AshInTheTallGrass
AshInTheTallGrass
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- AshInTheTallGrass
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You're a sweetheart <3
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@Holylock said:
Something like this?
- Deadly trap: Trap a Generator by performing the Damage Generator action. The next Survivor interacting with that Generator is faced with a tremendously difficult Skill Check. Failing the Skill Check results: Losing a health state if the survivor is healthy or putting in deep wound if the survivor is injured. Deadly trap has a cool-down of 60/50/40 seconds.
Similar! I was envisioning something that would be like Blast Mine, but for Killers. If a Survivor touches a gen while the trap is set, then they're automatically damaged. There's no avoiding it (so no skill check). I also mulled over the idea that instead of setting the trap by performing a damage action, the Killer could instead gain a token for an action with the Obsession. The gen with the most progress would then automatically get a trap set by the Entity. If a Survivor is currently working on that gen, the explosion triggers, and the Survivor is put into the deep wound state. If a Survivor is not working on the gen, the trap (for a set time) is set. Those details are hazy though.
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@MrJack20252 said:
https://forum.deadbydaylight.com/en/discussion/comment/3113398#Comment_3113398
yeah i noticed too late this isn't the correct section, idk how to use the forum on the phone website.
No worries. Mods often move posts to the correct section, so if they see this post, they'll move it for you over to the bug reports section.
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@Krazzik said:
I'm glad you learnt how to better your gameplay, gg.
Feel better.
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@Krazzik said:
Run to a teammate and get them to mend you? It's a non-issue.
You weren't there. You don't know the situation. You also assume I didn't realize a teammate was my only option in that moment. It simply wasn't possible because of the specifics of the situation. I shouldn't have to explain all that for you to not jump to making a snarky comment.
The purpose of the post was to ask a question about the game. It got answered. That's all that needed to happen here.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/3103132#Comment_3103132
Snapping out of it is 12 seconds.
Deep Wound duration is 20 seconds.
You have roughly 6 seconds since you have to stop to snap out of it and can't immediately start mending upon finishing snapping out of it to mend. If you let the deep wound timer get too low before starting to snap out of it, that is your fault. In those situations you'll have to get a teammate to mend for you.
I think saying "that's your fault" is a little unwarranted.
Remember, the Killer was tunneling me, so I was in and out of chase. I did the best I could, given the situation, and I was not even aware that Tier 3 would be the default.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3103120#Comment_3103120
It's been around for at least as long as the Doctor Rework.
@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/3103124#Comment_3103124
It was a thing before the rework, but there wasn't many ways to apply deep wound back then. It was just Borrow Time. So it was a lot harder to have someone in T3 and deep wounded than it is now.
I believe you, Pulsar.
And I agree, Crowman. I've never been in that situation until now.
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@Crowman said:
It's intended. When they made the deep wound duration shorter they intentionally made it long enough that you could still snap out of it and self mend.
I wouldn't have had enough time. When I finally got a chance to try to fully mend, I only had a sliver of time left on the deep wound state and was still snapping out of it.
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@Pulsar said:
Pretty sure this interaction is intended.
Been in the game for many years at this point.
I've been playing for years, but I've never had to mend and snap out of tier 3 at the same time.
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@Aneurysm said:
This was a funny one.
Coldwind map, I forget which one, against a spirit, I died second, pretty fun game overall.
I see on the endgame screen the two remaining both have iron will. Ace has that and a few more "new meta" perks. Feng is rocking the interesting combo of iron will, dead hard, spine chill, and adrenaline.
So I want to watch this obviously. Ace is practically silent with new iron will, the Feng is extremely good in chase and the spirit messes up a lot of phases against them both. Feng dies, Ace gets out the gate in time.
I comment "iron will still kinda works then?"
To which the Feng responds "no it doesn't, I'm making noise, and dead hard isn't working either"
Considering how good she was in chase I'm surprised she wasn't the type to keep up to date with current affairs, and then she says the best part:
"and I could hear the spirit while she was phasing near for some reason"
What I want to know is, what was her reaction when you told her.
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@Slingshot47 said:
I think giving him to option to hold onto his main event once charged would help tremendously.
Also, do you think the duration of main event should change?
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Here's an excerpt from a post I made about this topic, lightly edited.
Add-on idea 1: After setting a trap, the trap will be blocked by the entity for a certain time. It cannot be disarmed while the entity protects it.
I've watched a Trapper set a trap at the shack and then immediately disarmed it once he left. I wouldn't be able to do that with this add-on.
Add-on idea 2: When a survivor goes to disarm the trap, their hand gets stuck/trapped and they have to struggle to get out. But once they free themselves, the trap is disarmed and they're afflicted with a modified version of the deep wound state.
This would make chases more interesting because if the Trapper comes back to chase the survivor, that survivor has to start chase while needing to mend. But how and why it would be a modified version of the deep wound state is because once they mend, they're back to whatever health state they were before they disarmed the trap. This would be because the Trapper didn't "catch" them in the trap. So if you were healthy, you're back to healthy. If you were injured, you're still injured.
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@Dunkinspunkin said:
https://forum.deadbydaylight.com/en/discussion/comment/3091528#Comment_3091528
100 percent as a killer main, I'm looking for any reason to switch it up. And if I see a survivor being a punk, the game objective changes. Now it's how do we make him pay and let everyone else max their points and escape
I salute you. Hope to play against you one of these days.
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@amazing_grace said:
That was amazing. Thank you for sharing. Feels great knowing that some killers can see when survivors are trolling other survivors.
Definitely! I've had Survivors pull this stunt on me and Killers went along with it--and even gave them the hatch in the end. And then I've had Killers act like this guy. What a class act 👍👍
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3088911#Comment_3088911
Have you tested it? Because I've seen accounts in practice that show it cancels out exactly. Which is why I said it implies the math isn't quite what it seems from the descriptions.
That's why I wish the descriptions were more precise. I'd like to understand exactly what the effect will be, but sometimes, they're too vague. Someone else in the thread said they tested it and it cancels out exactly, so it looks like you were correct about the result being different than the implied math.
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Can confirm: it was a really great combo. The healing speed was really fast, and if timed properly, it could be really helpful for late game saves. However, because my games weren't so great (tunneled out), I got tired of losing medkits and wasting add-ons, so I took the perks off.
This is a good combo to try to run, but I'm going to hold off for now.
If you want to get the max use out of this, maybe use a purple medkit with add-ons and burn an offering to protect it (if you're low on the medkits).
Good luck, all 👍
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@ChiSoxFan11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3089968#Comment_3089968
Hear, hear.
I saw a quote of his recently: “I think the saddest people always try their hardest to make people happy. Because they know what it feels like to feel absolutely worthless and they don’t want anybody else to feel like that."
Another quote I saw attributed to him: “Everyone you meet is fighting a battle you know nothing about. Be kind. Always.”
Words to live by.
Yep. Some people want to hurt others because they're hurting. Others want to help others because they know what it's like.
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@deKlaw_04 said:
I miss Robin Williams he was an amazing actor and just an awesome guy
Same.
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I'll give it a try and see what happens :)
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@ThiccBudhha said:
I feel better knowing that people like you are in this community. There will always be bad apples, but I always feel better knowing that for every jackanape, there is a good spirited individual. You are a real one, homie.
Wow. That was . . . really nice to read. Honestly.
Thank you.
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@AReallyBoredHuman said:
This is a nice sentiment, especially with all the negative posts that are on the forum.
I hope it made you feel even just a little bit better.
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@Remedicist said:
I want to hug that little peanut 😤 It's refreshing to see a nice post like this out of nowhere. We try our best to not let anyone or anything stress us out but sometimes it doesn't work out that way. Still, I hope everyone is doing just fine!
See you all in the fog as well
Same to you ❤️
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@Slingshot47 said:
I think giving him to option to hold onto his main event once charged would help tremendously.
Couldn't agree more!
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@Raccoon said:
https://us.v-cdn.net/6030815/uploads/HVKBVPGLSRD2/image.png
No idea why it rotated, but this is Bunzo!
Oh. My. God.
I want to cuddle that fluff ball!!! 🥺
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@sizzlingmario4 said:
FYI - I can confirm it does perfectly cancel out.
You didn't have any leftover charge? If so, then Seraphor is right.
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@dspaceman20 said:
I have tried it and definitely noticed a difference when using medkits. It does work and it's helpful
Thanks! Did you use a green medkit?
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@JoByDaylight said:
It was a mistake to fix this beauty.
lol you know darn well she was not a beauty here! 😂
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@FriendlyKiller said:
https://forum.deadbydaylight.com/en/discussion/336955/botany-streetwise
Not yet, but I bet I will now!🤠
😉 be sure to update!
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@OnryosTapeRentals said:
I don't see the issue <3
😂😂 liar!!
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@shinymon said:
Didn't BK used to give additional efficiency pre nerf though? (correct me if wrong)
If so we are looking at a 53% efficiency nerf, far from 20%.
Here's a list of all the variations. https://deadbydaylight.fandom.com/wiki/Botany_Knowledge
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@ArborTime said:
I don't know if that bonus stacks multiplicatively or additively.
Yeah I wish I knew specifics.
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Only thing that sucks is, I'd want a dinosaur to be running across the map. BHVR would probably make him slow, and seeing a dinosaur slowly waddle around the map makes me feel like it's a scene from the show Dinosaurs lol
What I want:
What I would get:
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The Oni is one of the best cosmetics they've ever done. It's a shame I rarely go against Oni. I would love to see it in action.
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If only I loaded into solo queue with teammates like this lol
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@ARTRA said:
To me this is an Alien/Xenomorph leaping for survivors. Somewhat a Viktor and Demo fusion.
Rather than fly/levitate, jump skills.
Even Viktor jumping works in indoors map by jumping over boxes and stuff like that.
And Demo in a hill with a fully charge M2 can jump quite a lot.
Just to add to the topic.
Here's a drawing of what I was thinking. It's hard to draw because of dimensional issues, but imagine a Killer who levitates straight up (not at an angle, as the drawing kind of implies). Then dive bombs (like an eagle) very rapidly, like Billy chainsawing.
By the way, the jungle gym itself isn't mine, only the commentary.
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@drsoontm said:
Indoor maps?
That being said, your proposition is reminiscent of a bird of prey.
If kind of feels like sort of a Nurse,but from "the sky", and with collisions. It would need to "float" at least at window/pallet level or above walls. (Which was the first image I had, hence the "indoor maps")
I may be seeing something very different from what you have in mind though.
I believe that before thinking of its counter-weight (e.g. a cooldown) its power should be fleshed out.
Power -> counter for survivors -> counter-weight to balance both.
Yeah I brought up the indoor maps. "And then there's the issue of indoor maps. How would this Killer work in something like Lery's? I'm wondering if maybe the Killer could choose to do a strictly horizontal rush action (which could work in the hallways). But then again, all Killers have good and bad maps for their power. Hmmm."
And yep! That's what I was thinking. An ambush attack like an eagle.
In my head, I saw the Killer as going high up to get a really good view, but not as high as Space Billy. Still kinda fuzzy though, to be honest. When my gears get to spinning, my mind spins in too many directions. That's why I especially want Killer feedback. Since I'm a Survivor main, Killers understand these mechanics and challenges better than I do (though I do play Killer occasionally). Hearing from them will help me narrow my focus, so thanks. You're right about the power needing to be fleshed out!
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@ARTRA said:
Trapper and Wraith as the muggers.
T: Eeh, eh,what we are ?
W: ...we are killers.
T: And what killers job?
W: Hook survivors?
T: I CANT HEAR YOU!
W: HOOK SURVIVORS!
Both: SOO LEETS GO HOOK THEEEM.
I can't help but read that in the Trapper voice from Samination haha
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@dugman said:
I fully expect Ben to shout something like “Are you trying to be dense?! You stick your hands in the middle of the pistons of this generator, how much clearer can I make it? A child could do this!” 😄
😂 and on how you clearly heal someone from an impaling by hovering your hands over their body. Easy peasy, noobs.
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@Gamedozer7 said:
I love these guys I was so excited to see them doing dbd ita going to be great.
Same! Their Red Dead Logic series was gold lol They seem to really get games. I can't wait to see what they do with dbd.
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@GlamourousLeviathan said:
First, I would make him 115% movement speed.
Second, instead of his laceration meter going down by itself, I would make the survivors perform an action to remove his blades manually. This would give him some 4v1 and a reason to go for snipe shots.
Third, I would make Trick Blades basekit, since it would give him more personality than just being a Huntress that spams blades.
I also like the blade removal strategy. I had some ideas to go along with that, but they're not thoroughly fleshed out yet.
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Yeah I had a "holy #########!" moment when I saw it.
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@SkeletalElite said:
https://us.v-cdn.net/6030815/uploads/5JX8J0LGCL1R/image.png
Total XP required for 1 devotion level is 348,270
In game time is the biggest factor, as a 10 minute match results in 600 XP
Let's say that your average per match is a bit less than 600. It will probably take around 580-620 matches.
If your total match time including queue, lobby, loading, end game screen averages about 20 minutes, it would take about 200-250 hours per devotion level.
So devotion 62 would most likely be around 15,000-20,000 hours of play time.
The highest hour count I've ever seen on a steam player is 16,000 hours.
I don't know how he can play this game for that long, that consistently. I like watching his streams though. He's a good Survivor and Killer.
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@Splinterverse said:
https://forum.deadbydaylight.com/en/discussion/comment/3066752#Comment_3066752
My bad. Player level. LOL
hahaha okay that makes a lot more sense!
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@Swampoffering said:
Highest One I,ve seen is a spanish killer with 36 Devotions. Like 9500 hours played
At first I thought you were talking about Otz, but Otz plays both. Do you remember the streamer's name?
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@GannTM said:
62??? Yikes I don’t know how anyone can put up with this game for that long.
I actually had the same thought, The Gann Man.
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@foodie said:
https://forum.deadbydaylight.com/en/discussion/comment/3066542#Comment_3066542
https://forum.deadbydaylight.com/en/discussion/comment/3066522#Comment_3066522
https://us.v-cdn.net/6030815/uploads/G3801XPUXW7Z/gt-png.png
You were close, so for the effort, I give you half a virtual cookie 😋
Well, are you going to provide the allegedly correct answer?
Thanks for the cookie ;)
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@AGM said:
https://forum.deadbydaylight.com/en/discussion/comment/3065743#Comment_3065743
Honestly only a few small numbers changes that I would like to see but aren't revolutionary. 6 blades to injure seems mostly fair; the time it takes to start decaying and the rate of decay feel pretty reasonable for both sides except for some reason the normal rate of decay (0.4 laceration/s) is reduced to 0.3 laceration/s while the survivor is running - I'd get rid of that, to make it 0.4 at all times just to simplify things. In exchange, I'd reduce the laceration loss on basic attack (-3 blades worth of laceration on basic attack against a survivor with laceration) to just -2 blades worth lost on basic attack.
But yea, at this point Trickster is a (mostly) functional killer, especially in the right hands (check out CoconutRTS for some crazy Trickster gameplay), and so he doesn't need any crazy new mechanics introduced; just some numbers changes, QoL updates, and some simplification here and there.
And I know you didn't ask about this, but while I'm thinking about it: his add-ons are mostly pretty solid, there are just a few that I would redo. I'd give the add-ons that extend main event per successful knife hit a new effect, as they are pretty much completely outclassed by the add-on that just offers 50% longer main event. (At the very least, I'd give the weaker yellow one that adds 0.2s per knife hit a new effect, as sometimes the 0.3s per knife hit can be comparable to or surpass the +50% duration add-on.) In addition, the add-ons that extend when laceration starts decaying don't really have high enough numbers to make them worth it for the most part, so either their numbers need to be increased or they should be scrapped for a different effect.
Thanks for the thorough reply! Appreciate it! :)
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@OutbreakJack said:
The highest I've ever seen was 26 and the person had roughly 10k hours.
62 devotion is intervention worthy.
I think this guy streams 12+ hours a day/daily (or at least, almost daily).
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https://www.youtube.com/watch?v=CubNruSEM8Q@foodie said:
https://forum.deadbydaylight.com/en/discussion/comment/3066522#Comment_3066522
Fairly close but nop
. . . lies! ALL LIES!






