Alice_pbg
Alice_pbg
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- Alice_pbg
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1245213#Comment_1245213
Doesn't egc end in 2 minutes normally? It's not like you're holding the killer hostage.
Hope activates when the gates are powered (a.k.a. when gens are done), not when the gates are opened.
And I didn't say anything about holding the game hostage.
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Why nerf good things instead of buffing bad things?
If you nerf all the good things, them everything is bad
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@Eye66 said:
https://forum.deadbydaylight.com/en/discussion/comment/1245152#Comment_1245152
That fixed it! Thanks so much!
NP. Glad to help π
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@Chewy102 said:
https://forum.deadbydaylight.com/en/discussion/comment/1245184#Comment_1245184
A Wraith earning good BP means he is able to make full use of his cloak. Not easy to do and is a constant time sink that could cost him by cloaking too much or giving too much warning coming out of cloak.
That's my point. Most Killers have problems breaking 20K BP a game due to how often they can't use their powers or how little their powers help to end chases. Clown can stack BP like the best by spamming gas everywhere, but he can't make use of that power to win games. Costing him BP elsewhere. Trapper is another on the other end. His power takes ages to setup and has good odds of never paying off. But when it does, a high BP Trapper is something to outright fear!
Most Killers can show good/great gameplay through high BP gains. Some takes more effort than others to have good BP gains but the tend to even out where if you have a 25K+ game it likely was VERY intense and well played by everyone. Fun in other words.
Doc and Legion are just BP whores though. Able to stack BP like nothing on top of being decent Killers.
I disagree, I don't think it's hard at all to fully use wraiths cloak. Besides maybe billy it's the most straight forward power there is.
Go invisible, get near people, uncloak, m1.
The hard part is pressuring the map, the power itself is pretty simple.
I average 20-25k. I honestly think less than 20k bps as killer is a bad game. So I can't accept this "killers struggle to break 20k" thing.
Trappers bps gain is indeed pretty bad...
I don't think pips and bps correlate all that much.
Bps means you did a lot of things in the match, pips means you were very effective in however many/little things you did.
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Hope lasting the entire end game would be broken AF.
There is absolutely nothing you can say that would change that fact.
Adrenaline is meta because of the heal+sprint burst effect. So they can focus on gens and not care about healing. That's why it's prefered over hope.
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@Chewy102 said:
https://forum.deadbydaylight.com/en/discussion/comment/1244406#Comment_1244406
Shows the effort you put into the game and Killers expect that effort to be rewarded. 30K BP is by no means a small feat. More so with Wraith who doesn't have any added means of map pressure needing an even higher amount of effort to earn with how quick a game can end.
Moral is important as well. Being told "do better next time" after playing a near perfect game murders your moral and ruins the will to keep playing.
I will have to disagree with you on this.
Wraith is amazing at getting bps.
Obviously not as good as legion or doctor... but still amazing.
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Restarting the game solved it for me (Like, 2 times in a row).
Have you tried restarting and opening the archives right away?
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Was typing the other comment when you posted this one π€·ββοΈ
@Cheers said:
https://forum.deadbydaylight.com/en/discussion/comment/1245095#Comment_1245095
Oh that map.
3-4 pallets around the main building
Shack pallet
7/8 different loops.
There is no main building on rotten fields.
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@Jejune said:
https://forum.deadbydaylight.com/en/discussion/comment/1245103#Comment_1245103
the one with shack in the middle, dont remember the name
Let me show you how to remember which corn map is which.
Thompsons house has a big ass house. Also the shack is in the corner furthest away from the house...
Fractured cowshed has the big red barn. The shack is in the opposite corner of the map from the barn...
Rancid abattoir has the slaughter house in the center with the shack around the edges...
Torment creek has the broken zeppelin on one side and the shack in the other...
So the only option is rotten fields. Which doesn't have a landmark.
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@Jejune said:
https://forum.deadbydaylight.com/en/discussion/comment/1245088#Comment_1245088
THERE IS NO HOUSE. Its not thompsons house map. Its those 6 pallets i named and corn
Which corn map?
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@MrGolden32467 said:
https://forum.deadbydaylight.com/en/discussion/comment/1243160#Comment_1243160
Peanits someone just sent me this on my similar discussion :
https://us.v-cdn.net/6030815/uploads/487/5BX30QGVJNWV.png
Does that help ?
Worked for me π€·ββοΈ
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So...what are you actually complaining about?
Bbq? The perk people use because they want bps and would replace imediatly with better information perk if the 2x bps wasn't a thing?
Judith's tombstone? The worse version of the piece of tombstone?
Ebony moris? Which most agree is op and would be ok with it being gone as long as keys go aswell?
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Because they know if they add a cowboy or a viking they would be too cool and no one would play any other character.
π€£
But for real. They can easily say that the entity teaches them what a generator is and how to fix it upon entry.
I mean, how the hell does Jane know how to fix a generator? Or laurie? Or feng min?
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This thread... π€£
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@Aneurysm said:
https://forum.deadbydaylight.com/en/discussion/comment/1215645#Comment_1215645
Damn you beat me
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Any kate skin > any other survivor skin.
Just facts. π€£
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@ZoneDymo said:
you mean Adept killer? you need to get a merciless victory, atleast 3 irridecent and 1 gold emblem.
That depends on rank. The emblems
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You mean the adepts?
You gotta get a merciless. Meaning you need to get 2 pips.
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Play without perks for a while.
Eventually you'll do well, it should help build a little confidence over time.
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@SoylentPixie said:
https://forum.deadbydaylight.com/en/discussion/comment/1207828#Comment_1207828
Please point out where in my post I Specifically said I wanted killers to play bad.
If a killer tunnels a key bearer, that is fair and square, tactically it makes sense. Most killers do it and most survivors expect it. So please, don't assume what I want based on how you want me to look, which i assume is "Classic entitled survivor"
I simply look at things objectively, and in an environment where we have hatch challenges appear in the rift survivors should still have the chance of finding a key.
Once again, personally I'd rather be rid of both keys and Mori's, but until then, if one stays, so should the other. Just my opinion as it is. No 'ulterior motives' intended, so please don't put words in my mouth to further your argument.
You said you only wants keys to be gone from chests when killers stop tunneling people with keys.
Which you said yourself, is a bad play. You gotta remove the key bearer from the equation.
So you want killers to play bad in order for this change to take place. Is this not the logic here?
I don't see how the way killers play when there's a key around has any bearing on keys being found in chests.
Hell, one could easily make the argument of exactly because killers try to get rid of the key holder asap, they should not be "gettable" in such a secret manner
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@xEa said:
https://forum.deadbydaylight.com/en/discussion/comment/1207828#Comment_1207828
How are you able to react to a secret offering? The statement was that a killer can see a key in a lobby and he could react to that, how should a survivor react to a secret offering with items or perks?
After you mori one guy early, it is GG unless there are only 1 or maybe 1,5 gens left to do. As a killer you can not loose a 3v1 unless you are far less skilled then survivors. One is on the hook, one is getting chased, one is safing. It becomes almost impossible to break this cyle against a decent killer. But dont make this a mori discussion now.
The room for counterplay is to kill them. As a killer i NEVER have a problem against keys ever and as a survivor i almost never escape through hatch with multible people. I was honestly surprised when i saw that many here have a problem with keys.
Well, the entire discussion is about keys being found in chests. So I don't really know why you're talking about keys in lobby.
Also, everyone reacts to secret offerings... "oh, a secret offering, it must be a mori, I should play carefully"
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@xEa said:
https://forum.deadbydaylight.com/en/discussion/comment/1207435#Comment_1207435
Then you are really unlucky. For me, 1/10 chest searches is a skeleton or dull key.
Topic:
They should lower the chance to find a key in chests, but removing the possibility at all is not the way to go.
If one of the Survivors brought a key right from the start, I can completely understand and revise my strategy. But there's literally no counter to unexpected keys from chests in a 3 gen situation.
That is not a valid argument, since surivovrs also dont know you might bring a mori until its to late to react to that.
That is not a valid argument. Everyone sees the "secret" offering.
And even then, after you mori someone, the other 3 are still alive and playing the game normally.
While a key will suddenly stop the game because all survivors that are left escape in 5 seconds with no room for counterplay.
@designator said:
It's incredibly rare and time searching a chest means time not working on a generator. 3 genning is a lazy strategy that is honestly too rewarding for how little skill it requires, especially in solo queue.
You can only do a 3gen if the survivors allow it. So yeah... very little skill on their part.
@SoylentPixie said:
Sorry but as long as killers choose to tunnel the ever living heck out of people who have a key in the lobby, then chests should have the potential of keys.
Personally i don't use them, and I'd prefer to see both keys and ebonies gone. But until then, keys in chests should stay.
So... you want the killer to play bad? And let the person that can end the game sooner alive when there's 1 or 2 gen left?
If you bring such a powerful item, you better be ready to survive.
What you want, is like asking survivors to unhook in front of bubba. An objectively bad play.
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You say a skilled billy gets a backrub with no chance of counterplay.
I say skilled survivors force billy to m1.
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As a guy who plays solo 90%+ of the time. I completely disagree.
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@Marcus said:
https://forum.deadbydaylight.com/en/discussion/comment/1205253#Comment_1205253
https://forum.deadbydaylight.com/en/discussion/comment/1205252#Comment_1205252
Marth tested the both ways, but you lose the chase in both cases and thus it becomes an infinite. The only time it didn't become an infinite was when vaulting the window into inside.
But clockwise the window got blocked...
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@Zoldyar said:
https://forum.deadbydaylight.com/en/discussion/comment/1203840#Comment_1203840
Now I see where you are coming from. Let me put it like this:
Legion's frenzy has no counter that a surivior can perform against him(it is also part of the reason why legion was hated in the community when he first came out and still is now).
He also regains his power each time he hits a surivior. Thus allowing him to go up around putting everyone in mending.
So if he had a quick recovery time (the devs removing him losing his power when hitting a surivior out of his frenzy), on addtion to that use his add ons to speed up the recovery, has no counter when using his ability and regain his power when he hits a surivior. No one in the right mind would find playing against a legion fun (we still dont).
The gameplay will quickly become repetitive because every 20 seconds a surivior has to mend and hold m1 for pretty much the whole game. I'm pretty sure I don't need to go into much detail why this isn't fun and why the community went on a rant about legion.
Now do you understand why people made videos or post explaining that legion can't become balanced and should be deleted?
But what about losing 50% of his power after a basic attack has to do with any of this?
You think legion is gonna do a basic attack on someone and activate it's power afterwards? Why?
In what situation is that a good play? Or in what what situation that is somehow better than activate FF before doing the basic attack?
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@Zoldyar said:
https://forum.deadbydaylight.com/en/discussion/comment/1198694#Comment_1198694
And your post makes sense how?
What do you mean?
I said your logic doesn't make sense. I don't see how it could make any more sense than that.
Sure, I could explain what I mean more in dept, but it won't make more sense, the message is still that your logic didn't make sense.
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Well... guess I better prestige legion next... gonna need to get some duration addons...
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Why would you buy a character you can always play for free?
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So after reading it my mind remains unchanged.
Unchanged from what?
You aren't really doing anything other than instead of like you mentioned creating a inf loop of RSN2 base or not by making it 2 separate powers.
...what?
Your not addressing any issues. The RBT wont become more lethal either just because they do a gen first. You haven't done anything new except let's change it so we can both have our way and throw a shiny "head-huntress" title on it.
IT will. Because now they have to try to remove it after it's active. Meaning less time by default to do it. And less time=more lethal. And that's that without considering the pig player doing it's thing.
Unlike regular pig, which might never have a trap get activated. Never putting the survivor in a do or die situation. Which RSN2 almost always forces.
We will pretend it's a 50/50 split on survivors current doing boxes or gens. Instead of 50% doing boxes now 100% do gens.
Why? We both know 99.9% of players will do gens. Why make a thought experiment on faulty premises?
You haven't increased any lethality in the RBT. In fact there's a better chance of you losing because they will treat Pig now like Clown and gen rush. The faster they do gens the worse your RBT becomes.
LIke I explained above, by definition it becomes more lethal.
Because they don't gen rush now?
Only if they are used to stall. If you plan on killing someone, last gen is as good as the first for the RBT.
Your TLDR was spot on.
As in, you agree?
Everything aside I did think the switching of powers for Freddy is not a terrible idea though
Aparently, this is the unpopular opinion. Which surprised me since snare freddy is base and he's considered the stronger version π€·ββοΈ.
@aregularplayer said:
nope; use the addon if you want it.
it would literally change nothing for you
@Marcus said:
Pig already has 3 powers : crouch, Ambush and traps.
I agree with @Liruliniel tho, Rule Set No 2 shouldn't be in her base kit, but this add-on ( along others ) should be reworked and Pig should also get some buffs to her already existing powers.
Yeah...but you know what I mean. π€£
It's not replacing RBT if that's what you got from it. It's a choice for which one you want. Before the match even starts. You just don't lose an addon slot for it.
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@Liruliniel said:
Tell me why would you run RSN2 and actively nerf your own power?
The point of a RBT is to slow the game down.
RSN2 basically say do gens to find the boxes or waste time looking all over the map for a box. No one except low rank players will do boxes first. Without RSN2 you have the option to use a box or a gen. Most seem to do a combination of both in my experience.
So unless your new to the game you'll have the option removed and do the gen immediately. This is quite literally the opposite of what Pig wants. Ya some people just do the gen and some people just do boxes, but the option to choose helps. By removing that option you have effectively nerfed her power.
Oh ya this will be incredibly overwhelming and broken for lower ranked players who think they must remove the trap asap before gens.
https://forum.deadbydaylight.com/en/discussion/comment/1202502#Comment_1202502
I would rather Buff Freddy than ever play against a Doctor again.
If you see the full post, it's to force the survivor into a bad position.
They have very little time and must go around the map fast to remove the rbt or die.
I called it "head-huntress pig". The rbt is there to delete someone from the game, not stall.
Unlike "stall pig", who doesn't really care if the trap is removed or not, she just wants survivors off gens.
You exchange stall for lethality.
I think the playstyle is different enough to award a second base power. Otherwise, one of them will always be nerfed.
Everything is overwhelming for newer players... my first game was agaisnt leatherface and he seemed unstopable. Had no idea how to deal with trappers traps. Had no f*ing idea how spirit worked...etc.
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@tactic said:
I think Freddy already has a crazy amount of abilities already, and is currently in a pretty good spot.
I don't really think Pig needs a new ability either, all she needs is a few small buffs. And if people want to use RSN2 RBTs, they should be able to use the addon - even if that means only being able to pair it with others.
I imagine that one type of RBT would always be stronger to use than the other (intentionally or not), and so this would effectively make an ultra-rare item basekit or do very little
I think their strenght is on different things. So you wouldn't be able to say "this one is definetively the strongest". It would boil down to preference.
@Enlyne said:
Are you out of your mind? Freddy has a ton of crap going with him already, nobody likes it.
I agree however that Pig needs love since god-knows how long, she's been buried.
@AsePlayer said:
I never want to see anything related to a buff associated with Freddy ever again.
I didn't think freddy was that much of a trigger word...π€£π€£
But like I said in the full post, you can argue for it, but I don't think freddy needs it.
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@Zoldyar said:
Itβs because he would be able to constantly injure survivors. Thus making the gameplay for survivors boring and annoying because they would constantly have to mend. By the devs adding this feature it makes it less frequent of a survivor having to mend all the time.
...this makes no sense.
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@CaulDrohn said:
It does not take plague great effort, but when the survs not cleanse she wouldn't have much corrupt fountains. So I think if it's fair to deny her power, even though she might only have one possibility, it's imo also perfectly fine to cancel oni power. Oni can always recharge, it "only" takes him some time. And hitting an Oni in his fury with a pallet sounds like a real achievement for me, so why not reward that? Plague has to mind for pallets in her corrupt state, why shouldn't Oni mind for that too?
Because plague still has a power when she loses corrupt.
Oni does not.
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@BigBrainMegMain said:
Yeah, because bringing a key means a guaranteed free escape.
You do know that keys only work if survivors work on gens, right?
And it's killers like you that are going to get all moris nerfed really soon.
Key means that if he kills someone else first, the game ends with only 4 gens done.
3 gens done if he kills another 2 people.
The first gens will go, you can't possibly patrol 7 gens. But when you get to a manageable point, maybe managed to keep that 3 gen, key just says "nope" and ends the game.
Can we not pretend keys aren't powerful as all hell?
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@TheMythicalCat said:
I don't like Survivor gameplay. I'd rather be the sole contributor to my victory then rely on others
Also I don't have any friends to play with and don't like meeting new people, so SWF isn't an option
Sure, unless you get lucky with hatch, you depend on your team to escape.
But, ranking up is entirely on you.
So it depends on what you think a victory is.
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Ptb proove thyself is exactly the same as current proove thyself.
It just removes the penalty for doing a gen together.
Using it tomorrow won't affect a thing
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Reducing the size of the map should help with that.
It gets smaller so killers can actually patrol it. And stuff gets closer so survivors can loop #########.
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These are changes intended to better balance the game. Meaning they gotta gotta make the 2 sides as even in power as possible.
That means they either buff one side or nerf the other to make them more equal.
So, yes. It is a buff or nerf.
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@Bjario said:
From 44secs to 47secs isn't that noticable. And you will rarely ever find 3-4 survivors on the same gen
Except during the last 3 gens, where each second counts for the killer.
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I think it's good.
Specially sensitivity on console
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Inner strenght
And
PGTW
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Mostly
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I like him. He's fun.
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Cool intro.
About reverse bear traps. I like the general idea, but here's what I would change.
1- good skill checks = +10 seconds, great skillchecks = +5 seconds.
You said the reverse in the video, and it makes no sense, why would anyone even try to get great skill checks at that point?
2- make removing the trap in the boxes like snaping out of it. Garantee 3 skill checks, no more no less. Otherwise rng would just make this take no time at all or forever. But having a set range from 15-45 seconds seems fair enough. Or 20-50...something like that.
3- when a survivor removes a bear trap, another appears on pig after 10 seconds.
Trapper already needs to go around grabbing his power, we all know how frustating it is to see 2 traps on the other side of the map that will never get used. Let's not make pig suffer the same way.
4- I like the gen trap thing... feels weird but...how many gens would get trapped? And does it trap everyone working on it? Why 75% and not 50% or 90%, why 75?
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Played the demo... didn't care for it. Won't be buying it.
It was just boring.
It also doesn't help that we are not playing with anycharacters from the games, like... would it really be hard to play with jill or claire? They even have models already... and if the excuse is "the game is canon so they can't be there" well... that's dumb.
The predator game on the other hand... was actually fun and I might get it.
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Survivor - Pharmacy, but for toolboxes and flashlights.
Killer - "It's mine!": if you SACRIFICE all 4 survivors, you keep your addons.
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@gatsby said:
https://forum.deadbydaylight.com/en/discussion/comment/1188178#Comment_1188178
But is hook bombing in front of the Killer's face to get WGLF gonna increase your chances of escaping or decrease them?
You don't have to hook bomb.
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I like it π€·ββοΈ


