AhoyWolf
AhoyWolf
About
- Username
- AhoyWolf
- Joined
- Visits
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Comments
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The best part about this perk is that it doesn't have the basic attack requierement.
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Like @Crowman said, his lunge does have the exact same length as any other Killer, it's just the animation and the length of his claws that make it seem like a longer lunge.
Also making Freddy slower than a Survivor is not a good idea, I would personally just make him move slower when placing snares and dream pallets and change his slowdown addons to do something else.
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They just made his ranged attack spamable, which is not a good thing, the slow down feels awful after ending your power, the animation is not smooth so it feels unfinished, they could have just kept the speed and just make him unable to attack for 1.5 seconds like Doctor.
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@AGM said:
Not sure what math the guy above me did, but it should be (1 - (1 - kobe rate as a decimal)^(Attempts)) x 100
- (base) 4% kobe rate, 3 attempts: ~11.5% chance to kobe
- (with Slippery Meat) 8% kobe rate, 6 attempts: ~39.4% chance to kobe
- (with Slippery Meat and 1 Up the Ante): 17% kobe rate, 6 attempts: ~67.3% chance to kobe
- (with Slippery Meat, 1 Up the Ante, and 1 Vigo's Jar): 20% kobe rate, 6 attempts: ~73.8% chance to kobe
- (with Slippery Meat and 4 Up the Ante): 44% kobe rate, 6 attempts: ~96.9% chance to kobe
- (with Slippery Meat, 4 Up the Ante, and 4 Vigo's Jars): 56% kobe rate, 6 attempts: ~99.2% chance to kobe
Is this a new toxic SWF build I smell?
Thank you for the math!
Toxic? I would gladly play against Up the Ante + Slippery Meat Survivors than DS + Unbreakable Survivors any day.
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Like no, but yes, I want the Killer one to not expire aswell.
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I don't want my friends to lose money on this broken game.
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Happened to me aswell.
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It isn't in the patch notes? Then it's probably a bug! Nerf Mindbreaker!
For real tho, I still don't see much use with it even with this huge buff, maybe against Sprint Burst it's good, but then if Survivors have eyes they could just start walking when they see you coming, also with Mindbreaker Survivors could intentionally touch the gen and hold their Exhaustion at 99 so they can use it on command.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/199243/bl-shadow-nerfed
Because that was a dumb exploit to begin with.
Did they add any hills to that map?
If not that's kinda sad, a perk cannot be used on a very specific map.
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@Speshul_Kitten said:
Meanwhile Empathy keeps its full map range. Good to know where the devs prioritize their player base.
Why bring Empathy into this?
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Pebble is purple, it's weird...
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*Cries in 4 hour download*
Did they changed the blood vfx from the ptb?
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Everything stayed almost the same I guess, they added the Discordance nerf and they reduced PH's movement speed when canceling his ranged attack I think.
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I have the same issue, I hope it gets fixed soon.
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"The grind is part of the fun!" - BHVR
But for real, I hope they remove perk tiers, with the never ending increase of useless perks in the game the grind gets bigger and bigger...
Also without perk tiers it would be much easier to design them imo.
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Agitation, I just like to be fast, also you can gain more distance with Agitation than with Iron Grasp I think.
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They are not, once the content is live on the servers there shouldn't be any placeholders, but I noticed too that some of his animations are glitched a bit.
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This sounds like a nice idea, but I don't see the reason why to have it, u use the item to get another item.
Maybe if the item was a one time use Lock pick that would open the chest instantly and had addons that affect the rarities and addons you get from those chests, that could be fun and make more sense tbh.
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Simple and great idea!
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There will probably be a sale aswell, not sure if only cosmetic sales or DLC sales tho.
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@Blueberry said:
I just think Deep Wound should apply Oblivious status until it's removed. Would make players make sure they're in a safer spot before mending.
That's a good idea!
Personally tho I want Deep Wounds removed, it's just a bad mechanic...
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@Tricks said:
Everyone knows you have to be STANDING to unlock a hatch on the GROUND that you'd need to preferably lie flat on the ground to open (almost as if you where in the dying state) so as to hide in the tall grass while doing so.
Bad game design.
I want Survivors to break their legs when they fall from a building.
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I don't play Billy that much since the Blight came out, also since the 4.1.2 patch I saw like 5 billy players, and that's really sad compared to how it was before his rework...
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@vux_intruder said:
https://forum.deadbydaylight.com/en/discussion/comment/1664687#Comment_1664687
no, you were just bad at playing him. lol he was one of the easiest killers to get insta downs with and consistent 4K's. all you had to do was get right up on a survior with your chainsaw pre-charging and let it rip and bam. now you can be a mile away charging up your chainsaw and still get the survivor. it's so dumb. lmao these devs cater to bad players in the community way too much. plus, every single bubba still just camps hooks. it's a mess.
How did I not think of this before!
For real tho, that was the problem with old Bubba, if the Survivor wasn't in a dead zone, you couldn't do anything, you were just a basic m1 Killer that could MAYBE once or twice per match get an insta down.
He didn't have anything to help him in a chase, because his chainsaw was too slow and the duration was short, no map pressure, no gen pressure.
He only shined at camping and maybe if Survivors ran in a straight line in a complete dead zone without any tiles.
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I never played as the og Legion, only against them, I wish I could tho...
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What is the theme of those characters?
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@NursesBootie said:
https://forum.deadbydaylight.com/en/discussion/comment/1679683#Comment_1679683
I'm pretty sure they also messed around with his base speed while they freaked up his engravings like toddlers.
They didn't, the movement speed addons got nerfed, but then in the patch 4.1.1 I think they got changed back to their og values.
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@NursesBootie said:
For some reason the devs messed with billy's movement since the start of the year. Over his rework he got several base power changes including a movement speed nerf.
He only needed an addon rework. Devs. STOP.
But, his movement speed didn't change, he's still 115% and 230% with his chainsaw, they gave him the overheat mechanic, some very ugly and unnecessary animation "improvements", and the roar at the start of the chainsaw sprint. (His addons got changed also, but that's obvious I would say)
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@Kyxlect said:
https://forum.deadbydaylight.com/en/discussion/comment/1679589#Comment_1679589
You say that like getting skill checks is some kind of rare occurrence. If you combine it with Spine Chill and/or the Killer brings Unnerving Presence you'll get it pretty quickly. More often than not I maxed out Autodidact (without the aforementioned perks) with the exceptions being of course that I didn't heal as much, the Killer tunneled me to death, etc.
Well, you should keep it in mind if you're suggesting changes. You saw what BHVR did to We're Gonna Live Forever right? One does not simply make a suggestion without considering balance otherwise ######### like this happens:
"We're Gonna Live Forever now increases healing speed by 100% when healing a Survivor in the dying state"
That's gonna be the end of slugging when it gets implemented.
Well, the reason Autodidact is considered a bad perk is because of it's inconsistency, I wanted it to be more consistent, so instead of the bonus progress apply only on Skill checks, it will give you perma boost when hitting a Skill check.
I went with the original autodidact numbers, because making it let's say 33% would not be worth it on it's own, because botany exists, but on the other hand perk combos exist that could make it better, so making it 50% could be too much, because again, perk combos exist.
I think they should give WGLF a different effect, it's nice to see devs actually making the numbers huge and not something like 5%, but I think it shouldn't be like this, it would kill slugging like you said.
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@Kyxlect said:
I start from scratch and work my way up to level 40 for each Survivor, when I played as Adam I always used Autodidact because of how useful it is. In my opinion, the perk is fine. It doesn't need any buffs, it's capable of being very powerful as it is. +20% healing progression on Tier 1 and +50% on Tier 3 at max and it makes every skill check a great skillcheck and you think it's a bad perk? No.
https://forum.deadbydaylight.com/en/discussion/comment/1678388#Comment_1678388
and what? Keep it at +50% forever? That combined with Botany Knowledge makes it +83% healing efficiency. So basically, you'll have the power of We'll Make It enabled at all time? No MedKit required? Please, explain to me how you think that's balanced.
It's still based on luck, so you could get it's benefits really early, or just be stuck with the negative effect for the duration of the match.
Also it's just an idea, I wasn't going for balance.
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1678388#Comment_1678388
I think it needs to go up to 100%. 50% is just slightly better than Botany, and current Autodidact is capable of finishing a heal within 4 sec. But the idea of going for speed instead of progression is good, as it increases the chance of getting skillchecks during a heal
Sounds ok, I wanted it to be better than Botany, but worse than We'll make it. Because really fast heals could become problematic.
Also you could stack this with the new perk from Felix and Botany to heal someone in like 6 or 5 seconds, that could be insane. (Not sure, but I think they removed the healing speed cap recently)
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/1678388#Comment_1678388
Thats could be good but it could potentially overshadow other healing perks that increase healing speeds wouldn't it?
Maybe, but since you need to be lucky to get any value from this, I think it wouldn't be that bad.
Also this gives you a debuff at the start of the game, so if you're not lucky, it could actually make your game worse.
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I would say that most perks that slow down the game are meta, for example PGTW and Ruin.
BBQ, for bloodpoints and the aura reading, but mostly for bloodpoints.
And then perks that make chases easier, for example Enduring, Spirit Fury and STBFL.
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1679181#Comment_1679181
Well, you should think about that. Ever got a kobe into your face? You said yourself it is scummy, so you got the answer already
Yea, I got, and it's the most hilarious think in the game.
Even better if the Survivor that kobed memes with u.
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1676767#Comment_1676767
yeah, and you get the 1k while denying the other guy 1.5k
Also like to selfcare into others faces?
You get 1.5k for unhooking yourself, it's not like I unhook myself every time, it's a 4% chance, also I only do it when I'm sure to not go into the struggle phase.
Also idk why are you so salty.
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@Boss said:
https://forum.deadbydaylight.com/en/discussion/comment/1678381#Comment_1678381
Both good ideas, i'll add them and give credit.
Can you imagine this Perk on Wraith, with Brutal Strength & Fire Up with 5 Tokens, the 2 "Shadow Dance" Add-ons AND with that faster-kick idea of yours?
I forgot i had to add something to make Perk levels different, so breaking speed on damaged Pallets is perfect for that.
Thank you!
That would be hilarious! And kinda scary...
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Maybe instead of instant heal progress when hitting a Skillcheck, it could make you heal 25% slower, and with every skill check your healing speed increases by 15%, up to 50%.
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Could give Survivors the post-hit speed boost, instead of giving it a token system, also will the damaged pallets be faster to kick?
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Sounds decent! I like it!
Can you get "infinite" tokens tho?
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Pretty good idea, but I would just remove perk tiers altogether.
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@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/1678356#Comment_1678356
I am aware of that one, but I wanna test to see if unrelenting changes that bug
I wonder if it does, I think it did in the PTB tho.
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@Hoodied said:
I know exactly what you are talking about, I even gave it a nickname
If you attack the same frame you rush, you will have random things happen, I call these "Blughts"
- If you attack the same time you rush, the attack has a full lunge instead of restricted and you can hit a survivor with it, however it Hit Reg is turned on it will be considered a missed attack
- If you lunge the same time your rush ends or begins, sometimes you will not be able to move while recovering
There is also one thing that can happen, when you swing at the perfect frame when your lethal rush ends, you will do the missed attack animation instead of the injection animation, saving you a small amount of time.
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@MeltingPenguins said:
https://forum.deadbydaylight.com/en/discussion/comment/1677088#Comment_1677088
They don't actually have any solid arguments. I mean, look at them claiming Deathslinger has no counterplay and that you'd win with him regardless of whatever. Which objectively isn't true. It's always survivors refusing to adjust their gameplay (the same kind that complains about ruin/devour but won't bring Small Game or such and cleans totems).
Zarina is fine, that person is just grasping for straws cause they probably fall for Red Herring or Off The Record on a regular basis.
I have never seen anybody use those perks since the release of Zarina, probably because there are better perks to choose from I would say.
Also this is my personal opinion, I don't like Zarina at all, but I respect people who do like her.
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How would he work tho? Just don't look at him and he can't kill u.
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@AhoyWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/1676495#Comment_1676495
Maybe something like:
After cleansing a Dull Totem the aura of the Killer is shown to you for 4/5/6 seconds, cleansing a Hex Totem reveals the auras of every Survivor aswell as the Killer's aura for the same duration.
Boom! Another idea came into my head.
While cleansing a totem you see the Killer's aura.
The Killer needs to be within a 32/40/48 meter range to be revealed.
(Could also increase the totem cleansing speed so you would get less value from it)
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I know it's scummy kinda, but points are points, and it's funny if teammates meme with me when I do unhook myself, I also meme with them if they do the same thing to me tho.
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I think it's just bugged, it wasn't consuming tokens a few patches before.
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@Orion said:
Thing is, Retribution can be disabled, so how would this work as a survivor perk? One totem and that's it?
Maybe something like:
After cleansing a Dull Totem the aura of the Killer is shown to you for 4/5/6 seconds, cleansing a Hex Totem reveals the auras of every Survivor aswell as the Killer's aura for the same duration.
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Those sweet 25 000 bloodpoints for completing the tutorial, how can anybody resist?


