Azurlynx
Azurlynx
About
- Username
- Azurlynx
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Comments
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I am pretty sure Leatherfaces chainsaw stops at 100 and then you can hold it, then when you want to active chainsaw you just let go.
Or was that not what you asked?
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@Objectively_speaking said:
Or if your struggling so hard against Freddy why not watch a guide or stick to windows, just saying.
Guide and window huh?
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@Marcus said:
https://forum.deadbydaylight.com/en/discussion/comment/630156#Comment_630156
Someone said that fake pallets don't have collision. So try that or for the third time : SMALL GAME.
They do have collisions and small game doesn't tell you which one is fake, I was in chase with Freddy, had small game, saw 2 pallets, small game went of, so which was real? They were both fake.
Maybe it would have been less of bullshit if he could only place fakes over alredy used pallets, or if his hits didn't put me to sleep.
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@Marcus said:
https://forum.deadbydaylight.com/en/discussion/comment/630140#Comment_630140
By remembering which pallets weren't there when you were awake. Or by using Small Game.
And what if there were no pallets around one way or another and I just keept on running till I saw pallet which I had no way of knowing if it was real or no?
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@Marcus said:
Ghost Face : he literally gets countered by looking at him, I don't know what do you want more.
Freddy : You counter Dream Pallets by waking up constantly, using your memory and using Small Game if you can't use your memory.
Any of them is brain dead, your friends are probably some delusional rank 20s.
How do you counter pallets after getting hit and still being in chase? You fall sleep when you get slapped. (Ironically)
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@Horrordude83 said:
https://forum.deadbydaylight.com/en/discussion/comment/630069#Comment_630069
Actually I've been noticing more people using his snares now, since survs are catching on to his pallets, and they don't really help you until later in the game anyway. Snares however can be used from the start, and can completely stop loops if used correctly, kill fast vaults and alert you when someone trips one.
What do you mean not from start?
He can place pallets on all spawns, as long as pallet can spawns there he can place them.
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@Redcum said:
Ghostface requires you to use your eyes. Nightmare with pallets requires you to use your brain and memory. Meanwhile Legion required you to press one button.
As for nightmare, yes, survivors need brain especially with pallets, but what about nightmare himself?
What's so hard about spamming pallets where game shows you?
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@[Deleted User] said:
New sound effects of madness are annoying. Every time I play as a survivor against the Doctor I end up with a throbbing headache. These helicopter sounds need to be toned down a little because combined with chase music and other effects they are unbearable.
Agreed
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@Carpemortum said:
Freddy doesnt get infinite pallets.
So....I dont know where you're getting "no limit" from.
Maybe no limit is overreacting but 10 is quite a lot.
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I want details.
Endurance against instadowns seems interesting, especially if killer has noed, which ussualy counters normal adrenalin.
But I want details.
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Why?
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@venom12784 said:
I'm more interested in not having to send invites after every match when I'm doing swf
They are working on that actually.
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@DocOctober said:
https://forum.deadbydaylight.com/en/discussion/comment/621828#Comment_621828
It's not about how much it actually happens, it has the potential to happen nearly every single trial if all Survivors would unanimously decide to only focus on Generators and gtfo as quickly as possible.
Potential you say but did that even ever happen?
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@DocOctober said:
https://forum.deadbydaylight.com/en/discussion/comment/621496#Comment_621496
You need a good old git gud. The big bad Killer guy still has to catch and hook you first. With the current game mechanics, Survivors have all the tools to prevent that long enough to get out before the Killer gets to use their Mori.
Maybe if they are being super optimal, but really how many times it happens nobody is hooked?
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@Chaddad2169 said:
We need masks for male survivors man
I know
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@Peanits said:
Being real for a minute, it would more than likely be used by cocky people who dominated in a round as one last taunt, then they'd laugh as the other guy(s) decide not to rematch. Otherwise if both sides decide to rematch, then bringing the most powerful stuff you've got doesn't really prove a point, it just shows that you needed powerful stuff to do well.
The best case scenario is that you had a fun match and everyone would like to keep playing, but that would likely be the vast minority of cases. Even then, part of what makes it fun is the unpredictability. If I go into a match knowing how altruistic the survivors are or how the killer mindgames at loops, that takes a bit part of the fun away for me.
So... Is it possible to make rematch function?
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@PolarBear said:
https://forum.deadbydaylight.com/en/discussion/comment/620356#Comment_620356
https://forum.deadbydaylight.com/en/discussion/comment/620358#Comment_620358
The killer can still stand on top of the hatch and stop the prompt from even appearing on the survivors screen so yes, standoffs would still be a thing.
How would that benefit killer?
If so that is when you do gens.
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As for fun matches, it was either boring match which i dont want to replay, or farming match which would abuse rematch option.
If its genuinely good match when both sides are competent and notscummy then i would rather move on, but i guess that would be fun too.
But if anything i would prefer ''revenge'' matches more that anything.
Or make it mode on its own where you will play 2/3 matches.
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@CakeDuty said:
I mean, it sounds cool and all. If you find a killer/survivors you thought were fun to go against then you could rematch as well.
Though I doubt people that teabag, go "gg ez baby" would accept a rematch with the fear of killer using a mori/strong addons. I assume with your idea that both killer and survivors would have to agree to have a rematch.
Yeah, i was thinking about 'conditions' in which killer or survivor would have to accept or give refusing side reason to accept without forcing them to.
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@Redcum said:
Basically an insta 5 tokens Devour Hope? Why not, however before nerfing moris, there has to be some kind of fix towards gen speed.
Why?
If you are bringing red mori you dont even need perks or addons.
Because when killer brings red mori it means gg.
Unless they suck horendously.
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They should make it so it works for save unhooks and protection hits.
Thought?
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@PolarBear said:
https://forum.deadbydaylight.com/en/discussion/comment/620253#Comment_620253
Sooo... Bring back hatch standoffs?
No standoffs, killers aren't able to grab survivors from hatch anymore.
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@ElusivePukka said:
I think Left Behind should just disable the killer's ability to close the hatch before the gates are powered.
No big buffs, just remove a massive disadvantage.
How in hell would that work?
Or when do you think it would work?
Explain.
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@PolarBear said:
Left Behind doesn't make sense as a perk. You're not "Left Behind" when your teammates have died. You're left behind if your teammate(s) has escaped.
The perk just needs a full rework. The only thing this change would accomplish is that solos won't work on generators and rather wait for their teammates to die and once the hatch spawns run to it and escape.
If you are left behind when teammates escaped, what's point in doing gens?
And in solos people alredy wait for hatch rather that doing gens.
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Nurse doesnt have iridescent addon.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/598223#Comment_598223
I'm a survivor main. Haven't touched killer in quite a long time.
Then imagine looking for hatch and finding ######### Myers sitting on top of it while spinning around like madman, and while you still need 3 gens.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/598218#Comment_598218
Then go to the killer. You'll die pretty quickly.
Bottom line is, as I've said, neither side should be forced to play stupidly just because the other side feels entitled.
Do you also camp open hatches?
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/598213#Comment_598213
Walk over to the generators and 99% them. Keep an eye on the exit and try to figure out where the killer is coming from so that you can open it safely. Pop the generators. Either the killer closes the hatch or you open the gate because they've gone AFK.
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I guess that is possible, but still....
I think I would rather die that do 5 gens while keeping out for killer.
Maybe if 1 gen was left but that ussualy isn't the scenario.
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Maybe I should have mentioned I mean killer camping open hatch refusing to close it.
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All I want is for hatch to close eventually, maybe after like 1 minute or more or less.
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I wonder if it works with pallets.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/572298#Comment_572298
In the sense that it make you completely immune and prevents you from being picked up for the rest of the match, yes. Although that doesn't necessarily mean that it needs to use DS when you're already saved with a flashlight.
That would be appreciated.
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/572298#Comment_572298
Well I would hope they'd make it so your DS isn't used, so next time you're picked up you get another skill check.
That would be neat.
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@Peanits said:
That would be what happened, yes. It's not intended and will hopefully be fixed soon, but what happens is basically:
- The perk is active, you hit your skill check
- At the same time, you get saved
- The perk is then waiting for you to be on the killer's shoulder to stun them
- Since you were saved by the flashlight, the perk doesn't get to activate and stays active
Basically it's a frame-perfect bug.
Does it needs to be fixed tho?
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Not sure if it hardest one to play against but i despise Hag.
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Honestly, i dont think many people pay attention to bar, even if they see it they will eventually start ignoring it. Same as me, i knew there was timer but i eventually ignored it every time. So entering dream state was always suprise for me.
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Yeah, it was quite unexpexted, same thing apparently happened to him before.
Decisive got used up but didnt become obsession.
It was even better cuz his adrenalin got butchered up and he was on death hook with open gate.
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I think it would also live up survivors gameplay, cuz its not really fun to be holding M1 whole game.
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So you guys know deathgarden?
Its assimetrical game like dbd but with parkour and guns.
The way scavengers [survivors of deathgarden] can escape is by delivering blood at bloodposts.
Kinda like survivors have to repair generators.
BUT!!
Scanvengers first have to colllect that blood.
So imagine : what if survivors first would have to collect parts in order to repair gens.
Parts could be collected from little boxes [or something like that] in form of charges.
There would be maybe about 20 boxes on map. Theoreticaly about 14 boxes would be requered as minimum.
Collecting parts would take about 0-30 seconds depending how many parts you take.
Maximum amount of parts survivor could carry at once would be 30.
Survivors would have another bar, indicating how many charges they have, and maybe little bags [kinda like in deathgarden they have little jars or whatshouldicallem] on them for sake of appeal.
Toolboxes would increase speed at which you install parts into gen [which they pretty much do now], maybe they would increase how many charges survivor could carry.
Also i think brand new part could get change, either small rework or keep it but change its rarity to purple.
i was also thinking that franklins demise should affect charges. Maybe like this 0\-5\-10 charges on hit.
Thoughts?
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@BBQnDemogorgon said:
@Azurlynx Exactly why they shouldn't raise the cap.
You could just save up a ton of bp and instant max a character instead of grinding them to max.
So?
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@AshleyWB said:
Adrenaline shot - you will recover from exhaustion in 15 seconds after taken.
You will hear an intense heartbeat and red stain for 1 minute due to the paranoia side effect.
Adrenalin shot... Nice name
BUT
There is alredy something called like that in game and it CAUSES exhaustion.
How about they would completely rework them, and they would cause increased movement speed by percent for duraion of time.
Kinda like hope and adrenalin mixed together.
Maybe something like this? purple: gain speed boost of 5% for 1 minute and gain exhaustion for 30 seconds and red: gain speed boost of 10% for 30 seconds and gain exhaustion for 1 minute?
Or something like that.
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@prof_teabagger said:
https://forum.deadbydaylight.com/en/discussion/comment/544454#Comment_544454
5 seconds.. Man that window is so low, doesn't feel like a nerf at all honestly. Drop pallet, pop the insta heal, loop one time in a jungle gym and done, you are healed.
How abot for red 5 seconds form dying state but 15 seconds to healthy state?
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Try locker plays.
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@FrenziedRoach said:
Is it so hard to just spend your points?
What if you are trying to save up for next killer or survivor?
Hmmm?
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Purple = exhaustion recovers while running for the next 20 seconds Red = exhaustion recovers instantly. Both obviously one time use.
How about they would instead heal you periodically, so bassicaly regeneration. You pop purple instaheal and you gradually get 1 full health state. Maybe it would take 10 seconds? But if you get hit during that duration it will get canceled. And if you pop red one you will continue to heal till you are healthy. It would take 5 seconds per state. So if i insta heal somebody in dying state they will get up in 5 seconds and they will be healthy in another 5.
As for mori,....
Maybe make it so killer can only mori 2 survivors?
Thought?
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Decisive strike activation should be when the killer downs you after the timer starts. Not when he picks you up.
If you dont want your ds to be wasted by slugging, just jump into locker.
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@tehshadowman33 said:
That sounds broken on larger maps and would punish 110% movement speed killers.
You have no idea how much 1 survivor can affect game. Or do you?
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@Dreadnight said:
I`ll introduce a new perk like botany knowledge.
NewPerk: You gain the ability to read hooks auras in 20m radius. Additionally, increase sabo speed 15/20/25%.
Would be nice if they added something like that to saboteur.