AhoyWolf
AhoyWolf
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- Username
- AhoyWolf
- Joined
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Comments
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I'm not against it, that would actually make it a really good perk!
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I think the only reason why it is a hex perk is so Blight can combine something with Undying.
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I don't see a problem, if you get healed in front of him and he hits you again you give him his power faster.
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Not sure, since BHVR has a break on christmas I think.
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@AnnoyedAtTheGame said:
https://forum.deadbydaylight.com/en/discussion/comment/1825158#Comment_1825158
So your telling mw tour survivors fall asleep all on their own?
Yes, they do.
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@Dwight_Fairfield said:
https://forum.deadbydaylight.com/en/discussion/comment/1825154#Comment_1825154
Tier 3 attack is special for Mikey since its the biggest lunge in the game.
True, but it's still a basic attack, like a basic m1.
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@AnnoyedAtTheGame said:
https://forum.deadbydaylight.com/en/discussion/comment/1825115#Comment_1825115
Do you have freddy as a killer?
Put him on.
So I tried him and I don't have any issues with Freddy, Dream Snares work like they should, teleporting works fine, Survivors fall asleep normally.
Just to note, Dream Snares don't trigger on awake Survivors, this was always a thing.
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@Dwight_Fairfield said:
Coup de Grace is really fun on tier 3 Mikey.
But that isn't for special attacks tho.
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@AnnoyedAtTheGame said:
https://forum.deadbydaylight.com/en/discussion/comment/1825097#Comment_1825097
I'm playing freddtyright now and 0 people are going to sleep.
There isnt a timer anymore ans therw is mow no morw clocks in thw game in thw maps.
My snares arent going off and survivors are walking through them.
Can you record a video for me please? I really want to see what's happening.
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Freddy wasn't nerfed tho? (He will get nerfed, but there weren't any changes recently to Freddy)
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Nancy
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Most of her add-ons should get reworked, 80-90% of her add-ons are for RBTs, which somewhat contradicts with her playstyle of not focusing the trapped Survivor, because they literally cannot do anything other than search boxes, so why apply mangled, blindness, exhaustion, if you probably won't go after them? Make her add-ons more focused on her dash and crouch ability instead! (Like faster movement speed while crouched, faster dash attack, etc.)
Her RBTs should also get a slight rework, I really liked the idea in Otzdarva's video, where RBTs had certain amount of searches needed to remove them. (1, 2, 3, 4 searches, but they were randomized, so you couldn't know what Survivor has the first or fourth search)
Also move the roar sound when she starts to dash to the end of the charge or middle.
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@Mandy said:
No that's the way the perk has always been, no tokens for dying state or hooked...unless it was previously bugged and then debugged but that's definitely the way it's intended to be and the way I remember it working.
Maybe I just confused it with Pebble, because Pebble's cooldown does regenerate while downed / on hook.
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@Mandy said:
No that's the way the perk has always been, no tokens for dying state or hooked...unless it was previously bugged and then debugged but that's definitely the way it's intended to be and the way I remember it working.
Oh, I thought it worked when hooked aswell, I swear it regenerated on hook, maybe I just remember it wrongly or it was just bugged.
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@xenotimebong said:
https://forum.deadbydaylight.com/en/discussion/comment/1824334#Comment_1824334
Nurse has a pick rate of over 5% at all ranks and over 6% at red ranks, which considering there are over 20 killers to choose from is not bad at all. She’s played more than many other killers. She’s played more than Freddy and more than Spirit.
I only saw 2 Nurses in about two weeks, which isn't that high, I saw more Plague than Nurse...
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Well, since nobody plays Nurse I really can't test that sadly...
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@AChaoticKiller said:
NO, I will agree that the grind in this game is too much but removing perk tiers is a awful idea. It will decrease the grinding to a point where new players won't see perks after a certain level and old players with all perks can easily get them all and run meta.
Making the meta more common across all ranks is the last thing this game needs, a better idea is to be able to upgrade perks to the next tier at the cost of a lot of bp.
Also the effect of tiers increasing certain values of a perk is not a problem in fact that's how it should be since obviously a higher level perk will be better than it's lower version. If you have a problem with a perk or you think it needs to be buffed it can be done easily with the tier system.
They can always add more general perks or convert some teachables into general perks, so new players have more things to work with, they still need to grind shards or buy these characters for their perks, shrine of secrets isn't really raliable resource of meta perks.
Also without perk tiers it would actually be worth to prestige characters.
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There already is a nerf in the game for Undying! It's called Crotus Prenn Asylum offering! With the garbage Totem spots this map has, it's impossible to miss them!
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I think they fixed this issue in the newest patch.
EDIT: After reading a bit more, it is intentional, you cannot fast enter a locker while this perk is active.
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I don't really want to know the answer, because I'm scared of what the asnwer is...
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Sorry, but these changes don't make sense, the night shroud cooldown changes would be simply fixed just by decreasing his awful 30 second cooldown to nice 20 seconds.
@DarkMagik said:
These would Buffs will help Ghostface with Chasing Potential & Stealth.
-Allow Ghost face to manually deactivate Night Shroud,if done he Gains 45% of his Meter but moves at 110% for the Next 5 Seconds,If he deactivate Night Shroud while being stared at causes him to gain 0% of Night Shroud Back.
-Filling the Stalk Meter wont Expose the Survivor Until a Chase Is Started.
-Hitting a Exposed Survivor while in Night Shroud gives back 35% Of the Meter
-Time taken to Stalk while not leaning decreased from 5 to 3.5 Seconds
-Decrease his normal terror radius from 36 to 24 Meters
-Survivors working on Gens,Cleansing,Opening Chest & Exit Gates cant take Ghostface out of Night Shroud.
Manually deactivating Night Shroud would just remove the reveal mechanic, what would be the point?
If you expose a Survivor from 39 meters away that's on you, that's why 99 stalk exists.
Ghostface already does have a really fast stalk, making it even faster isn't good at all.
Ghostface's terror radius is 32 meters, why even decrease it for the Killer that doesn't move at 110% and has the best stealth power in the game?
Also I don't see a point in the last "buff" if you don't want to be stealthy and just walk up to a Survivor completely visible when they are working on a gen, that's on you if they reveal you.
Conclusion, giving buffs just because they are buffs isn't good.
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Increase it's effect to 100% from 50%.
But now it decreases your healing speed to 75% from 100% while Injured.
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I had this idea if you want to take a look
https://forum.deadbydaylight.com/en/discussion/194746/making-the-shape-slightly-better-at-killing
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@chieften333 said:
I uhh, I don't know how to tell you this bud. But she's been bugged for a while now on certain maps.
She has been bugged probably from her release.
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You should probably post this into the bug section.
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Freddy is getting nerfed tho, we just don't know the date yet. (But it's confirmed)
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@Phasmamain said:
Harder? New grass makes them much easier to see in my opinion
They are still invisible on Ormond...
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Maybe they should add a Killer that is able to kill all the bugs in this game.
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@FFirebrandd said:
Anyone else want to be able to look around while portaling?
Anyway as for your suggestions, most of them look great. A few I'm not so sure on though. First the global portal notification, that should probably stay. Thorny Vines doesn't really need that extra injury effect. I love the twice as far Shred, I got to play a round with the PTB bug between Shred and Coup De Grace and it was fantastic. However I think your downsides might be a bit too harsh.
Hi, thanks for the feedback, but this post is kinda old, I actually made a slightly different Demo buff more recently, so if you want to take a look here is the link: https://forum.deadbydaylight.com/en/discussion/188572/the-demogorgon-buffs-and-addon-rework
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1817236#Comment_1817236
I haven't played Legion in a long time but I'm sure it cancels it now.
It shouldn't cancel your Feral Frenzy, if it wasn't changed in this newest patch.
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@TAG said:
I believe it has been confirmed that Legion is currently bugged?
I hope so, most people say that it's just a FOV bug, but I think it isn't just that.
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On Demo's map, there is one room where a basement can spawn, but if not it is blocked, you can blink through it and there is a nice lil easter egg.
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True Totem Cleanser
You know how to cleanse those bones.
An additional Totem spawns on the map, disguised as a Hex Totem.
While True Totem Cleanser is active:
- You can Cleanse Totems instantly by kicking them. (This action takes actually ~0.35 second)
- Kicking a Totem gives you the Exposed Status Effect for 40/35/30 seconds.
- You cannot see the aura of the Totem this perk is activated on.
If your Totem is Cleansed, this perk deactivates for the rest of the trial.
If multiple people run this perk, all are tied to one same Totem.
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What if the Survivor that has Victor on their back also suffered from Hindered Status Effect? Maybe 5-10%?
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@Rebel_Raven said:
https://forum.deadbydaylight.com/en/discussion/comment/1814978#Comment_1814978
Victor is a killer, not a belonging.
Well, technically he isn't.
He is more of a Charlotte's Special attack, that's why perks don't work on him.
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This perk actually teaches bad Survivors to leave the pallet and move to a next tile...
It's one of the worst designed perks in the game right now, like sorry, but if the perk is a Hex with a Cooldown that can only be activated with a Basic Attack within 16 metres of a pallet that needs to be upright only for 15 seconds, I think we have a problem here...
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/212836/anyone-else-remember
The problem is that the game actually is survivor sided when you look at tournaments and top level play. If it wasn't, then nurse wouldn't be the only viable killer. The math itself doesn't add up. Let's look at what a perfectly efficient team does.
Facts:
- Gens take 80 seconds each.
- Survivors move at 4.0 m/s
- Killers (most) move at 4.6 m/s
- Killers (most) have a 32 meter terror radius.
- Killer lunge range is 6 meters (generally you wait until 4-5 meters for dead hard, and to not get spun etc.)
- A survivor moves at 6.0 m/s for 3 seconds after getting hit.
The scenario:
- Match starts, every survivor splits up onto different gens.
- Killer runs to opposite side of the map (where survivors likely spawn)
- Crossing the maps takes 15-20 seconds depending on the map and killer.
- Assuming you instantly find a survivor in that time (which can be rare) this takes about 15 seconds.
- Lets pretend for a minute, the survivor doesn't use windows, or pallets, or anything, and they just hold w, as soon as they see the killer.
- As soon as the killer terror radius at 32 meters, survivor looks around for the killer. Human reaction time can be around .25 seconds, but let's say you have to look around to find which direction the killer is coming from and it takes 3 seconds. The killer is now 32 - (4.6 x 3), or 18.2 meters away.
- You now know where the killer is coming from, and hold w in the opposite direction.
- Killer needs to get within 4 meters of you to lunge. The killer gains .6 meters per second. Getting within 4.5 meters takes 22.8 seconds (i'll even round down for you)
- It is now 15 + 22 = 37 seconds for the first hit (remember no pallets, or windows, or anything, just holding w).
- Killer is able to gain 1 meter while cleaning their weapon for 3 seconds. The survivor uses their speed boost to move 18 meters, which means the killer is 17 meters away.
- It takes the killer another 20.8 seconds to get within 4.5 meters to lunge. Again, i'll even round down for you.
- This is now a down in 15 + 22 + 20 = 57 seconds.
- It takes 3 seconds to pick up the survivor, and another 10-15 seconds to walk to a hook, and it takes 1.5 seconds to hook the survivor. This time is 3 + 10 + 1.5 = 14.5 seconds (again i'll even round down and say 14 seconds)
- The first hook now took 15 + 22 + 20 + 14 = 71 seconds.
- Gen times are 80 seconds.
- During this time the other 3 survivors work on a generator, you now lose 3 generators
- Rinse and repeat, but now you have 1 survivor on a gen and another rescuing and healing, so it is a bit slower, but you still lost 3 gens.
Keep in mind. This ignores pallets. It ignores perks. It ignores windows. It ignores looping. This is literally just holding w for as long as possible. If a team plays efficiently, and hits the gens hard like they should, a killer can never win. The only exception to this, is killers who can shorten that chase window, like nurse, spirit, huntress (arguable), deathslinger, etc. Because you can't hold w against them. Now when you factor in pallets, windows, looping, etc. This basically means nurse and spirit are really the only viable killers at top level play.
Now, you might say "well you should get the first hit, then go find another survivor on a gen". And you are right, this is generally optimal. But now imagine that scenario i mentioned, where you do that. It took you 15 + 22 seconds, to find the first survivor and hit them once. It takes a survivor 16 seconds to heal. Now all they do is heal, and start hitting a gen and the scenario repeats itself. Now you can maybe do this only once or twice depending on your medkit. But by the time your team runs out, you easily could complete multiple generators.
This is the problem with the game. When survivors play perfectly, a killer can't win. A killer has to win by survivors making mistakes. There isn't a way for a killer to truly win a game against an efficient team if they play perfectly.
I just want to point out that the post-hit "Sprint Burst" lasts for 2 seconds, not 3 seconds.
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Azarov came for his spine.
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Stuttering is the worst, it robbed me of some kills...
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@Speeddemonsaif said:
I don't think you can change your name.
You can! I got my name changed, but you can only change your name once I believe, so choose wisely.
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@NomiNomad said:
It's for consistency reasons. No killer perks affect Victor, it wouldn't be fair if Survivor perks affected him. If they made it so only Survivor perks affect him, it'd be a nerf to an already average killer. So they'd probably make it so killer perks now affected Victor too.
Do you really want a Victor that can instadown people? Or can work with PWYF and move faster than Sprint Burst?
Well, you already can move faster than Sprint Burst with add-ons, also PWYF is unique to the Twins, Charlotte doesn't lose or gains stacks when attacking with Victor.
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@Angelicus23 said:
https://forum.deadbydaylight.com/en/discussion/comment/1811187#Comment_1811187
nah, I was already baited when my high hopes went down with no summer event, hallo(scam)ween, still no rank and prestige extra rewards, no winter lights in gens and hooks along super mystery boxes and firecrackers.
probably only good things for me this year were silent hill and crossplay.
I was hoping to get some fire crackers this winter, but guess I won't get any... :(
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@mouse0270 said:
https://forum.deadbydaylight.com/en/discussion/comment/1804048#Comment_1804048
Actually thats not bad... Adding that to my perk wishlist
BBQ, Iron Maiden, and Tinkerers. Now all I have to do is figure out the last one (BBQ is because I am a ######### for BP)
I would suggest running this build:
- BBQ (Obviously for BPs and map awareness)
- Iron Maiden (Even if you're far away, you can still do something if you almost made it, also counters Inner Strength)
- Sloppy Butcher (It's easier to slug and track with Victor)
- PWYF (You don't lose or gain stacks while playing as Victor, so coming out of your dorment state with 15% extra speed is really nice)
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Would be great if Victor got his own vault animation, also if he triggered chase, so entity could actually block windows.
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New ormond looks far better than the previous version, but I still think that the map is way too large, but other than that they did a good job!
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/1808923#Comment_1808923
If that were the case you'd only be able to get Devour tokens while playing as Charlotte. Tofu did a video about Twins and Devour and he was getting 5 stacks every game so that can't be true.
Any perk that affects Killer directly doesn't work with Victor, but perks like Corrupt and Hex Perks work.
Spine Chill and Premonition for example only work on Charlotte.
Or at least I hope this is the case, Victor and interaction with perks is really strange.
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@Milo said:
serrated jaws is replaced by mossy stone :every 200 seconds a random trap resets itselfWhy would a yellow add-on be a weaker version of an iridescent one?
Could be cool if they stacked.
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@DwightFairfield said:
What exactly is wrong with it, I understand it looks bad but looking at the pictures I don't see exactly what you see is wrong with it?
On the other hand it's not like they put that much effort into the Dwight cosmetic, so I feel your pain.
Look at her back or her sides, they are literally flat lol.
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@lagosta said:
https://forum.deadbydaylight.com/en/discussion/comment/1805414#Comment_1805414
Sometimes running is not an option. Scratch marks can give your position from far away, especially against a tunnelling killer
Why wouldn't you run? You have Victor on your back, Charlotte can hear you from a mile away and you can't hear her, also if she isn't close to you, why would you walk?
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Probably the only viable use, except camping Bubba, it actually got me some Gen grabs lol.

