AhoyWolf
AhoyWolf
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- AhoyWolf
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Comments
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@anarchy753 said:
I just don't see her being enjoyable to play until manifesting provides some form of benefit in a chase.
I mean, what could it do? I don't want her to be just a Wraith with extra steps and fancy visual effects.
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@jesterkind said:
People expect to hear her quiet 'lullaby' and the audio cue for manifesting before they get hit, so you can get a few cheeky smacks or gen grabs with the addon equipped?
That's what I'd assume, anyway. Not necessarily defending it, I just think that's the idea behind its inclusion.
This actually sounds reasonable, still pretty odd choice.
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@sizzlingmario4 said:
Yeah it’s not good. It only matters if she tries to just walk up to you without her power.
I believe they didn't think this through enough, because why would Sadako approach someone on a Gen while not in her power? Especially since they reduced the manifest / demanifest switch cooldown to 1.5 seconds...
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@R1ch4rd_N1x0n said:
https://forum.deadbydaylight.com/en/discussion/comment/2839979#Comment_2839979
You can report it and ask them to move it.
I might give it a try. I summon @MandyTalk, if you could please move this discussion to General please, if it fits there of course.
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Oops, didn't realize I posted this in the Feedback section, sorry.
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I think if we had a tier list from S to D, I would put her around high C or low B tier, her map mobility is pretty good, her stealth is pretty decent and can really confuse Survivors, now when the manifestation / demanifestation switch cooldown has been reduced by a whole second it's not a bad idea to use it in a chase now. She still lacks any chase power, but a smart use of her TVs can help with that.
I like her, she doesn't feel as oppresive as some other Killers released recently, she is actually fun to play, which I wasn't expecting from a stealth / teleport Killer and I think she isn't complete garbage like some people are trying to imply.
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I actually really like this idea! It could also tell you if the Survivor is being healed or not by how fast the aura is going from color A to color B.
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@GoodBoyKaru said:
the dlc normally comes out later, info page says it'll be available for purchase around 12pm est (aka in 26 minutes)
Oh, didn't notice that, thank you for the info!
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@Starrseed said:
Something I was always curious about because I never faced this perk as a killer. When a surv picks up the pallet does this blocks me from kicking it? If so then no cd would be bad I think
You can still kick it while they're picking it up.
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@CrashMADDS13 said:
Gens blowing up is good. In high mmr, this is the only way to get failed skill checks to happen, pushing a survivor off a gen.
If the issue is too much for you, there's a perk for it
I disagree, having Skill Checks randomly pop out of nowhere when you let go without any chance to prevent it isn't good design, if a design at all.
Just because Survivors are good at hitting Skill Checks at high MMR also doesn't justify this being a thing.
Maybe the Developers should make the Gens actually worth kicking and fix these unfair Skill Checks, maybe a higher regression or base 5% regression after kicking could help.
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@brokedownpalace said:
Yes I too think they should make it so perks and add ons make it so survivors literally cannot see. How will they cleanse Hex: The Third Seal? Not my problem!
I mean, sure, they could change the name of the status effect to more accurately describe its function, but does it really matter?
I mean, it's just ironic that the Status Effect called "Blindness" doesn't really have anything to do with Survivor's vision (other than showing auras of course), also I'm not suggesting to make Survivors literally almost blind like Deep Wounds does when it almost runs out, but I think a little darker corners wouldn't hurt that much and would actually sell the point that your vision is slightly worse.
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The best thing you can do is, when they are about to shock, just dodge it, if you dodge it they have a slight cooldown so you can unhook, or get really close to him when he's shocking, since the cone is smaller there and very unlikely to hit you.
Or you can just power through gens and leave, the same strat against every facecamper.
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I'll update this when I come back with a picture, but I think it's 20-21.
EDIT: Alright, I'm at home now finally, here is my devotion!
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I had this idea, what if Dead Hard was kept the same, but at the end of the dash, you would tremendously slow down for a sec?
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I like the idea of Survivors actually not being too far ahead, but maybe 16m is too little, maybe bumb it up to 24-28m and I think it would be great!
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@R1ch4rd_N1x0n said:
Hemorrhage is way worse. Idk what u mean.
Not actually that bad as the Twins, but yea, on anyone else it's awful, even more than Blindness.
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Well, I guess you weren't present here when the old Deep Wounds / Old Legion were a thing, right? It was extremely unfair before the current version.
Iirc, the first version of Deep Wounds used to go down outside of a chase, the issue was that you could exploit it by moonwalking to a Survivor to avoid triggering a chase and they wouldn't be able to do anything about it.
Then there was the second version that only went down while outside of the Killer's terror radius, this made it more bearable, until one interesting Perk came out with a interesting brand new status effect called Oblivious, this basically meant that after stunning the Killer while being in Deep Wounds, you were going down no matter what, no skill involved from the Killer's side.
And now we have possibly the healthiest version of Deep Wounds, there aren't currently any exploits I can think of, which is a good thing. The only issue with Deep Wounds now is that it is just uninteresting time waster, but it's still much better than guaranteed down with no skill involved.
Also Deep Wounds takes 12 seconds to mend, I don't know how could you count 4 seconds...
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Thank you very much!
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I haven't personally see much Spirit posts lately, but with your return it will hopefully change, glad you're back!
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@GoshJosh said:
I wouldn't mind the terror radius piece, but giving that much additional speed is a big no-no. Even at the cost of adding terror radius to the zombies, it would be more worth it than not to run that add-on (since the survivors will have to eventually flee the zombies anyways.. provided they don't get stuck). I might be wrong on this, but with his other speed add-ons couldn't the zombies move faster than the survivors? Too lazy to do the math.
If this add-on was made with the 100% movement speed bonus and if you combined it with the Ultra Rare add-on that increases movement speed by 150%, since the values are additional, zombies would still be tiny bit slower than Survivors.
They would have moved at 3.5 m/s and Survivors move at 4.0 m/s.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2832075#Comment_2832075
I'm requesting if I can share the information with regards to the speed, if I can, I will get back to you on that.
Thank you very much, I'm glad to hear that!
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2832060#Comment_2832060
The speed boost doesn't happen until after the animation of getting out of the TV happens.
Hi Mandy, glad to hear that, if you can, could you please tell me how fast she is? I'm really interested in knowing that, she seems really fast, I would even guess it's about the same speed or even faster than the lunge attack!
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@Kira4Evr said:
Honestly, Billy is mostly fine, so I wouldn't change him that much. But is Add-Ons could get a small tweak. And here's how I would do it:
https://us.v-cdn.net/6030815/uploads/EXX3N1WOH03K/screenshot-10.png
I think they will never remove the overheat mechanic, since they put tons of money into it, but they could rework it into a anti-camp mechanic, so the assets won't go to waste.
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I think this post has to do with the weapon clearly being sometimes even meters away from you and still hit while you're already running, it happened to me a few times, it happens with high latency I believe, this thread could have been worded better than just whining tho.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2830019#Comment_2830019
She has lullaby, will Monitor work?
No, M&A only affects the Terror Radius, so in her stealth mode you'll be able to hear her from 24 meter radius no matter what (unless you use her add-on that shrinks that radius) even with M&A, but once outside of the stelth mode, M&A will work.
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@Aneurysm said:
https://forum.deadbydaylight.com/en/discussion/comment/2829800#Comment_2829800
If I recall they wanted to standardise killers more at one point to be 115/32 or 110/24 with the few exceptions being nurse/Myers/Huntress but now slinger and Sadako also go against the norm they should just shrink pig's again. Would make whispers a great perk on her without also needing monitor
It would be pretty cool if all stealth Killers had a 28 metter terror radius by default.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2829264#Comment_2829264
it's not a typo, it's both the terror radius and lullaby.
I'm really glad to hear this!
Also a bit out of context, I guess her Terror Radius will change in the character info tab from 32m to 24m right?
Would it be possible to change the number on Michael's character info tab? I know he still technically does have a 6m terror radius hidden under the Undetectable Status Effect, but during gameplay it doesn't ever take an effect. I think it would be reasonable to change it to 16 meters in the tab, since we'll spend majority of the time in tier II during gameplay.
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@GoodBoyKaru said:
I'm assuming it's the lullaby but we'll know next week
I hope it's not, it would be really cool to have a normal speed Killer with a Terror Radius like that again.
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@Mr_K said:
It almost reads as a typo and they really meant lullaby. But thats just me.
Well, I hope it isn't, because that would be kinda disappointing.
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I completely forgot about old Freddy having it first.
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@EntitySpawn said:
She has a lullaby though
Only when in her Ghost form, while she's visible she has normal terror radius.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2829192#Comment_2829192
She does get a speed boost when she comes out of the TV - do you mean an even bigger one?
An even faster one or slightly longer default one would be amazing, getting speedy hits from the TV's was the most fun thing I had with her on the PTB.
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@Marc_123 said:
They changed some things, not all.
Also you have totem animations.
I don´t think survs animation are changed again soon.
Well, the healing is still the same, even tho they specifically stated iirc that they want to change that, since it looks like the Survivors are performing some kind of voodoo ritual on their allies.
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@CryptFriend said:
Didn't they revert that locomotion update?
If I remember correctly, people whined a bunch about what was a very visually appealing change because they weren't capable of adapting.
Lots of "nobody likes this" was being thrown around, as I recall. I'd spit in disgust at that, but... Yeah.
But maybe I'm thinking of the wrong thing?
I think the animations stayed, but were edited a tiny bit, I specifically remember the new animations for turning, those kinda broke the gameplay and they couldn't make them work, and thus they were removed.
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Well, the Developers are never wrong of course, Blindness is a Status Effect worthy of being Very Rare, because it disables OP perks like Bond or OoO. Don't even let me start on Haemorrhage Status Effect tho, better tracking on injured Survivors at ALL TIMES!? Very Rare worthy, no question about it. I would even argue about it being on Ultra Rare add-ons only due to how game breaking it is.
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I agree that the challenge is awful, let's hope they change it sooner then later.
Also if anyone is struggling with this challenge, try the build below with the Dead Dawg Saloon offering.
Balanced Landing - To be able to start running immediately after dropping from a great height.
Vigil - Just to get Balanced Landing quicker.
Iron Will - To be stealthy and harder to find.
Quick & Quiet - Take this for Lockers.
Try to be at the main building as much as you can, there is a balcony where the Generator usually spawns, when the Killer hits you and starts a chase, you can immidietaly jump down and aim for the Lockers below the balcony, once you enter them, it takes a few seconds before the chase is over, that's how I did it.
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@R1ch4rd_N1x0n said:
Instead I think it would be cool if you could choose one of that Survivor's unique perks to be a 5th perk for you. Like on Jake you could have 4 of whatever perks you want, and then have Iron Will, Calm Spirit or Saboteur as a 5th.
Same for Killers.
That would create some really unfun combinations tho.
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@binamsterdam said:
I find having so many good survivors plain skins pity. Why not give them some unique untransferable traits to make each of them some flavors?? The traits don’t have to be significant but echo to their background, like Meg can have 1% speed up when chased by killer, David can have 2% healing speed up when healing a survivor in dying states… small difference is good enough to make them more interesting, and it might encourage players to play a wider range of survivors as well… well just a thought 😄
Small values can make a huge difference, in your example, if Meg had 1% speed boost during a chase, why would you play any other Survivor? Thanks to that minor speed boost you could reach tiles you normally wouldn't have. Having Survivor traits would create a Survivor meta and I do not want that, since it would get stale pretty quickly and would create another thing the Developers would need to take care of and properly balance, and we know how their balancing goes.
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Without any add-ons, and thinking about the majority of the player base not being sweaty SWF with meta Perks, I would say that Demo is the most balanced Killer out of all the Killers in this game. He does have a bit of everything, his chase is pretty decent thanks to his Shred without being overly oppressive from the Survivor's PoV, his Portals give him some map pressence and he can get some surprise hits thanks to his post teleport stealth.
It's really sad that he basically got terminated out of the game. :(
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Also Demo fact that I think is kinda well known, but I mention it anyways, because most Demo's I played against don't use it:
Shredding from a hill or any other elevation gives you so much more distance than just walking.
Hovewer, Shredding from an elevation doesn't seem to ever hit a Survivor, I guess because the Hit Box of it is around Demo's arms and not his legs.
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@ThatOneDemoPlayer said:
Demogorgon's FOV increases when his Shred is ready. It's not by much but it's there, making Demogorgon the Killer with the biggest FOV (I think)
Demogorgon's Shred is the fastest attack in the game, moving at 18.4 Meters pre second
Demo's FOV increase is the same as TIER III Shadow Born, so around 15°, Legion also has the same FOV increase while in Feral Frenzy.
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I think they won't remove it completely, since they spent money on it.
A better way of handling this would be to make it a anti-camp mechanic, that just prevents you from revving for longer periods of time, but resets when chainsaw sprinting.
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I think they were sliders before, but they changed it some time ago for some reason.
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Legion with 3 Fatigue add-ons makes me yes.
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Nerf Pig, buff Nurse!
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She will probably have some really similar power to a Killer already in the game, but with a tiny twist so she isn't just a cosmetic.
If i had to guess tho, I would say Freddy mixed with Pig, there would be Wells or TVs around the map she can teleport to, and she would have some kind of "7 days" gimmick, if Survivor don't get rid of it she'll get some kind of boost or they'll die.
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I guess stealth is alright, but also kinda weak compared to other abilities, if they want to do a strong Killer that could be fun, mobility is the way to go, it makes chases more interesting.
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BHVR doesn't learn much from their mistakes, so something like:
Boon: Forgotten issues
While in the boons radius you recover exhaustion while running. All status effects last 50% less time.
It is completely possible.
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That I think would make it slightly harder, but once people get used to it, we would be at the square one again.
It needs a rework, it's only good against babies or people who cannot hit skill checks somehow, but for experienced players it's basically asking for gens to be done faster. Basically the old Hex: Ruin situation.
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@sizzlingmario4 said:
Another thing you could do is increase the noise of Survivor footsteps.
That said, you could probably add that and everything mentioned above and people probably still wouldn't use it.
Well, the sad truth is if you don't make it somehow crazy overpowered, nobody would use it anyways. And Predator is basically sentenced to be a tracking Perk, due to Wraith's "Hunter" theme.
