Archimedes5000
Archimedes5000
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@SunderMun said:
Let's not forget, there is no cooldown on it whatsoever, which is something we were told we'd get. :D
So if you wait a week between DC's it will still accumulate. :)
Those 'super rare' game breaking bugs are enough to make it increase vastly LMAO
What? No? It resets after 24 hours?
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@Wylesong said:
https://forum.deadbydaylight.com/en/discussion/comment/1120373#Comment_1120373
So you are going on the idea that you couldn't manage to get a kill and the exit gate is now open? It sounds more like a skill level failure on your part. I see many games where people with DS get killed way before the exit gate is open. Also I guess if we make up scenarios anyone can prove a point. I guess my turn to make up a fake made believe scenario.
STORY TIME!- It is a cold and dark night and I hear the screams of the survivors. I go and run one down and she looks at me praying I don't whack her in the head but I do it with a gleeful look on my face. I hook her and screams can be heard for miles and she struggles and cries. A fellow survivor comes to her rescue and I run to the hook and even with her teammate in front of her I refuse to slug here because I want the survivor that gof off the hook. I catch her and slug her and I am smiling because I know she is mine but I pick her up and I feel a cold metal thing stab my back. SHE IS FREE. I fall to my knees screaming 'WHY GOD WHY?!".-STORY TIME OVER
Heck let's even go with your Story. STORY TIME-You slug the survivor when the exit gate opens and hook her. Her partners get her off the hook and you go and hit her but DUN DUN DUN.....she has borrowed time....now you come to the forums to cry BT is to strong now. ROFL Wait sorry wrong story.....I mean she gets slugged and you go to pick her up and DS procs but she missed and now you get to hook her again.
You are acting like DS is a 100% hit chance. I have seen players miss by accident. You are talking about DS in the most perfect of setups. If it was as great as you claim I would think it would be used more often but I am lucky if one survivor in my game has it.
But you are right this is a most pointless debate because at the end of the day Perks are only as good as the setup they are in. We can keep making story time though to make the perk and or point better fit our points.
I think you didnt understand the poimt of his "story"
- DS at exit gates is uncounterable. This is true, even if you dont tunnel the person with DS and go for everyone else, DS is still active for 60 SECONDS and this is half of the EGC timer, and more than enoigh time to crawl out of the gate. So DS user can be the last person alive/not hooked, but still can hit you with DS.
- Not tunneling does not disable DS. This one is obvious, you can ignore the guy with DS, catch, hook or maybe even kill everyone else, then find the DS user genrushing and DS can still be active.
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@Wylesong said:
https://forum.deadbydaylight.com/en/discussion/comment/1119469#Comment_1119469
You are right about the characters running same cosmetics and stuff but I guess because I play Solo Que this almost never happens. I also play on the Switch so SWF is not an option and I have 1000k hours before anyone says I haven't played enough. On the Switch I am lucky to see DS on one survivor at all and body blocking does sometimes occur but that is more when the killer is tunneling a survivor and we just want to save the survivor and give them a chance to get any points. Most the time survivors on the switch just stay out of the way. I am sorry ahead of time I think I am just having a different experience then others.
I play on PC and watch PC streamers, and this happens fairly often. DS has currently about 50% usage, which means there are 2 DSes in a game on average.
Also Im not saying that all these things happen at once all the time, Im just saying that there are multiple ways to abuse DS amd tjere os a high chance of at least one of them being used. I dont know how it works on switch though.
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@Wylesong said:
https://forum.deadbydaylight.com/en/discussion/comment/1119536#Comment_1119536
I really like your ideas but the limits on DS almost makes it near impossible to use. I mean It can be abused very much especially by SWF. I personally do not use it and if I play survivor I use Borrowed Time to give the Survivor a chance and Killer mains think that is to OP because they can get out the exit gate with that as well. I agree though but I think in the end it is more the SWF teams that are breaking the Survivors perks and making them to OP because in solo que we are lucky to know what each other have for perks. It is impossible to organize such annoying setups. I could be wrong but the Solo Que are gonna get crapped on because of SWF abusing perks.
I think your NOED idea is pretty good but maybe a sign that it is in effect as well before the end game like every other totem. Then again it is meant to be a HELLO I AM HERE perk. lol =)
Well the point of my DS change is to limit its use to ONLY anti tunneling, and this chamge would work perfectly for that
And yes it can be abused, for example by bodyblocking, taunting the killer to chase you or making noise (vaults, disarming traps, etc). I was thinking about limiting those things too (for example reduce the timer when location is revealed), but then I remembered that DS is Laurie's perk, the same survivior that has OoO, so this change would make no sense. So yes, you can still taunt the killer to tunnel you, but tou have to do so by doing useeless things (making noise, tbagging), you cant force the killer to tunnel you by doing objectives anymore. And I think its fair.
SWF are a problem, and some changes are needed, but we are talking only about DS and maybe NOED here. I think the DS change I thought of limits its use in SWF, as you cant just genrush with DS on.
I think NOED being invisible is fine, this is the uniqueness of this perk. So as long as NOED is not something that comes out of nowhere without any effort from the killer, I think its fine.
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Devour Hope, Make your Choice, Haunted Ground, Corrupt Intervention.
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@HellDescent said:
If they'll regress survivor is just gonna stand there and tap it
But he has to stand there
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@Johnny_XMan said:
How do you know there won’t be any killers left?
Do you actually have proof that the lack of killers is making queue times longer or is this something you just pulled out because you think something is wrong with the game?
They are already working on the matchmaking system, and that’s the issue and why red ranks are getting paired with low ranks. This is on either side.
What? Killer quques are much shorter than sirvivior, it means there are more than 4 times more surviviors than killers = too much surviviors
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@just_a_noob said:
https://forum.deadbydaylight.com/en/discussion/133311/ooo-in-the-shrine-youre-kidding
i'm curious.....how is OoO unfun for killers? you do realise that only 1 person can be obsession. correct me if i'm wrong, but i'm assuming because there can only be 1 obsession, that means that the perk will only work on 1 person right? and it also allows the killer to see where the survivor is anyway. and honestly, how often do you see OoO being used. yes its in the shrine but i suspect not many people will use it or it will be a novelty for a few days then everyone will be over it.
if you think OoO is an issue then i'm surprised you don't think MYC or IM are an issue also or unfun for a survivor. both put you in exposed effect and basically alert the killer where you are.
Ugh, bruh, have you ever heard of voice comms in SWF?
Now everyone has OoO.
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@DYNAMICskills7 said:
https://forum.deadbydaylight.com/en/discussion/comment/1122692#Comment_1122692
Is their a secret guide to this? Only want to do it to play with friends while on pc. Not a tech expert.
Nope, didnt find anything like that, I think it would be fairly hard to do without having technical knowledge.
Also I wouldnt reccommend this for a casual playing, as this is potentially banable, so you would be screwed if BHVR decided to do something about it.
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@SunderMun said:
https://forum.deadbydaylight.com/en/discussion/comment/1122809#Comment_1122809
Thrilling Tremors. :)
Thrilling Tremors what?
It COUNTERS every regression perk in the game.... And its a killer perk...
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@MissMora said:
i say remove all items!
I'm just kidding, but what i actually think is get rid of add ons!
Get rid of both lol
No but serioisly, I would leave only 1 medkit, 1 key, 1 flashlight and 2 toolboxes (1 repair and 1 sabotage)
Make addons and items not consumables but available for every game like perks, instead add some max "addon points". For example you have 5 points and thats enough for a (green + yellow) or (purple + brown) or (red + nothing), so you cant spam Iri + infantry belt every game anymore just because RNGsus have them to you.
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The cOrN and The Game
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@NorMak3 said:
https://forum.deadbydaylight.com/en/discussion/comment/1122208#Comment_1122208
Thank you Archimedes and others for bringing up the convoluted nature of the new trap system. I still don't understand why you would ever trigger a trap on purpose though. If you are in a chase, perhaps its possible to get her to go to the wrong side of a loop, but in every other case it seems pointless, you either bring her closer to you or, if it's a good hag, she gets a minor annoyance in the form of a trap going off. You're better off repeatedly fast hiding in a locker. It's possible to get her to teleport to the wrong trap, but that is extremely situational since survivors aren't privy to another trap going off. Also, survivor crouch speeds are ridiculously slow and not fun to deal with unless you have urban evasion. It also doesn't help how many traps she can place near each other and near hooks as well as the range at which the traps can be set off, especially with addons.
Perhaps I'm looking at this wrong though, how do you mind game the Hag and when would you purposefully set off a trap or when would a Hag hesitate, but end up teleporting after hesitating?
Why would you trigger traps? After the trap is triggered, it disappears, Hag will not be able to use it anymore. She will have to go there and reset it. On big maps you can trigger them while she is out of range, so you are safe. Also, while she is carrying a survivior she cant do anything, you can use that time to clear up a path through the map.
Most of the time its just a calculation between wasting time crouching but being safe and running but risking getting caught.
Devour Hope is basically Hag's staple perk, it requires her to stay away and wait for the unhook before teleporting. So as a Hag you trap the hook, wait for it to trigger, wait for the unhook and then you teleport. Surviviors can abuse that by triggering the trap and not going for the unhook at all, making you wait for nothing and wasting a trap.
Other way counter her is Sprint Burst. You walk through a trap, and as soon as she teleports, you run away. With her 110% speed its going to be painful.
So Hags often wait for the survivior to waste whatever counterplay they have, and when they come back because they think you are out of range and get cocky, you suddenly teleport and smack them.
You can also ise flashlight to erase her traps, but you need to be smart about it or you will run out of battery. Well at least in theory... I think that the only change Hag needs is to make flashlight take more time to erase her traps. You can erase like 30 traps with one flashlight, its a bit too effective as a counter.
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@Clinton said:
I know a lot of people hate this perk but it's absolutely needed especially if you solo queue.
Killers are tunneling and proxy camping like mad men lately..
DS causes more tunneling, its the endless cycle:
Everyone who uses DS is partially responsible for all the tunneling, even if they are "just using it so that they dont get tunneled".
Everyone says that, but then an innocent killers get DSed because there was still 5/10/15 seconds of the DS timer left...
And now that innocent killer starts to tunnel on purpose, so he doesnt get DSed by someone crawling out of exit gate ever again.
He assumes that everyone has DS, so he tunnels everyone, countless innocent surviviors without DS get tunneled in the process.
They swear reverenge against tunnelers and equip DS.
And so it begins again...
They are not even aware that it was their friends that created this monster, now they are going to create even more of them with their own hands...
In the end DS becomes meta nad we fall into the spiral of hate.
ONLY YOU CAN STOP IT.
SURVIVIOR:
UNEQUIP YOUR DS NOW
ENLIGHTEN YOUR FRIENDS, DO IT TOGETHER
PROTEST AGAINST ABUSE OF INNOCENT KILLERS
KILLER:
DONT JUDGE, DONT TUNNEL
NOT EVERY SURVIVIOR IS A MURDERER
STOP THIS SLAUGHTER NOW, BEFORE YOU HURT PEOPLE PRECIOUS TO YOU
LETS STOP THE TUNNELING TOGETHER, KILLERS AND SURVIVIORS, DECISIVE STRIKE IS OUR COMMON ENEMY
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Behavior does not handle anti cheat, nor do they handle server protection, so I doubt they will do anything about it.
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@DYNAMICskills7 said:
https://forum.deadbydaylight.com/en/discussion/comment/1122649#Comment_1122649
How is it easy to somehow have their own crossplay? I have googled it and searched every mod forum and such a thing is top secret or non existent.
Servers dont require any verification, you can link yourself to the PS4 server with a PC without issues.
Crossplay icon is there because DBD on all platforms uses the same things, there is crossplay between steam other PC launchers, so the crossplay icon is on other platforms too
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@Peanits said:
I don't know if we just watched the same match, but I just saw Otz 4k (and double pip) with speed limiter bubba and no meta perks.
It would be nice if you also saw that the surviviors were playing very badly and were able to even play versus that killer only because of their meta perks thay carried them to the high ranks.
Why are you even allowing players with such difference in skill to be matched together? And why are meta perks so strong that they allow really bad surviviors survive this long against such skilled killer player?
Not to mention that these sirviviors probably didnt depip, do you think they played well enough to be not punished by the emblem system? Or maybe equiping "meta perks" allows you to climb in ranks by default, no matter how bad you play?
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/1121308#Comment_1121308
and? The game would have been over in less than 4 minutes without that unbreakable, I thought killers wanted longer matches, ahhh yes, you only want longer matches as long as it's benefitting killers, I see i see.
Who wants long matches?
I thought we wanted CLOSE matches.
And CLOSE matches are always long.
And thats because both teams are EQUAL SKILL, so the game is not decided untill the last second.
If we go by your logic, then the best solution would be to make killers and surviviors not being able to move for the forst 10 minutes of the match lol
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@mouse0270 said:
Can we talk about how often he complains how bad Bubba is and that he is using bad addons and still got a 4k. Yes against survivors who made less mistakes he would have most likely loss, but he could also play a better killer, with better perks, with better addons.
You're basically saying, hey this survivors are running meta perks and are getting carried by them, even though the killer still 4k'ed with a bad killer, with bad perks, with bad addons.
Technically this video just proves survivor perks really don't matter, its the skill level of those survivors. To me all this video showed is that Bubba needs a re-work.
So basically you are admitting that the game is not balanced lmao.
What the hell is "bad killer", "worst addons" and "worst perks"?!? I thought that all perks, except Monstrous Shrine and Cruel Limits, are equal?!? And that all killers are also equal, the difference is only in preffered playstyle. Not to mention that purple addon should be one of the strongest addons available, and even brown addons should help you at least slightly.
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@Seanzu said:
aaaaand he still ends with a 4K, I wonder how differently this match would have been had he not used a meme addon.
edit: Not to mention his perks are very weird, seems likely this may have been a chat requested build so obviously something he's not familiar with, right?
I think you miss the point.
The point is that despite the huge difference of skill between the killer and the surviviors (proven by the 4k with speed limiter bubba), surviviors still had a VERY high chance of winning.
These surviviors should get completely destroyed, they made rookie mistakes (letting themselves get hit TWICE with the same chainsaw charge), but they still got many points and probably pipped (or at least didnt depip).
Its the same when camper with NOED doesnt depip because 5 gens + cleansing NOED takes more time than camping one person. Someone camping since the beginning of the game and not applying pressure shoud get DESTROYED even by noobs, without any chance of gettimg brutal killer. But unless its SWF or good surviviors, killer will get 2 kills easily.
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@Peanits said:
I have to ask, what kind of cooldown does the Plague have? You could puke back to back all you like.
And to play devil's advocate, a lot of the perks you mentioned have strict activation conditions that need to be met before they can activate. Something like Unbreakable can only activate if the killer slugs someone for a while and can only be used once, PGTW requires you to hook someone first so there's already effectively a cooldown in terms of how quickly you can down and hook people.
I don't mind cooldowns where they make sense, personally. The Doctor's a great example of it. He doesn't have a cooldown on his normal Shock Therapy, only on Static Blast. If Static Blast had no cooldown, it would break the game. You could sit there and spam Static Blast over and over and the survivors would never be able to do gens.
Agreed, but for example Thrilling Tremors or Surge have long cooldowns despite having activation conditions.
For example, you cant pick up multiple surviviors in a short amount of time, unless you chased and downed them all before. Not to mention that Thrilling Tremors pauses regression. Same with the Surge. You cant down infinite surviviors, the amount of downs is limited by many things, mostly surviviors looping skill
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@Orionbash said:
https://forum.deadbydaylight.com/en/discussion/comment/1121998#Comment_1121998
No, just fair. There's no reason a killer that can teleport directly to survivor objectives and shut down looping as hard as Freddy can should exist. If you actually bothered to read the thread before responding like every Freddy main before you, you'd realize that I've suggested things like having Freddy only able to teleport to his boxes. This would allow him to still get across the map and be able to teleport endgame.
What made you think I am a Freddy main? Lol
I just said that he is boring as #########.
Freddy gives you a huge clue when he is going to teleport, you can run away. The whole fun part of Freddy is mindgaming the teleport and faking it.
If you make him teleport to boxes, then he will become way weaker and even more boring (you want to take away his whole mindgaming potential), he will just become weaker Demogorgon.
Snares are nowhere as good at disabling loops as you make them, compare Freddy to Hag or even Trapper, Snares are just highly spammable.
The most annoying part of Freddy are the Clocks, but nothing can be changed about them without a big rework, and we know its not going to happen anytime soon
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@NorMak3 said:
https://forum.deadbydaylight.com/en/discussion/comment/1121393#Comment_1121393
Could you perhaps elaborate on why you enjoy about playing as and against Hag so I can better understand the community's view of her?
Hag forces you to decide when will you crouch and when will you risk triggering traps? Or maybe you will trigger traps on purpose? Will Hag teleport immediately or wait? What can you do to force her to do either?
I think Devour Hope and Make your Choice Hag is the most mindgameable killer in the game.
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Why do you want to change Hag in the first place?
She is extremely strong, unique and rare killer, there are no problems with her.
The rework you propose is overly complicated, and there is no need for it, Hag already requires you to play very differently against her, that new power would be just confusing.
Not to mention she has most balanced addons in the game (except for shoe and the chain)
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So Freddy is strong and boring as #########, and you want him to be weak and boring as #########? Ok?
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@SawPalin said:
https://forum.deadbydaylight.com/en/discussion/comment/1121906#Comment_1121906
Yes True MoM + WGLF = 1 perk or WGLF + MoM = 1 perk
Yeah, I think the best way would be to add the BP bonus to the current MoM and give David a new perk instead of WGFL.
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@Respectfulnancymain said:
https://forum.deadbydaylight.com/en/discussion/comment/1121911#Comment_1121911
Idk i havent played on the ptb. I just saw a post here saying that toolboxes were buffed
They werent buffed.
Speed was increased, (for example from +15% to +25% or from +75% to +100%) but charges were reduced almost four times.
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@Respectfulnancymain said:
https://forum.deadbydaylight.com/en/discussion/comment/1120615#Comment_1120615
Toolbox and sabo changes suck. But keeping items is actually a nerf cause they lose the add ons and you can 99 anyways. And the perks are all fine
How toolbox changes suck?
Toolboxes are going to be 3 times weaker than before.
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Yes please
I would like replays too (we are on Unreal Engine ffs), but I will sette for match history for now.
Finally you could prove your statistics.
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Wow this makes sense
The only problem is that WGLF is from a free DLC, and MoM is from a paid one.
But well BBQ is in a paid DLC too, so it may be possible
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@batax90 said:
https://forum.deadbydaylight.com/en/discussion/comment/1121769#Comment_1121769
Dude this toolbox was broken with brand new part and the addon to upgrade the repair speed and hangman trick will be really good but can this take the spot of bbq or thrilling tremors i doubt it and for the hook respawing that not the issue the survivor can legit run in front of you sabo the hook you were going and you just lost you hook and the survivor you had will be free to go and if you drop him and go after the survivor who sabo in front of you the down survivor get up cause of unbreakable or someone heal him up and when the survivor get down the samething can happen
It was broken, but now its going to be nerfed.
The speed boosts are not that big, while charges got reduced almost 4 TIMES.
They can sabo in fron of you, but only 2-3 times per toolbox, also you can easily counter it with Agitation or Mad Grit or Franklins Demise or Hangmans Trick. The sabo speed may be a bit too fast, but you should be able to get 1 or 2 hits before they save him.
If you see them go for sabo then drop the guy halfway and scare them off, then picknup and hook
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@batax90 said:
https://forum.deadbydaylight.com/en/discussion/comment/1121726#Comment_1121726
You do the third of a gen in 10 second or so alone thats huge and the real power of the new toolbox are for the hook sabo those hook and make the killer rage quit because he wont be able to hook anyone
No its not, fast toolboxes were never meta, why do you think Commodious was the best toolbox? Because it had the most charges and lasted all game. Now it will last 50% of a gen.
About sabo:
- You can sabo only a few times with new toolboxes
- Hangmans trick buff
- Hooks respawn in 30 seconds now, not 180
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@Slival said:
A killer can close a hatch a /fraction/ of a second before a survivor can jump in, and will generally win hatch standoffs. If the killer manages to make it to the hatch before you do, despite having to juggle everything, and despite you and your teammate using out of game coordination to time the moment your friend stops struggling, the killer deserves to get the closure. If you see the killer near the hatch, or see him coming, and you don't think it'll open in time, then run to a gate because the instant the killer slams it you'll be able to start opening the gate no matter how many gens you had left. You might have to mindgame a little.
I think it is fair for the killer to win hatch standoffs if they manage to get to the hatch even in the face of out-of-game comms coordination, juggling and killing 4 survivors, and having to chase you there. Think about it, if the killer hits you from full health, you're probably gonna use that sprint burst to beat him to the hatch. If the killer gets stunned, you'll probably beat him to the hatch, the end game chase is ridiculously survivor-favored, so in the circumstance where in spite of that the killer manages to make it to the hatch simultaneously with you? I'm okay with the killer's hatch closure overriding.
Actually hatch closing and grabs are the only cases where killer action does not override survivior action, so what matters is who presses the button first.
I think his problem was because killer hitbox is so big that it blocks the whole hatch
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@PipPipCheerioYe said:
Why is it that a killer can block a survivor from entering the hatch by standing in the middle of it, but the survivor cannot block the killer from closing the hatch by sitting in the middle of it?
I was just in a match with a face camping and tunneling Shape. My teammate killed himself on hook because I knew where the hatch was. However, by the time he finally died and the hatch was open, the killer managed to find me and shut the hatch right as it opened, even though I was standing on the middle of it and spamming R1 to jump in.
Thoughts about this?
Because every killer is fatter than every survivior.
This is literally the only reason there is and the only one we need.
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Nobody knows.
Its just like with Thrilling Tremors
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Yes
Use traps to block loops instead, there are many choke points.
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@Heartbound said:
I hope the devs never add a killer that can come around the corner and shoot survivors teabagging at the exit gates and pull them out.
That would be a real shame.
(Crouching and nodding your head is much more efficient at the exit gates btw)
Haha, that would be REALLY funny
Unfortunately, it will NEVER happen
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@andyollolloll said:
Survivors and their toolboxes get buffed and complain just like the buff with DS.
BL actually got balanced which is still described as a nerf, a neverending 'exhaustion' perk.
Killers yet again suffer hearing about the promises, thank god I'm not a killer. It's is too boring winning as survivor in unbalanced SWFC (survive with friends comms).
I wish GTA 6 would hurry up
Toolboxes got buffed??
Commodious got like -75% to the amount of charges lol.
And they buffed the reapair speed by what, like 100%?
How is this a buff?
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@batax90 said:
https://forum.deadbydaylight.com/en/discussion/comment/1115449#Comment_1115449
Honestly if you need to hook someone 2 time before you can mori them i dont see the reason to use a mori and if the remove mori just remove toolbox and key to make this a fair trade but this is another topic
Mori is an offering, so it shouldnt affect gameplay this much.
And yeah, keys also need a nerf.
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@csandman1977 said:
https://forum.deadbydaylight.com/en/discussion/comment/1120093#Comment_1120093
I like this. Wouldnt have to rank them. Purple perks 6 points, green 5, yellow 4. Up to 20 points. So you cant run 4 purple perks. But you could run 5 yellow perks. Or 1 purple, 2 green, 1 yellow.
I think this would definitely make people think harder on builds.
This could work too, but after half a year we would be back to what we have now, just a little different meta. And perk colour doesnt equal its strength, look Cruel Limits and Monstrous Shrine. Some perks are even better on lvl 1, like Discordance or Make your Choice.
Certainly easier to do, but I think it would be just a bandaid.
Your idea would probably be a great way to balance addons and items instead.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/132914/lockers-make-ds-unbearable
You're not forced to pick up the DS survivor, just wait them out.
If you get stunned, why did you stand directly in front of the locker? You should anticipate they will have Head On since it pairs well with DS survivors.
If they use Inner Strength, eat the DS and you grabbing them puts them into the dying state, from the healthy state.
If this happens during the EGC, just wait them out. You have a timer pressuring them. 😁
DS is fine in my opinion, you had plenty of options but decided to not use them. 😕
You are saying this as if killer is not pressured on time. You cant wait full minute when gens/gates are being done, you cant do ######### about DS crawling through open exit gate, you cant ignore DS going for an unhook, you cant slug DS+Unbreakable, you cant wait out DS+Inner Strength in a locker.
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@legend007 said:
https://forum.deadbydaylight.com/en/discussion/132914/lockers-make-ds-unbearable
Please stop, they already mess up DS when they nerfed it.
They nerfed what? Last change to DS was a buff, stun increased from 3 to 5 seconds. And before that was a rework that made it possible for 4 DSes to be active at the same time, made juggling impossible, made Endurance not work on DS, etc.
Oh wait, you mean that adding a skillcheck was a nerf or what?
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@CLAUDETTEINABUSH said:
https://forum.deadbydaylight.com/en/discussion/comment/1120176#Comment_1120176
Just like as killer you expect them to have ds, dh, Sprint burst and adrenaline, that way survivors should expect killer to have noed
Sprint Burst is obvious from a mile away and DS needs a nerf so it can be used only against tunnelers. You are right about DH, but I dont think its that strong, not to mention dedicated servers lmao.
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@Carpemortum said:
https://forum.deadbydaylight.com/en/discussion/comment/1120219#Comment_1120219
It's almost as if those hexes are more useful during early game and have other bonuses to compensate.
Thrill: literally tells you when to go save a totem.
Devour: Grants noed one hit AND you can mori.
Huntress: progressively makes skill checks harder throughout if not cleansed.
Third Seal: makes saves, unhooks, dying state heals, etc much harder due to not seeing anything.
Ruin: well, let's be honest, its had a rough time, but it still slows gens the ENTIRE game unless cleansed.
Now onto Noed: only activates at end game, if not cleansed already, and when noticed, will almost ensure the other survivors leave or cleanse it immediately.
Unlike the others, it is not used at all until the last few minutes of the game, and against halfway competent survivors wont even activate.
Its almost as if most of these perks are ######### (compared to NOED).
Thrill: and what are you going to do with that information? Maps are so big you wont even get there in time. Its ~21 seconds at max stacks. Also, doesnt do anything if cleansed first.
Devour: yes you are right, except you need to collect actual TOKENS for it to work. Also it can be cleansed immediately. And lets be fair, 5 stacks NEVER happens unless you are destroying the other team, aka you dont need to mori.
Huntress: again, requires stacks. By the time you get to anything useful (3-5 hooks) its going to be gone.
Thrid Seal: have you ever seen it work? Because I didnt. Again, gets cleansed as soon as you get all people blind
Ruin: its not terrible, but you get value only after you start applying pressure, and most of the time its gone by that time. Not to mention it blocks usage of all meta gen regression perks. You cant even compare it to NOED
NOED: 1 shot AND 4% haste, no tokens required, much harder to cleanse before its active, no sign that its even in the game, wastes you a lot of time even when its not there (like DS).
Camping with NOED guarantees you a 2k without doing anything, even decent surviviors cant do much agains noob camper with NOED
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@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/1120176#Comment_1120176
Requires no effort? How is that any different from DS or adrenaline? There's nothing a killer can do to prevent DS from every happening. Slugging isn't the answer. It is still preventing you from doing your objective. You can choose not to tunnel but time and again it's been proven, the person with DS active decides to get in the killers face. Either by wasting their time or making a hook save right in front of them.
Bruh, did you even read the first sentence?
DS needs balance, but so does NOED
Just because surviviors have DS doesnt mean NOED is completely fine.
Both DS and NOED need changes, because they are both unfair and annoying
to play against.
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@fcc2014 said:
https://forum.deadbydaylight.com/en/discussion/comment/1120093#Comment_1120093
When i say rankings i mean meta perks; DS,BT.DH,SB,Iron Will, Adrenaline, Lithe, Balanced Landing, NOED, BBQ, RUIN,Whispers,Enduring,Sloppy,Thanta,
Yeah I know, but devs have usage % statistics on ALL perks, we could use that to put them in "point tiers" and give a max amount of points your build can use. So like you have 10 points so you run Self Care, Plunderers, Lightweight and No Mither (7+1+1+1) (numbers are random, but SC really was top used perk, in like 70% games)
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@Carpemortum said:
https://forum.deadbydaylight.com/en/discussion/comment/1120176#Comment_1120176
Sure, When we make it not cleansable as a totem that can be found by happenstance.
So NOED is supposed to be Hex because (insert reason here) but other, weaker Hex perks (all of them actually) can get #########. Wow thx. Its not like you need to cleanse 5 time totems compared to other perks already
I agree that Hex perks need a slight buff, bit NOED is the last perk that needs it. NOED literally has a cleansing protection built in (insidious to surviviors and 5 totems to cleanse it before its active)
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@frostthejack said:
Learn to use the tools given you and accept the tools used against you. Stop acting like little babies. If you can't win when survivors are running that perk then you are not as good as you think you are.
Work for your kills. You shouldn't be able to get them for nothing.
And you shouldnt get 70% of a generator for nothing either.
Work for your generators and dont use invicibility. Accept tunneling as a tool against gen progress or something.
oH wAiT, its actually DS that causes tunneling and not the other way around!
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Do you even know how DS works?
Or if a guy with DS gets unhooked, I ignore him, down and hook 3 other people, then find the guy with DS trying to unhook, he hides in a locker, I grab him and get DSed, then it means I tunneled? Or was I supposed to have 60 second hourglass in my head that turns every time someone gets unhooked? Lmao
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Just because surviviors have DS doesnt mean NOED is completely fine. Both DS and NOED need changes, because they are both unfair and annoyimg to play against.
- NOED has the strongest cleansing protection of all perks
- NOED does not require ANY sort of build up or preparation (tokens or sum shiet)
- Despite points 1 and 2, NOED still has the strongest effect in the game (exposed + haste)
- It slows down the game by over 80 seconds, yet its treated as an endgame perk
- Its impossible to know if the perk is in play or not, so most of the time you counter non existent perk.
- In comparision, Devour Hope is weaker in points 1 and 2, it has THE SAME or even weaker effect (point 3). That alone proves its not 100% right, its stronger than similiar perks for no reason.
So whats MY problem with NOED? I dont have a problem with cleansing protection alone, but it should require effort from killer too. There should be some sort of token system that would control the power of the perk.
There are 2 reasoms for that
- Making NOED bad option for hard campers, who exploit the perk the most
- Making NOED possible to discover by surviviors who are waching the killer closely and will notice when they are collecting tokens for NOED. For example like when you can see the killer has Devor when you see them running away from the hook in panic. (This point is an "additional objective", its not necessary)
How would I fix NOED?
Make NOED only usable on people you have hooked before (like Moris are now)
