Aztreonam78
Aztreonam78
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- Aztreonam78
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2237546#Comment_2237546
The only way SWF could know how many totems have been cleansed is if solo survivors never cleansed any totems.
What have you just said?
SWF can know how many totems were cleansed only because Solo Survivors never cleanse totems themselves? What? I don't see causal relationship in your wording
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If a Killer uses BBQ and sees no Auras after hooking - the Killer should camp since Survivors are nearby and ready to quickly unhook
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@ShinobuSK said:
https://forum.deadbydaylight.com/en/discussion/comment/2237531#Comment_2237531
I know, many people don't think its fun but it is for me. I like being chased, heal others, going for saves and cleanse totems. Basically anything that doesn't make me spent 80% doing gens entire match.
And yes, hex perks should be high risk high reward, but I am saying they are already high risk as it is, without totem counter as basekit for survivors
Why Totem Counter basekit is good is because it reduces the gap between Solo and SWF teams. SWF have way more information than solos do, and reducing the gap between them and solo followed by buffs for Killers would make the game more healthy and fair for everyone
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@ShinobuSK said:
https://forum.deadbydaylight.com/en/discussion/comment/2237508#Comment_2237508
I usually cleanse totems, its fun for me. But when I play killer its very risky to use hex perks because not only good survivors already know totem spawns on every map, but sometimes the totem spawns right in the open like a lighthouse to be cleansed.
Extra time off gens for cleansing is good, but not at the cost of me losing perk slot in less than 2 minutes into the match.
Cleansing Totems and Fun are antonyms you know? You don't even have Skill Checks while cleansing them.
Also, Hexes are supposed to be high risk and high reward perks, not something to rely 100% of the time
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@ShinobuSK said:
Totem spawns are already horrible and people still want more counters to it.
Don;t you want Survivors be more interested in cleansing Dull Totems and spending more time off-gens?
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@Orion said:
Why should they have that information for free? You already have the game automatically keep track of how many times everyone was hooked.
Because... Totems is the side objective? no?
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@Angelicus23 said:
https://forum.deadbydaylight.com/en/discussion/comment/2067598#Comment_2067598
Survivors just need to escape, that's all. They can just wait in a corner and do nothing all match, waiting for their team to die and get hatch
Survivors adepts are very bad as well. Survivors can escape by literally being a Claudette hiding in a bush all match and then escape through the Hatch with a Key she brought.
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@Animator said:
Change this damn condition to "Make 4 kills in a game with native perks", instead of getting two pips. This is complete crap. On a killer like Trickster, this is simply unbearable and impossible. The game does not count getting knives in the category for the emblem where you need to catch the survivors as quickly as possible.
Nah, as long as I hate the adepts, I think that just killing 4 Survivors for the adept would be unhealthy for the game. Killers may get 4ks by hard tunneling and camping.
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No, Trickster is the second best Killer to derank. The first best Killer is Pig crouching behind Survivors with active traps.
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@Yoonz said:
https://forum.deadbydaylight.com/en/discussion/comment/2059497#Comment_2059497
You really circle-jerking a Killer being weak on release day rather than seeing how people play and learn how to play it first!
No wonder nobody can take this forum seriously.
There is no need to smell Durian more than once to realize it smells disgusting.
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MMR is not on, yet.
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@Aven_Fallen said:
Did you play one or two games with him before opening this Thread?
After PTB a lot of people agreed that Trickster is F tier unable to apply pressure and quickly and consistently down Survivors. He can't do well around the most generic tiles like Jungle Gym or any loop with high walls.
One game on Disturbed Ward was enough for me to convince me that the buffs are underwhelming.
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/237963/trickster-is-so-bad
People buy most new characters for their Perks and put them on the Killer they actually enjoy. I will suggest, however, that Trickster benefits greatly from Play With Your Food. I actually found him to be quite effective when I tested him out, but kind of one note. The Trickster starts to power up when you combine his basic Power with OTHER Perks.
Wait, Play With Your Food tokens aren't consumed after throwing blades?
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@[Deleted User] said:
But on the plus side survivors are happy to have another junk killer and thats what matters. Less of a headache than all the NERF SPIRIT/DEATHSLINGER/FREDDY/PYRAMID threads we see every week
Survivors should not be happy bcs they will barely see Trickster players in high ranks. With MMR on, they will continue going against Nurses and Spirits, where is variation?
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Thank you very much for your clarification. Without your help I wouldn't think you were talking about Decisive Strike.
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@IlliterateGenocide said:
I agree, I also think stretched for survs is an exploit
Who said that Stretch Resolution is something exclusive for Survivors? Nurses using Stretch to see Survivors while in fatigue is also a thing.
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@DoritoHead said:
60 seconds of unlimited power
Blood Warden?
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@Profezia said:
I can see what you mean, but I don't really agree with you.
Noed is a comeback perk that is supposed to be a threat to survivors doing their objective too fast.
Dead hard (in all ways it could be used, dh for distance in particular) is a second chance chase perk that is supposed to give survivor a chance to last longer when they have mispositioned themselves.
My opinion on both perks is pretty simple - both are strong, both are extremely impactful, one of them can be countered before it even comes in effect and it basically reduces a full chase by 1/2, while the other can't be countered if used in most popular way, doesn't work in an intended way because latency and allows to extend a full chase by 1/2.
If we were to call X version of Y, I'd rather say DS (old iteration) is survivors' version of NOED since DS is a comeback perk that is supposed to be a threat to killers doing their objective too fast.
However NOED differs from 2019-2020DS pretty much in a healthier way, since it has one major weakness that balances it well enough: it's a hex. Moreover, a hex that does nothing until 5 gens are done. 2021DS finally got if not a major weakness, but at least a limitation to prevent its excessive usage.
Ds in new iteration is an anti tunneling perk that gives protection from being tunneled and it instantly goes away when survivor is doing anything unrelated to trying to escape a chase/
I can't consider doing Totems a secondary objective for several reasons:
- It takes too long for uncoordinated solo team to cleanse all totems. If they play against aggressive Killers like Spirit or Nurse - escaping will be nearly impossible. Additionally, when it is a (face)camper, the last thing Survivors should do is to run across the map searching for Totems.
- Cleansing Totems is not worthy. Survivors get no benefit from cleansing them other than 1000 Bloodpoints which can be achieved in one chase, and even more of them. Also, it feels frustrating when you manage to cleanse all Totems and then realize the Killer does not have NOED. All the time you spent meant literally nothing.
- Survivors can't even see the number of Totems remaining. How doing Totems can be an Objective when they don't even know how many of them left. Yeah, swf with comms will be able to count them, but what for solo Survivors?
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@thefallenloser said:
I wish people would stop making this same insanely stupid argument to cope with the fact that NOED is reasonably disliked.
Dead Hard is used to extend loops and chases, which is the exact function of literally all of the other exhaustion perks besides Head On. It makes me even more frustrated because Dead Hard isn't even the best exhaustion perk and has a weaker effect if you misuse it.
Just git gud.
Let's compare Dead Hard with al other Exhaustion perks.
- Balanced Landing, Lithe, Head On, Smash Hit - encourage Survivors to work with their environment to get benefit from the perk.
- Sprint Burst - powerful, but may backfire greatly because it forces you to slowly walk.
- Adrenaline - rewards completing Objectives.
And now Dead Hard:
- Makes staying Injured Comfortable. Survivors may not bother healing to feel safe - thus DH indirectly increases gen speed.
- Requires minimal impact from Survivor - just press Button to reach Pallet or Window and outplay the Killer and extend the chase enormously. And for an average Survivor with high MMR it is very difficult to misuse it in loops. Very safe to use, has no hinderance is somehow failed to use unlike Sprint Burst which forces you to walk.
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@Nathan13 said:
Those two perks have absolute zero comparison. Survivors need perks like DH and SB because they're slower than the killer. why do these killer mains want all of these meta perks reworked? Are you trying to make survivors weaker????
Dude, in this post I also said that NOED needs to be reconsidered bcs it it also very unfair. How u can consider me a Killer main after that?
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@Moxie said:
No one agrees DH is anything like NOED.
But I am sure we are all wrong and your lone opinion is right.
Man, I had "imo" included to my post, come on...
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@Mr_K said:
Decisive Strike: has major issues, but at least it was originally purposed to punish tunneling and encourage fun gameplay.
Excuse me, what? No, the original DS was not a anti-tunnel perk. It was the quintessential get out of jail free perk ever introduced into this game, then and now. Dead Hard has nothing on it.
I edited post to make sure I was talking about reworked Decisive
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2042853#Comment_2042853
Where I said lunges are unfair lmao? Both are fine. In fact I'd be ok with buffing the dash in Dead Hard if you removed the Iframes.
u did get sarcasm, did you?
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@[Deleted User] said:
For as much as I hate Dead Hard (mostly because of iframes, not the dash), killers have an equivalent to it that no one gives credit. It's actually not a perk, but a basekit mechanic: lunge attacks. Lunges are also "press button for distance".
Yeah. I also think that Nurse should not be able to teleport. Free teleports are unfair.
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@Clevite said:
Dude, your reaching here.
I compared DH's and NOED's purpose, not the way they work. It is obvious that mechanically perks are very different, but purpose-wise they are similar.
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@Yords said:
lol
Man, you posted the comment immediately after I published the post. You didn't even read the content.
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I am really afraid if the Killers might get weaker players by doing this.
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New Killer is the Thin Man.
The Entity broke the time loop, and Mono is grateful for that.
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People say that they started randomly disconnect, and that the Badham has the Ormond issue (vaulting causes you to stack in some places).
I guess, at least the hits are not super terrible, they are just bad now.
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Developers at the very beginning said that each piece of rift cosmetics, after some period of time, will appear in store.
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@GraveHunter said:
https://forum.deadbydaylight.com/en/discussion/comment/1957985#Comment_1957985
And make it they give way more bonus BP then what we get now for the green one (100% in a category, it should at least be 200%). The grind is already though as is.
I would love the change where Green Offerings giving Bloodpoints in one category would give players 400% more Bloodpoints, or 32,000 Bloodpoints equivalent to Escape Cake or Survivor Pudding.
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@Aven_Fallen said:
IMO the Range hurts the Perk more than the Cooldown.
What if the ranges were 18/19/20 meters like Better Together having 8/9/10 reveal durations?
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@indieeden7 said:
To make each tier different, tbh the tier system should be abolished IMO, there are too many perks as iswithout you needing to level them all up 3 times.
WINDOWS OF OPPORTUNITY
Unlocks potential in one's Aura-reading ability.
Auras of Pallets and Vault locations within 18/19/20 meters are revealed to you.
I think this would be a good change for the tiers.
I think perk tiers are fine. The Bloodwebs just have too many contents within.
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Survivors: "Don't camp no matter the circumstances, even if we ourselves run around hooked person"
Killers: "Don't gen rush"
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@TheClownIsKing said:
This is good. All it did was hurt TTS and Knockout. It also defeated the purpose of blindness in lockers as survivors attempting to avoid BBQ before pick up could know when the pick up occurred.
In my opinion, any change increasing the difference between solos and swf must be avoided, and every thing already doing so, like TTS and Knock Out, must be reworked and reconsidered since they make the game unhealthy, frustrating, and unfun for solos.
I don't see any reason why entering a locker preemptively to avoid BBQ and wait until Killer picks up other one is a bad thing to be honest.
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The Pigg.
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@Phasmamain said:
I’m guessing it’s because pharmacy already does that
If devs fixed the bug because it made Appraisal too overpowered when paired with Pharmacy...
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@ReverseVelocity said:
https://forum.deadbydaylight.com/en/discussion/comment/1928731#Comment_1928731
You didn't have the time to change a number from 8 to 16 and make it not stack?
I guess it was more complicated to add aura-reading bonus cap so Survivors would not be able to get +64 meters bonus by stacking.
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@ProfoundEnding said:
https://forum.deadbydaylight.com/en/discussion/comment/1934005#Comment_1934005
Yes and Bill is the exact opposite so I could use the same argument and just switch around my words.
Current idle animations would be acceptable for Bill, Ash or Meg, I agree!
But those animations on Survivors like Claudette and Dwight just baffle me, because they don't fit their personalities.
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@ProfoundEnding said:
Lol I hope you're not serious. If anything the old idle animations made no sense for the brave survivors who aren't supposed to be cowards to begin with.
It is a canon that Dwight is a highly sensitive person. In tutorial he hides in a locker, he is characterized as a "nervous leader" taking the lead role rather unwillingly. His eyes are always opened extremely widely, this is how he scared.
Seriously though, yeah, Survivors are supposed to be stalwart people to be very useful for the Entity. The problem is that idle animations display them as completely fearless persons, which is not natural imo in that environment
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@BaldursGate2 said:
So in a "later update" means, maybe in 3-6 months. Thank you for nothing and just changing things nobody asked for. The only good thing is the hook counter.
imo, the patch in general is great.
HUDs are gorgeous, some perks are stronger, undying is nerfed, clown is no longer the worst killer.
I was just very anticipating the Open-Handed.
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@TAG said:
It's already been confirmed that the Open-Handed buff is not releasing with this update.
wait, when?
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@[Deleted User] said:
TBH probably for the best given its current interaction with Kindred.
The Kindred's aura-reading range for Killer is already capped at 24 meters on a programming level.
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If I am forced to - the Plague. Here are the reasons:
- She is one of the rarest Killers to see. Her loss would not be very noticeable.
- She is not weak, but not strong either.
- She is very annoying to play against. Her Green Vomit breaks Survivors and makes them loud and easily seen, also denying med-kit uses and rendering healing perk builds worthless. Her Red Puke is basically Huntress on ultra settings. So many stuff make versing her FEEL extremely oppressive.
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If I am forced to, I would remove Jeff.
Because nobody will notice this loss.
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@Steel_Eyed said:
What?
Developers spent 30,000$ to create the Spirit. That included her powerful mimics, movements, etc.
They confirmed it in one of their streams some time ago.
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When the Killer pulls of somebody from a Locker, and no DS stun seen immediately after...
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@kingcarl2012 said:
Are you sure they are running away in panic and not with purpose?
yep.
People I unhook may sprint away in terror as the Killer patrols gens or chases somebody else.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/1911988#Comment_1911988
So what are you suggesting then?
I hope the new MMR will be released very soon, and in an acceptable state so players are not paired with somebody lacking basic knowledge at high skill levels.
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@LordGlint said:
Pretty sure it already does pop up an icon when the person unhooking you has it
It does, but players seem to not know what that bluish icon on the bottom left means.
