Akumakaji
Akumakaji
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@Aven_Fallen said:
Why do you think you deserve a Kill in Endgame as Killer? Yes, you have to tunnel and camp at this point. But this does not mean that you should get the Kill.
You most likely failed during the match if you really need to rely on camping and tunneling in Endgame to get one Kill.
But how it makes sense? It doesnt. The goal is just to say "We changed the Meta, people are running other Perks now". So you just have to nuke DS to achieve it and make another Perk which will replace it.
No one asks for free kills, but good play should be rewarded. A lose-lose situation offers no win for playing well.
And the killer is severely at a disadvantage in the EGC against multiple survivors. Even against 2 survivors the chance of defending all attacks on the hook are already abysmal, unless you are running NOED or an instadown killer, I would recon the chance of getting the survivor on hook out are at 85+%, and perks like 15s BT, DS activating or the new OTR will shift this even more in the survivors favor.
So, giving the question back: why are you entitled to a 4E? Why should you deserve being rescued from the hook with anything better then a 50/50? Were it a 50/50, then I would be happy, but hook defending during the EGC is one of the most dismal and dissatisfactory experience the game has to offer. But maybe you are one of this casual killer players that have an "easy time defenting the hook" and "driving them off everytime".
Letting someone to die during the EGC is far from the norm, its the big exeption. Like no survivor group ever said "you know what? The killer didn`t tunnel and played fair. Lets leave him that kill".
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@WeenieDog said:
Fixed an issue with Coal Tower being a little too balanced.
Dayuuum! I shouldn't be lol-ing in real life over something like this, but I did. Still! With all the changes comming I want to curb my negativity and stay positiv. But that match I just had doesn't make this any easier.
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@Friendly_Blendette said:
Just nothing about him is fun or unique. His gun feels so clunky to use since his changes and in every situation he feels like a worse version of Trickster, Huntress and Pyramid Head even though he is probably harder to use than all of them. His chase is incredibly boring to play as and while slightly better to play against still isn't that fun. His old shooting through small holes no longer really feels fun as you need to be scoped in for half a second before the survivor passes by and most of the time they will see this and avoid the hole. Old slinger was super unfun to face and I dont really want him back but they nerfed so much about him with no buffs that he now just feels gutted and lifeless to play. Slinger needed a rework instead of making him the sad excuse of a killer he is now.
Play Trapper, he comes pretty close in levels of depression.
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@Viskod said:
Not everybody uses BBQ/WGLF so you can't just automatically factor that in.
You don't need a minimum number of characters to make it "worth it" It's worth whatever you do to get the Perks you want.
And you *already have* the perks. The fallacy here is treating Tier 1 and Tier 2 versions of Perks like they aren't "Real". You'll grab them as you play the character you want to play normally, as you level your bloodweb normally.
You're trying to act like it costs x amount of BP to be ready to play the game and have whatever perks you want, but once you unlock them, you have them. No more unlocking a Perk and then just waiting and waiting and waiting and waiting for it to show up. You've got them.
It's better. Hands down.
THIS! I remember how kinda disappointed I was once I got my first character to lvl 40, just to realize that the shiny new perks were still locked away behind RNG and a sizable BP investment. Even worse, I realized that I only got until bloodweb lvl 50 "tries" or "shots" to get a good build, as everything beyond that would effectively wasted once I prestiged that character ... and being new I wanted some cool new cosmetics.
The new system feels so much more meaningful: level one character up (you don't even have to play them, just spend your BP in their web) and instantly get the more options for the whole team.
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Everyone knows that Pyramidhead has issues with his add-ons. You can pretty much use whatever you want, because nothing really matters besides the range add-ons .. or does it?
I looked them over again and was rather disappointed with most. Especially the Iri-add-ons were epic-meh. And then suddenly it hit me!!!
Behold the mighty, purple Crimson Ceremony Book! With the recent changes to Hemorrhage this thing is just beastly af!
What does this thing? Well, everyone affected by Torment will now suffer Hemorrhage semi-permanent, bleeding away their incompleted healing progress at an alarming rate until you cage them. This is just such a nice debuff, that I am all giddy.
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@ColonGlock said:
Never mind I restarted and they are there now.
*smacks lips, licks fingers*
"Uhu .. uhm ... Have you ... Have you tried turning it on and off again?"
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@ColonGlock said:
I remember being confused in 2017 when the progress was not changing. There were fewer killer choices back then so it was easier to grind. The best bet is to use add-ons that prevent them from escaping quickly.
If you do not enjoy playing Trapper don't let an achievement force you to. Life is too short. Enjoy yourself and love yourself.
Impossiburu! Only 15 achievments to go!
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3029604#Comment_3029604
Old Dead Hard had not any counter when you use it for distance. But now it is for 1 second and you can not use it for vaults. Looks baitable to me.
Definitely beats the old version, so I am full on board. I mean, if DH afterwards is a (more) healthy perk and still got its uses, but isn't so strong that its practically an auto include, then we all win, right?
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I played Trapper for a good while this afternoon, and phew, he is quite painful to play, actually. His traps are way to easy to disarm and he has to go out of his way to actually pick his power up.
And I caught loads of survivors ... but I got not ONE single trap grab, because they all broke free before I got there. This achievment is sooooo frigging painful. Ah. If I ever get it, I will never, ever touch Trapper with a 10ft pole again. And thats sad, because he is so iconic for dbd, but UGH.
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@Mozic said:
* Deep Wounds confirmed
* Animation lock does not enable free movement, you still dash forward just at regular runspeed. This also means no vaulting or throwing palettes mid-animation.
Seems like a pretty healthy perk to me compared to what it was before. Still going to be sniffing a lot of survivor butts to bait it out, though.
Well, thats all something for the better. We will have to test it out ourselfs, but at the very least all the distancing BS will be curbed down and no more dashing through the killer or traps or powers or ...
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@JohnWick1654 said:
https://forum.deadbydaylight.com/en/discussion/comment/3029459#Comment_3029459
Perhaps, but as far as I am aware, most players are fine with picking up killers, so devs have no reason to really implement this..
Well, there is no other option than that, so its a moot point. But I would recon that if you could play the tutorial with every killer, a good chunk of newer ones would try them out there. Like I said, it doesn't have to be a big deal, nearly all the pieces are already there, the thing is underutilized. Why not just go for it?
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@JohnWick1654 said:
https://forum.deadbydaylight.com/en/discussion/comment/3029431#Comment_3029431
I'm not sure the guy wasn't struggling with the power usage, and as far as learning new killers, there's this thing called Deja Vu mixed with experience,
for example Trickster is just a Huntress that throws faster and needs multiple hits to injure.
And using a power effectively will only come with time. But whats the harm of playing the tutorial with other killers then Trapper? What does it matter if the KI bugs out and doesn't know how to handle anything? You could still use your new killer in a stressfree environment and don't be an utter fool in your first match, just a very big fool.
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@DrDeepwound said:
https://forum.deadbydaylight.com/en/discussion/comment/3029431#Comment_3029431
For like the first 5 Dredge matches, I kept teleporting to a locker across map while trying to figure out remnant mid chase LOL
Yeah, I can relate :D I would be in hot pursuit and suddenly zoom of to the far corners of the map, never to be seen by that survivor again ^^
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@JohnWick1654 said:
I don't see how playing vs bots would teach you how to play Dredge,
he's a M1 killer with the ability to teleport to lockers,
what would you get from bots? you will destroy them, than jump into a game vs real players and get "genrushed" again...
what's the point of playing against bots if you wanna be good against good players?
Its a pure mechanical thing, like when you buy a new tool, you sit down at your desk, switch on your lamp and just examine it from all sides and get a feel for it before you take it to the workshop to do some work. Its not something fancy, but with a new killer it would be nice to have a setting were you can just USE the power and see how it works without anyone interfering or poping gens in the background or whatever.
Its not supposed to be a main mode or anything, just a smol map, two survivors running around and done. Yes, you can do this on any match that you throw, but it still a somewhat stressful situation. And yes, you could always ask a friend to do a private lobby, but thats still another person to rely on and some people would just love to try and figure things out in utter peace.
EDIT: and the thing is that we already have this technology! There IS a tutorial with bots running around in a convined space and even a bigger one with them doing gens incompetently. The bots are designed to react to Trapper and his power and this has always been stated as the reason why this isnt a thing yet, because the bot cant react to the power. But maybe they dont have to? Let us just be in this toolbox of a map and try the power a few times to get a feel for it and then go into out first match a bit more confident.
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@UnknownKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/3029272#Comment_3029272
Okay so basically a perk for bad players.
Edgy. I even nicked my finger.
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@RakimSockem said:
Yall keep talking about the length of the timer while ignoring the fact that the perk deactivates if you do anything. This isn't 80 seconds of invulnerability while you do gens, break totems, etc. This is 80 seconds of an extra health state IF a killer decides to tunnel you off hook to punish them for tunneling you instead of going after someone else.
If the killer chooses to not go after that person, the perk is wasted. If the person touches anything to progress the game, the perk is wasted. It's specifically anti-tunnel
or 80s of you getting the killers attention and looping them the normal way, just with an extra health state. Or you getting in the way of other actions and bodyblocking. It won't last the whole time, but its all the BT invulnerable bodyblocking techs, just away from the hook and where ever the action takes place. The basic idea is cool, but the execution might be a weeee bit overtuned. BUT this is all just theory, lets wait for the PTB and see for ourselfes.
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@MrCalac123 said:
It really does feel bad to leave your comfort zone only to get dumped on by a tryhard squad
Thats the thing. When I tried Spirit for a while I couldnt make her power to work, would get constant outplayed in a big way and in the pgc it was constant "gg ez", "lul so easy" and what not.
Really, I don't even want the bots to react to my power, just to run away in the smallish tutorial arena and being incompetent while I can try out the power.
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@amazing_grace said:
https://forum.deadbydaylight.com/en/discussion/comment/3023645#Comment_3023645
Yeah, I haven't seen many boil over plays that were actually successful since the second rework (after the first disaster of it). There has been a couple occasions that a sabo squad might try to sabo for the boil over, which I just drop and they usually get punished. The only time I struggle with boil over is if its an indoor map and I get stuck in a door way.
I like to use Boil Over because the struggling is quite fun and you can make the killer bump into all kind of things. If anyone comes for the rescue you have quite the chance to actually wriggle out on a longer track to the hook.
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Ashley J. Williams - Slayer of Zombies, Seeker of Pleasure, Lamenter of Guardians. Klaatu verata nikto.
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I guess Oni is pretty much the textbook case of "git gud" and needs quite some time sunk into him in order to understand his power properly. I find his demon dash unbelievable sluggish and it doesn't feel how a dash in any other game would be utilized. Yeah, he has no colision, but he feels like a train without rails on a soapy floor. And still, once you are in the know, you can work magic with this setup.
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@Blazelski said:
You're right. These are the obvious changes the game needs. The second one is probably complicated, but the others would be pretty simple. These changes are taking a little too long to implement.
I think its not the problem that it would be hard to implement, but because it would shake up the balance between survivors and killers in a way that BHVR isn't ready to face. Right now the backfill soloQ survivors are often the weak link that a killer can somewhat exploit, if they are buffed the kill rates should somehow reflect that, and we know how wonky that metric already is.
I am not saying that soloQ should be the punching bag of the game, nor that killers can't deal with strong opposition, but right now the game is stacked pretty much in favor of the survivors and stacking it even further that way would probably tip the balance.
With the next balance issue BHVR at least swallowed part of it and gave a big universal buff to all killers. With this the time could be right to buff soloQs next?
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Its sadly human nature. We all could benefit from a bit more compassion, especially since this here is a recreational game and the other side is a human, just like you yourself, but many players, especially the younger ones, I recon (but dont quote me on that one) get a high on living their power fantasy and stomping and humiliating the opposition.
Whenever I stomp a "toxic SWF" group (you know the ones) I say something like "gg. But please reflect on your toxic ways.", but they either leave before reading it or respond in some immature way, the best you could hope for is a "lol, wut? Are you tripping? We are just having harmless fun. Get lost".
Most survivors play little to no killer, so they got no real perspective. All they see is the opposition that wants to kill them, but thats actually their plaything, not another human who just struggles against hope with the mechanics that are stacked against them.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/3028982#Comment_3028982
From Peanits, it's not that they don't have enough data- she would've been changed in the upcoming Mid-chapter- but that the perk update was deemed as more important for overall game health by the team.
And I think we both know that she needs a bit more than a simple numbers change.
True and true, but I also think that Peanits is 100% right and that this perk change was the more important thing. Still, I just wish Sadako the best for the future and hope that she will one day realize her dream and become a competent killer in The Entities realm.
BTW, I got her P3ed, and her P3 hair is about the most brazen and imputend of them all. In very bright spots of the map, if the light just hits her right, you MIGHT notice a light, red tinge to her matted hair, if you aren't too distracted by chasing you down. During the event I finally P3-ed Bubba, and boi oh boi is that a glorious P3 outfit! Thats how you do it! (Oni and Dredge are both pretty sad examples, too. They are already rather redish in color and you have to squint to notice the difference((Onis masks is a study in futility though))).
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@Sheridan_LT said:
https://forum.deadbydaylight.com/en/discussion/comment/3022610#Comment_3022610
In every video game it is literally unavoidable to find a "meta", the one perk, ability or character that is so useful in most situations that you should ALWAYS try to bring it.
It is hard to delete the idea of a "meta" from a game because there will always be a meta. One will grow in the place of this one.
Yeah, its just inevitable that mathematically speaking something will be the best and nearly every time people will gravitate towards this option.
It becomes problematic, though, if one option stands head and shoulders above everything else, as we have seen with Dead Hard and its utter dominance of the exhaustion slot.
Other games usually solve this problem by somehow nerfing the strongest options, buffing the weakest ones and let the community figure out a new meta, until the next meta change. Lather. Rinse. Repeat. What I would wish for DBD is that they do something like this every mid chapter or better every month. It doesn't always have to be hits big as this time, but by constantly nerfing that whats strongest and buffing that whats weakest you will keep things fresh and force people to tinker with their builds instead of always bringing the 4-6 boring meta perks to every singel match.
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@LeeONE said:
Currently desperate measures is better than botany only if 3+ survivors are injured, after botany buff, desperate measure will be better only if 4 survivors are injured, and it will be only 6% better.
Yes, DM gives unhook speed, but botany gives medkit efficiency and imo, this is way better.
Soo what even the reason to use DM over botany?
Its a really strange perk. Maybe it could also give an escalating speed buff to gen repair speed depending on how many survivors are actually out of the game? I know that gen repair speeds are a sensitive number and that we are right in the process of tweaking them for the first time, but it feels appropriate for a perk like this?
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@Souplet said:
Only counter to hook swarm against m1 at the end of the game. So no.
"Thats on you entirely! If they make it to endgame with no death thats your own fault and you don't deserve any death, entiteled killer!!!11"
There, I proxied some half dozen responds.
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I had about one per day the last couple of days. One was a Bubba who had unlimited charges for his chainsaw, teleported right behind me for a grab, flew through the air, zoomed all around the map in seconds, all your shebang.
The other was a Legion who had ne cooldown whatsoever on his attacks and no wiping animation, so he just cut through the team pretty badly. Strangely we still got all 5 gens done, I soloed the last one and he camped the other survivor on hook while I escaped.
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One of the devs commented here that with the upcomming big perk rework they hadn't time to work on any killers, which is understandably. So Sadako will most likely be tackled next mid-chapter, which is quite the long wait and saddens me, because I would totally want her to be more viable, but it is what it is, and I can see why.
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@theboyitachi said:
the ptb is gonna be the absolute best ptb or the worst ptb ever with how large this mid chapter is an how many good an bad changes i’m kinda eager to see how this plays out
Oh yeah! Its gonna be a lot of fun!!!1
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@jakubr21 said:
I am glad that it got changed, I main billy and his chase music is so loud that you can’t even hear footsteps and with iron will the survivors become silent for billy + his chainsaw is super loud.
"IW 75% gRuNt ReDuCtIoN uTtErLy 100% uSeLeSs NoW!1!1"
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@Tsulan said:
IW is for killers what Spirits phase walk was for survivors.
I tried to warn people, that insisted on nerfing Spirit. But well, no one listenend.
You got the wisdom of the ages, old man, but no one wants to listen and they call you an ol' fool. This is the oldest tragedy thats gonna repeat itself over and over and over again. So lets just kick back and enjoy the show.
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@versacefeng said:
Let's not forget how Iron Will is also the staple in many other stealth-oriented builds. If that Iron Will change comes to live, those stealth-oriented builds are gonna be rendered useless and will quickly be replaced with god-tier medkits and COH.
People overaggerate the issue so hard, not really knowing, or caring, for the other sides story. Survivors are so smol and slippery, and most maps have so much clutter and scrubery, that hearing is one of the most important tools the killer has. Taking that away with 100% efficiency was just a wrong gameplay decision and should have never been in the game in the first place.
Now a lot of people have gotten used to not caring about one actually very important aspect of the game, ie the sounds their characters make when injured, and now even the prospect of having to deal with just 1/4 of this scares them to death.
I never play with IW, and yet the killer loses me all the time, its not like hearing is a dead giveawaym in chaotic chases everything can happen, and sometimtes the killer gets distracted etc. But with the 25% sounds getting through the killer now at least has a CHANCE to hear survivors, who are basically hiding just behind their backs. I think most survivors don't realize how low volume 25% of the grunts of pain actually is, when you are in a chase, with the chase music, some gens popping in the distance and maybe your own power emitting some sort of rumbling or sfx.
But at least Spirit can now use her power again. Not perfect, but at least she got a fighting chance; something she basically hadn't had in a very long time.
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@FlameGNG said:
https://forum.deadbydaylight.com/en/discussion/comment/3028212#Comment_3028212
Yea well everything for the win i guess... + they arent really using macros they are using scroll or just spamming their bind if they know your about to run into it atleast most of them. But i have started to wander if some of them use macros because some hag are lowkey 20 meters away chasing someone else with their backs against you and like 0.0001seconds after you trigger it they teleport xd
When I mained Hag for a while I was like this, too. I was just waiting for any reason to hit that button and zoom in on the next unlucky soul! Hair trigger.
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@HexPleaseLetMeSpeak said:
At this point they need a full rework. Mending is boring for survivors but at the same time, playing what is probably the most M1 killer in the game is also boring for killers. You can injure people super easily, hell pretty much for free, but downing them is a whole different story. With literally no power to help in chase (in terms of downing power), no anti loop, and not even like they're short like Sadako to mindgame. There's just nothing there.
If someone believes another killer is weak about it I would love to hear about it, because IMO literally every other killer in the game has either anti loop or SOMETHING that helps them get downs. Legion is genuinely nothing.
He injures people but then... what next? After using frenzy and injuring everyone, you're just a hard M1 killer with nothing to show for all those frenzy hits.
I actually quite enjoy the high-octane, mad-furry-running playstyle of Legion, and I find the auto-down on the fifth stab pretty satisfying. Its also quite nicely balaced, as you have to rotate back to other survivors and juggle them, once you kill off one survivor, so as your position on the trial strengthens, your power becomes harder to use to its full extent. I guess you must try to gotta catch them all.
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@kaneyboy said:
So I watch loads of streams etc and quite a majority of us are experiencing really dodgy hits? Has something gone wrong? I just want fun accurate chases and this is painful :(
Hmm, something might be up. I am still whiffing a lot, as usually, but I have also gotten quite a lot of lounge hit in chases that were little more then leap of faithes and visually they juuuuuuust barely connected with the tip of the knife/blade/claw, but counted. I am not complaining per so, but it wouldn't hurt to get some insight into this: is this a bug? Is this validation? Is this intended? I am getting better, pixel by pixel?
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@Gorgonia said:
After reading so many of your posts, I've come to the conclusion that these changes are exactly what the devs want, even when they know they're screwing up part of their players.
They want killers to feed off solo Q survivors to build up their kill rate and to have them stop complaining about not getting 4k every match... they sacrifice solo Q survivors for the "balance's" sake... balance = better kill figures in their charts. If kill rate is higher, killers can't complain about how weak killers are... so they're basically screwing up solo Q survs to cheat killers into thinking they're getting stronger and killing more.
Soubds like a lot of BS to me, tbh. While soloQ are obviously weaker and not as organized/efficient as SWF's, besides that they are just regular players with individual skills and abilities. I sometimes loop the killer for half the trial, other times I got down within the first chase because I mess up. When I SWF, there is usually someone coming to help me immediately, while its much rarer to have those in public games ... but you would be surprised how many soloQs specialize in flashlight saves.
So it sounds like a fun and entertaining conspiracy, but it ain't more then that, I would recon.
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@FlameGNG said:
https://forum.deadbydaylight.com/en/discussion/comment/3026102#Comment_3026102
no why? u rlly like nerfing killers do you?
See ... the obnoxious people who use flashlight clicker macros would still manually clickety click you to get your attention, but manual clicking can't trigger epileptic episodes as easy as the full on macro. At this point I honestly don't understand why its still allowed in the game; it can't be THAT an important business decision and just to keep the occasional bully squad happy, and on the other hand I can't imagine that, even with BHVRs spaghetti code that it would be that difficult to enforce a 0,5s or at least 0,25s cooldown between clicks?
That being said, I have gotten LOTS of value out of click heavy attention seekers. They basically remove themselves from the match and turn it prematurely into a 3v1 .. whats not to love about this mad lads?
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Yes. They probably assigned a worth to each bloodweb level, look at your total BP spend and hand out your P-level and new BP level accordingly. After lvl 50 there will now always be a mandatory prestige node, so you can only ever go forward (presumable until P100).
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@Fenril said:
https://forum.deadbydaylight.com/en/discussion/comment/3027619#Comment_3027619
More money than we provide? I doubt it. All my friend buy the battle passes, the bunny feng costume, the beach series, etc. However... they're not as good as these skins. There is no comparison between that sexy David and this drunken Valentine's fool. Look at his hair, look at his jacket. Look at that Clown skin. AWESOME. We get Pajamas Feng or Battle-in-Space-Feng. They get Gamer Feng. We get Ace in silky robes. They get Magician Ace. MAAAAAAAAAAAAAAAN... This is so UNFAIR.
Oh you know nothing, Jon Snow.
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@lauraa said:
https://forum.deadbydaylight.com/en/discussion/comment/3027396#Comment_3027396
i love his speed build on Lery's, which people generally consider one of his worse maps. Throw on some aura reading +Tinkerer and you will get legit jumpscares from survivors haha
Also, with Dead Man Switch everyone will be leaving their gens to The Entitiy once they hear you roar and even get so much as a whiff of your terror radius.
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@Devilishly_Rowdy said:
Adding 10 secs more to complete a gen, and kicking gens now removes 2.5% of gen progress (just 2 secs lol). Do you think these changes are enough justify completely destroying gen defense perks? Survivors get a mini basekit BT, why don't killer's get basekit Corrupt? Killers still have to reserve one perk slot for Corrupt Intervention at all times. Killers will still have to rely on 3-4 gen defense perks (just different ones) to stand a chance against good teams.
Honestly i wouldn't even touch gen speed, it's fine (it's not fun for a survivor to sit on a gen for 90 secs). What i would do is get rid of god pallets and time waste loops, that have zero mind game, so the killer doesn't have to waste time while survivors slam out gens.
I am not even gonna reading this. Don't call it a joke till you saw PTB footage or tried it out yourself. They changed so many things, we will have to see how it all comes together.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/331052/please-pls-pls-fix-midwich-hook-spawns
2 years going strong with the hooks on midwhich
Bhvr ain't listening unfortunately
But I did wiggle off 3 times in a row earlier today so I'm happy as a survivor
I totally get what you mean. Wriggling off on your own feels good and is exhilarating, but if you think about it, its absolutely poisonous for the game. A killer who can't hook is not a killer.
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@malloymk said:
Just start all four survivors on hooks.
Why OP certainly went a bit overboard with their rage, its comments like this here that totally derail any sort of real discussion about a problem, be it real or perceived.
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@Remedicist said:
https://forum.deadbydaylight.com/en/discussion/comment/3027098#Comment_3027098
I remember it used to work actually when survivors could some how run up the tree and fall down
As far as I know now the only way to trigger it is to fall down the stairs of the basement. I mean, at least put a few perches there? A smol hill maybe? Its a forest, it doesn't need to be plain af.
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@Remedicist said:
https://forum.deadbydaylight.com/en/discussion/comment/3027087#Comment_3027087
I bet this map could look beautiful and perform beautifully on both sides with a map rework. But instead it is just... Yeah
"Balanced Landing" is op on this map, though. /s
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@Cybil said:
IMO they just seem so useless. They're supposedly game changing but can be cleansed before you have a chance to utilize them. Sometimes I see killers running undying which forces them to dedicate half of their build to one single hex perk. Why even bother at that point?
Hexes are in a very bad spot. Their tag line is "high risk, high reward", but with how things are today, only total noobs struggle with hex, if a hex is in game you need some luck to have it up for even 1min, sometimes it gets wiped instantly, because the survivors spawn basically on top. Add to this the incentive of the CoH meta to quickly find the first totem, everything is stacked against Hexes.
I like hexes as a concept, but without any means to rekindle them they are basically dead weight. The only hexes that see regular play are Ruin and those that give you some value outside of the normal hex mechanic, ie especially Hex: Plaything, but also Hex: Pentimento, Haunted Grounds or even Undying.
For all other hex perks their tagline "high risk, high reward" frankly doesn't cut it anymore. Hexes desperately need some corruption-like base protection, ie that they are protected for the first minute of the game; better yet, let them take full effect, but only actually spawn on the map after 1min the trial started on any available, non booned/cleansed totems. If the survivors were so inclined they could try to cleanse all totems within one minute, but thats its own benefit to the killer. With the new Overzealous perk there could come a renaissance of Inner Healing and other selfish uses of totems, so who knows?
On a side note: compare Hex: Third Eye to Hex: Plaything. One is a powercreeped version of the other and Plaything outclasses Third Eye on each and every front, there is literally no use in playing Third Eye anymore, now that we got Plaything established.
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@Sheridan_LT said:
It's so insanely easy for Circle of Healing SWFs to bodyblock spam you with full health after 99'ing the gates, then heal a downed survivor right next to the exit so you can't get to them.
SWFs so desperately want a 4 man escape that you literally can't do anything without Blood Warden in most cases. Make it so a recently healed downed survivor cannot move for a second or two if his heal is abruptly interrupted by a Killer hit, and that recently hit Survivors lose the 150% speed boost if they also do actions like healing someone who's been downed.
It's crazy how many mechanics are still in the Survivors favor, quite a few recent games I just get the 1 or 2 Urban Evading dedicated gen rushers and when you check all gens they all somehow know exactly which ones you're far away from and pop them in barely 30 seconds. So many Survivor mechanics, addons, items and perks still need nerfing and currently require little skill.
That new Dead Hard "nerf" is only gonna encourage more obnoxious and boring bodyblocking and stupid things like walking STRAIGHT into a killer and tapping E a literal millisecond before he hits you so you get a free speed boost.
Well, that swarming of the hook and bodyblocking shennanigans of survivors highly sucks, but don't expect any sympathy here, that would be foolish.
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@anarchy753 said:
It's inconsistent to trigger it, difficult to ensure you can capitalise off of it.
There's a reason most meta perks are also the simplest to trigger and most consistent.
"Huh, Second Wind/Renewal sounds interesting, who wouldn't want to heal back midgame?"
*reads the triggering conditions.*
*re-reads them because this is all way too complicated*
*re-re-reads if something was missed*
"Well, I guess not..."
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At this point its just customs and no one in living memory has ever seen an active Blood Warden.
