed out on the ground for 4 minutes, no-one enjoys that.
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Whats my evidence? A pallet stun is 3 seconds. Breaking a pallet costs 5.6 seconds.DS, in it's current state, eats up nearly as much time as a perkless killer getting pallet stunned, then kicking the pallet. That's a lot of time, especially since in a fair few situations you're gonna be able to chain stuns, or slow down with more pallets or a window.
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@Visionmaker this is a situation of DS getting buffed because of it's only good counter, endurance, then having that counter removed. Imagine it as if I buffed hag to teleport from anywhere cause survivors could always trigger the traps anywhere, then nerfed survivors so crouching still sets it off. One side has gotten boosted to balance, then the other side nerfed, so it's become broken again.
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Auric cells is if you want the killer, DLC if you want the package.
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@Mr_Digi said:
https://forum.deadbydaylight.com/en/discussion/comment/533615#Comment_533615
reduced time is okay, 15 sec then maybe? BUT... the timer pauses while in chase. (just so killers cant run after the ds user and count to 15 before downing them)
No, that becomes an issue, because then an SWF can easily bully by using the same survivor with the same cosmetics. and using the same name. Someone with DS could loop me for 3 minutes, only for me to get them and just get stabbed.
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@Jimsalabim Correct. When being spotted, you get a general idea of where, when detected you get their exact location
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@Mr_Digi said:
or.. make a change to ds like this:
If the killer tunnels and downs the ds user, the timer pauses (so you cant be slugged)
If the killer hooks someone else when the ds user is not in the dying state, ds deactivates (so the killer cant down the ds user, then the unhooker, just to hook the unhooker before picking the ds user back up)
Sounds okay?
Only if it then has a reduced timer. Many time's I've unwillingly eaten a DS stab because I can only find them and not any saviors, and they just ran right in front of me.
Disable it when you're healed to healthy as well. The killer obviously isn't tunneling you if you have time to heal.
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NOED isn't OP, it;s a punishment that, like ruin, is usually gone in 15 seconds.
And you do realize as long as the trap isn't active, you can just walk out right?
Wraith partially comes out of the spirit world to kick gens, he can do that to hatch to, and gives him the strategy of hiding on hatch to lure the survivor.
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@Mr_Digi said:
https://forum.deadbydaylight.com/en/discussion/comment/533578#Comment_533578
i'm okay with the reworks, but vaults was never complained about. and now its #########... if you dont like windows... bring bamboozle
This is like saying always bring "Calm Spirit" because you don't like the doctor screaming, despite not always having him.
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@ProfoundEnding said:
The hair has almost no physics now. I hate it.
At least it doesn't look like a spiders nest
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Grabbing off objectives should negate DS. If you got caught on one, more likely then not you were either dumb or they lost you and then just found you again.
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@QwrtyMan213 actually, this would increase the grind to find things you'd like.
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@Crazewtboy said:
https://forum.deadbydaylight.com/en/discussion/comment/530853#Comment_530853
No, if you can make it to endgame by yourself then the odds shouldn't be stacked against you because chances are your team were terrible and it led to you being alone. Even so, the killer should not have doors be able to spawn on the same wall in endgame collapse. They already have enough power with the timer and the ability to close hatch. But let's say you made it to endgame and your team wasn't garbage, should the killer be handed a free four man because of door spawns? That doesn't seem right.
You forget the survivors are a team. If you are the last man you have failed. That hatch is your second chance to leave before you are killed.
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I've heard this everywhere, but cannot find anything about it.
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@moonlunn said:
https://forum.deadbydaylight.com/en/discussion/comment/532242#Comment_532242
Lmaoo y’all are taking this way to far like y’all don’t know what an “exaggeration” is but enjoy the negativity I literally don’t care
Judging by your quote bellow
@moonlunn said:
We love seeing whiny killer mains about something that they haven’t even tried yet
We have determined this to be false.
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@moonlunn said:
https://forum.deadbydaylight.com/en/discussion/comment/532217#Comment_532217
What do you call what’s happening lol
@moonlunn A killer main telling people to stop complaining about a killer nerf. Doesn't make sense to insult me about whining about the nerf, when I'm whining about people being pissy about it.
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@Nobu I wasn't told about the legion changes, what are they?
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@Peanits any chance I could get a refund of iridescent shards for those cosmetics? I had them to make stealth proper viable instead of running in circles for 5 minutes straight, If I'm to be forced into that all of a sudden, I want shards to get perks from the store instead to help me in a chase.
Edit: Yeah yeah, vote me down. Some blendettes actually do objectives and aren't noobs. I usually do 2 gens solo and take out a few totems, but I'm ######### in a chase, so I need all the stealthIcan get.
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Copy the folders with the icons, verify files, reinstall. See if that works
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I can agree to these changes as someone who plans to main him. His addons were slightly broken, pallet stuns make sense, survivors had a long enough mark time, and it was hard to successfully break his stealth midchase
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@BadMrFrosty said:
https://forum.deadbydaylight.com/en/discussion/comment/531842#Comment_531842
H.. how.. were they not understandable before? Hit by pallet -> killer groan/screen shake -> immobilization -> realization of 'oh I'm stunned'.
What is happening to this game?
Hell, I know I've been stunned because I can see the pallet falling.
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I did not realize that 2 different songs play. then again as a survivor I usually stay away from chases as much as possible. I prefer the survival one though.
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Basement Bubba is OP on Lery's if the basement spawns in the operating room. You can go upstairs and watch the entrance without being spotted at all, and then rush in there once they are well and truely in there. Sometimes you might get a 2 for one deal
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It's not a survivor pressure tool, it's a progression stall tool. Survivors cannot work on gens, totems, or the like until they mend, otherwise they risk going down. Basically, it's to make them lose time.
There is no benefit for a second hit except for the fact you will be as close as possible once you start coming down from FF.
What you want on Legion is Sloppy and Thanataphobia. His Thanataphobia really compliments his stall, since it persists a bit into after mending, and sloppy keeps thana in the game a bit more then normal. And since his ability will always put a survivor in the injured state, it's extremely easy to keep thanataphobia running. Add to that some survivors will do all they can to remove thanataphobia, and will look for heals, which just means they'll stall the game more for you. Problem is, unless you meet a team of self care users, you can inflict injury faster then they can heal as long as you're willing to ignore chases that might give them a chance to get back up from injured.
ThoughSloppy Butcher does not affect mend time. Mend is not considered a healing action.
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Wasn't the red stun, like, heavily reduced so only the endge of the screen faded in and out? Or is that still too much for some people? I don't mean that with any toxicity, I just though it was reduced enough to avoid this.
I like the red stun flash though, wish there was an option for full stun VFX, after all I'm just looking at floor for half a second, unlike Legion's fatigue where I feel like I'm going blind while trying to keep track of a survivor.
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Frankenstein Myers please.
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I swear if this is done I will be demeanding a refund of my cosmetics. I bought these so I could actually be stealthy, and not run a killer around in a 3 meter circle for 3 minutes straight.
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@Peanits said:
This would, essentially, allow you to follow a survivor and ensure that they can never leave, in spite of being able to get to the exit before being downed.
Perhaps make it timed then @Peanits ? When it triggers, it has a 15 second timer that it triggers for, then a 5 second cooldown. It'd be enough to kick everyone out, and to balance can't be triggered with 30 seconds or less left on EGC. And final survivor can ignore the effect, to stop any possible tunneling, since other players will leave to save their ass (causing 1 player to be left) or cause a scramble, where everyone tries to run because of the block.
This makes opening 2 gates and the mindgame of which gate will they try to open up. Are they running for the other gate, or will they try sneak in behind you as you patrol.
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The maps have either landmarks or patterns. Maps like Coldwind, Springwood, and the asylum maps are landmark maps. Maps like Haddonfield, The Game and to an extent Lery's are pattern maps
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@ad19970 it triggers at the same distance that the entity blocker appears for the killer.
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What Johnmwarner said. Bodyblocking is only considered, well, bodyblocking if there's 0 chance to escape.
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Another idea is to perhaps give killers the ability to close gates after they have been open for a few seconds.
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@YaiPa Thanks for the feedback To clarify some things
Stalker can collect up to 100% worth, what's altered is it's collecting and expenditure rate. At tier 3, max charge, it lasts for 40 seconds
Murderer's Delight is meant to be a perk you'd base your strategy around if you ran it. It gains a token every hit, whether it's a down or just an injury, so if they heal that's just an extra hit. You could toy with it or use it as an endgame. It can complement a slugging build, or be used of builds where you're most powerful at the end of a game.
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Any feedback?
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@dbd_noob said:
https://forum.deadbydaylight.com/en/discussion/comment/530945#Comment_530945
I also run hope in my current build. I really like it, but i am not sure if it really helps. I got downed in endgame using it and i escaped using it. It is one of those perks that is hard to tell if it helps you or not. There are quite a few of those. Dance with me for example. That is the perk that i really want to use, but often dont...
Run hope with sprint burst and adrenaline. Start sprinting just before gates are powered.
ZOOOOOOM!
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The hatch is not a win, its a "You lost the game, gtfo while you still can."
However, perhaps the hatch shouldn't spawn at all until either 1 person is left or the gates are powered. So both killer and survivor have the same time to find it.
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Only problem Sabotage is near useless. hooks regen, and you'd need to be able to finish the sabo just before the killer reaches it.
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@DocDragonForce here's a hint, if you enter a category then press new discussion, it'll automatically create it for that category.
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I'd prefer that the killer get's priority. You already lost, that hatch is your second chance at that point. You're alone in the trial, you're not meant to have any power.
If they brought back hatch grabs then sure, survivor can have priority.
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If they brighten her brown clothes I want a refund. I bought those to be stealthy, so if they remove that I want it refunded.
also @darktrix I'd buy those in a heartbeat.
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what thekiller490490 said, Killer is meant to be powerful. You, as a survivor, have strength in numbers. 16 perks worth (though you're unable to co-ordinate them) and have a lot of crutch and second chance perks. You do not know the pain of killer till you've had an entire team injured, then all immediately heal because of adrenaline.
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They all are a creation by the entity, why build any variants if there's no other memory of them
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@RotBb pleaseelaborate. Going "You're wrong" without evidence isn't helping your case.
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@xEa there's an "Answered" buttone somewhere, cant remember where, but look on the post that answered your question.
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@[Deleted User] said:
Hatch isn't a free escape mechanic. It's a mechanic designed to end the game. Same with EGC. The games would drag on forever if the last survivor was able to just immerse and hold the game hostage. Before EGC, I once had a game held hostage for 30 minutes. It's the main reason why I don't particularly like Deathgarden. Stealth is way too viable for Scavengers.
This. My logic isn't "You jumped the hatch and won!" It's "You lost the game. Get the hell out while you still can and keep your items."
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I don't get many of these kinds of people. Once had a game where we were stuck in an endless 2 man loop of Do gens, run cause killer appeared, they kick it then patrol every gen in 6 seconds.
Was in that game for 30 minutes as a clause, with an adam left. I risked my life, saved the Adam last second on death hook, then took off and hoped the Adam lasted long enough. Found hatch, did the most cinematic "Your savior is here!" moment by doing the "Come here" emote on a hill, start running for hatch, only for killer to find and chase us. He takes a hit for me, and we both just manage to jump through hatch using a key I found. Endgame chat lights the ######### up with "OMG" and "Holy ######### how" from the other survivors since I walked in with a medkit, and they didn't expect me to find a key. Killer was very sportsmanlike, talking about how we basically earned that, and even was with me complaining about it being in the middle of jackshit nowhere (that's why the game took so long).
Man it feels good to save another survivor.