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Killer: Eagle Eyed
When an aura reading effect ends, retain lingering aura reading for an additional 1/1.5/2 seconds.
"Falcons have eyesight that is eight times better than humans, allowing them to spot their prey from a mile away! Wouldn't want to be a rabbit!"
-1992 Falconry Handbook, author unknown
Survivor: Thrown to the Wolves
While performing a cooperative repair, the perk is primed until 6 seconds after cooperative repairs cease.
While primed, if the killer initiates chase onto a survivor you were repairing with, the perk activates for 10/15/20 seconds. During this time, repair the generator as if the chased survivor were still repairing with you.
"Oh no! Anyway..."
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@Kira4Evr said:
https://forum.deadbydaylight.com/en/discussion/comment/2148025#Comment_2148025
Wdym "this is a buff for good players"? This is overall a disgustingly huge nerf. Good players will face decent people like 99% of the time. And it's really easy to figure out who has Dead Hard, and then it's just to bait it out. And if you previously were able to use it for anything, you'll probably not be able to use it at all because 0.5 seconds is nothing. It will be easier than ever to bait it out.
Because if you use the perk to block a hit, it's much, much better than the current one.
It's only worse if you're one of the trash players who uses it for distance right now.
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@Harold_Shipman said:
So delay the killer for 0.5 seconds and then a free hit? Killers will just not hit you when you stop moving? This would be the single worst perk in the game.
If you use it wrong, you die.
If you use it right, you ignore a hit and open a massive gap.
An actual risk-reward perk, rather than a pure brain-dead reward.
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@unluckycombo said:
Uh, wouldn't this give you exhaustion plus a bleed out because of the endurance status effect? (As, if I remember correctly, it's the same as BT/Purple 'Insta-Heals').
Also, while I agree Dead Hard needs a change, I don't think this is necessarily the way to do it. Personally, when I use it, unless I'm using it for distance, it's something you get hit through quite a bit, and I feel like this would kinda just... cause the same effect, where you would be hit through something you *felt like* you got off successfully. Especially with how short the time is. (Which is kinda the issue with trying to change Dead Hard- it can be a bit inconsistent when dodging hits, and it's a perk that's already super easy for a Survivor to absolutely screw up on their end.)
Plus, if I understood this correctly, the distance would only come from the hit- but if you don't get hit, then would you still get exhausted? Because that would be extremely punishing in itself. (Heck, at least if I waste my Dead Hard now because I forgot I had an E key, I get a little distance...) But on the flip side, if it doesn't, then... what's to stop a Survivor from just spamming it until the Killer hits them? A prayer?
Nope. Endurance just means you ignore damage. It has nothing to do with Deep Wounds, it's just that most endurance effects have Deep Wounds as a tie-in.
Standalone Endurance looks like Mettle of Man.
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@IlliterateGenocide said:
This make make deadhard the only useless exhaustion perk
For bad players? Absolutely, and that is 100% a good thing.
For good players? No. If you were previously able to use it for anything other than dashing to a pallet, this is a buff.
Dead Hard is a difficult perk to use. If you balance it such that any idiot with a keyboard can use it and get value, it's going to be completely and utterly disgusting when used by somebody with a brain, as is blatantly obvious by the current state of the perk.
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Keys allow the survivor side to completely bypass their win condition.
You ######### up, lost a teammate, and gave the killer a perfect 3-gen?
Congratulations! You deserve to lose this game!
What's that? You have a key?
Congratulations! Three of you get to escape.
They're just as bullshit as old Moris, even more so in the way that with a Key, you don't even need to engage with your win condition past a certain point; once you have four gens done with one death, just immerse with your team and roam around until you come across hatch and get to scum your way out.
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Plague.
The only thing she did "wrong" was get unlucky and live in a time when nobody knew what bacteria was.
Wraith snapped at the end and brutally killed Azarov, while Spirit got corrupted and became an evil ghost. Sympathetic, absolutely, but less than Adiris.
Plague was good right to the end.
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When used competently, there is absolutely nothing you can do to counter Dead Hard.
It is an automatically regenerating third health state.
Sure. If the survivor DH's into a wall, out in the open without a plan, or tries to time it late while playing on 187 ping, it will look bad.
Those idiots should not be considered for the balance of the perk.
Dead Hard allows you, once per chase, to:
- Ignore a Bear Trap when you should have died
- Ignore a Phantasm Trap when you should have died
- Ignore a Hatchet, Harpoon, Knife, Blink Strike, Lethal Rush, or Phase Hit when you should have died
- Get to a pallet or window when you should have died
- Get to the hatch or exit gate when you should have died
...and there is nothing the killer can do to stop this unless they're one of very few killers with an exhaustion add-on, or if they're running one of the very weak perks that apply the status.
A typical game start goes something like this:
- You find your first survivor after 30 seconds.
- You down that survivor after a 45 second chase.
- You take 15 seconds to hook that survivor.
- 270 seconds of potential generator repair time have elapsed, out of a required 400 to win the game.
Now imagine that survivor has Dead Hard.
- You find your first survivor after 30 seconds.
- You should have downed that survivor after a 45 second chase, but they used Dead Hard and made it to shack.
- They run shack safely, burning another 30 seconds, and move to another loop where you down them after 10 seconds.
- You take 15 seconds to hook that survivor.
- 345 seconds of potential generator repair time have elapsed, out of a required 400 to win the game.
This is the power of ONE use of Dead Hard.
Now remember that this is not a "once per trial perk" and is not an obsession perk where only one guy can use it.
Even assuming the killer never gives up chase after it gets used, three dead hards apiece times four survivors means that the killer has to earn an additional TWELVE ######### HITS just to break even with how well he'd be doing if Dead Hard was not present.
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Because he's only a year old.
It took them almost five years to get DS in a reasonable place, which was 100% without a doubt disgustingly overpowered.
Deathslinger, who isn't nearly as much of an objective, omnipresent issue, is obviously gonna take a while to get patched.
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/2145520#Comment_2145520
It already works like this actually
Laceration:
- Laceration Meter capacity: 8 Charges
- Laceration Meter Decay rate: -0.235 c/s
- Laceration Meter Decay rate while running: -0.175 c/s
- Laceration Meter Decay delay: 20 seconds
- Laceration Charges bonus per Blade Hit: +1 Charge
- Laceration Charges penalty per Basic Attack: -4 Charges
Source wiki
As for op, just making it so laceration decay is paused while working on a gen would also provide slowdown and doesn't mean it turns into a mend fest like legion.
Honestly I think it would feel more natural for survivors to spend 8-12 seconds performing an action than spending 30 seconds faffing about waiting for a bar to go down.
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@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/2145550#Comment_2145550
they are referring to pre rework legion.
Legions power back then could be abused to cheese every chase by going into frenzy, getting an unavoidable hit to take off ~30% of the survivors deep wound bar and repeat that process until they went down.
trickter would be the same, as now he could just hit a survivor with his knifes during an animation and keep that up until the survivor eventually goes down.
just like old legion, by having to mend the lacteration bar themselves, they wouldnt have the time for it mid chase, which would enable the killer to slowly but unavoidably kill the survivor, which is just no fun for anyone.
so in short, the proposed change wouldnt work, unless we made Tricksters power a non lethal one just like Legions is today.
Again, not nearly the same.
Old Legion was broken because he could, with a 100% guarantee, down any survivor in less than 30 seconds.
Unavoidable 2x Stab, then Moonwalk. Unless they get Adrenaline or an instaheal, they are now on the ground, and there was nothing they could have done to stop it.
Legion stabs were unavoidable. Moonwalking's only counters were incredibly niche. Trickster's knives are very avoidable.
Saying "Trickster would be have Old Legion's uncounterable lethality if survivors didn't passively recover from Knives" is wrong.
Even if I were to entertain that notion, we can already say for a fact that he wouldn't be broken, because there's already a killer who can do that who isn't even close to OP.
Huntress has the same movespeed as Tricksy, and can guarantee a health state on every animation-lock. This is the value of eight knives, about double what Tricksy can put out in the duration of an animation-lock. Her punish game is literally twice as strong, AND she has stronger threat at range, but she still isn't overpowered in the slightest.
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@VexTheHex said:
No. That actually turns him into a ranged Legion. Just... no. If he needs alterations, it's not to make his counter play be M1 simulators.
Not really.
Legion injures people. That's his entire thing.
This does not injure people.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2145361#Comment_2145361
Yep cuz every single hook on the map comes equipped with a LoS structure next to it. 🤣
https://forum.deadbydaylight.com/en/discussion/comment/2145385#Comment_2145385
No. Said like someone who has no problem tunneling via the physical presence of a survivor. Don't need to rely on scratch marks to do so.
Dunno what they have to do with anything. I have thousands of hours too, doesn't make it relative in any way shape or form.
Yes, most of them do.
Not every hook is in a jungle gym, but even the ones in the open will usually have SOMETHING you can use to block LOS (corn, rubble, hills).
Maybe on Asylum.
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@GodLikeTerror said:
This is not the idea, because if you know how to be consistent. Usually the laceration won't go down most of the time. I don't have a problem with the laceration meter, and we will be seeing more dc's against him which I already get all the time, because I'm really good at him, and it's hard to have a full round without someone opting out on hook or dc'ing. So this will only create more problems where survivors just give up or dc. Make his movement speed 115% so tiles can be played a lot easier to where laceration won't have a chance to go down.
Consistent aim isn't the problem.
Doesn't matter how good you are, a decent survivor will just play high-walled loops.
Huntress lands a good hatchet, she gets damage. Immediately.
Even though he throws a bit faster, Trickster having to do that eight times for the same result, and having to do so under a time limit, leaves him in a similar camp as Twins where he simply has too much counterplay.
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Nah.
New Lucky Break and Off the Record would function at different stages of the game.
Lucky Break is just complete bullshit and lets you escape the killer the first time they chase you. Even if you heal to be able to milk more uses out of it, it's probably going to get burned through before you get hooked.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2145233#Comment_2145233
If you have good eyes, you don't need scratch marks and blood on the ground to tunnel.
If only there were any buildings on the map to break line of sight.
I mean, Lucky Break only gives you a 90 second window to lose the killer.
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You counter that by winning the first time around, rather than getting your ass handed to you and hoping to get an escape anyways.
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@Yatol said:
theres a new BT?
On PTB it triggers unconditionally.
It's not a big deal for the most part, but now you don't get cucked if you're running BT against Freddy.
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Getting quickscoped is annoying for survivors, and most of the agency in that is in the hands of Slinger not ######### up.
Most killers can't play him anyways, so they go along with that line of reasoning to argue "Yeah, Deathslinger and Dead Hard should really both get nerfed".
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@Northener1907 said:
https://forum.deadbydaylight.com/en/discussion/comment/2141608#Comment_2141608
Well then how can you explain Pig kill rates. She has so good rates against Red ranks.
But Pig needs rework if you ask me
Pig occupies multiple people, and solo queue is filled with idiots.
In solo queue, the actions survivors are occupied doing at any given moment are typically:
- One Dwight getting chased
- One Nea chasing the killer chasing his teammate while clicking his flashlight
- One Nancy searching chests and hunting totems while permanently holding crouch
- One Adam doing gens and losing his fait in humanity
If Pig puts a Bear Trap on Dwight and starts chasing Adam, you now have zero survivors doing gens and Pig gets a free win.
Also, if she gets one lucky kill with an RBT, she snowballs to an easy win. With Tampered Timer, this is highly likely.
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@Northener1907 said:
Traps only can activate after gen finish. So in egc your traps will be useless. Devs nerfed that because so many Pig mains abused it.
Not quite.
They pre-emptively gave her that massive kneecapping in the same patch EGC came out.
Pig players never got a chance to abuse it.
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@IWasLeft2Die said:
Id simply double the current effect (slightly round up) and make them on all hooks.
So 20% hook progression acceleration, 30% hook difficulty increase, and 20% self unhook penalty.
Right now the time differences is very minimal and even if it were doubled it wouldn't be gamebreaking.
This would still be pretty weak in actual games.
Converted from percentages to actual values...
- -4.95 seconds per hook state to 9.9 seconds per hook state
- -0.6% chance to kobe to -1.2% chance to kobe
- +1.8 seconds penalty to +3.6 seconds penalty (still not enough to deny a kobe attempt).
It might get used in tournaments, where facecamping is such a meta tactic that Cameraderie gets used pretty often, but not in public matches.
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....in, like, a month.
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Not until Grim Pantry ceases to be an infinite for 110 killers.
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If you're hiding in a corner, you're not playing the game and you're preventing everyone else from playing the game.
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No, they're trash.
Let us hold Main Event for when we actually want it.
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@landromat said:
https://forum.deadbydaylight.com/en/discussion/comment/2139056#Comment_2139056
Also whataboutist. Shame on you
I guess I'm sorry the most mechanically intensive killer in the game has some tricks to him beyond a surface level.
Top kek right here.
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@TruffleTurtle said:
https://forum.deadbydaylight.com/en/discussion/comment/2139486#Comment_2139486
I'm just saying it's pretty hard to dodge a pounce when he's right in front of you. If you go against a good Twins that doesn't miss then what?
Same as when you go up against a Nurse/Deathslinger/Billy/Huntress/Trickster/Spirit/Pyramid/Plague that doesn't miss.
You got beaten, and as a logical consequence you died.
It doesn't make sense to get a reward in exhange for getting outplayed.
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@TruffleTurtle said:
https://forum.deadbydaylight.com/en/discussion/245380/fixes-to-pig-demo-and-twins
I don't think it's a good idea to make victor immune if he hits his shots. That means there is little counterplay toward victor. I think the 3 seconds if fine. Also I feel like victor dragging people goes against him as a person. Charlotte's whole purpose is to be able to do the things he is too weak to do. He's the quick speedster while she's the big brute. Would kinda go against him.
Also there are some changed for Twins that could benefit survivor as well. Make it where victors shrieks when idle are directional. From what ik(I don't verse many Twins as survivor so I may be wrong) the sound is omni directional and it's hard to pinpoint where exactly he is sometimes. Making it directional could give crouching survivors a hand.
I don't really play demo so Idk much but I think 6 traps with pig is too strong with add ons so they would have to get rid of add ons or nerf the traps itself. I like the idea of it pausing endgame so endgame pig becomes viable usable again. And I just wish her dash add on was basekit and with her crouch speed being faster with combat straps possibly being base so her add ons r mainly toward her traps
There is counterplay, though. Dodge his pounce, then punish with a kick.
If he straight-up outplays you, he shouldn't get punished for it.
Pig didn't gain any RBT's. The number of boxes survivors can search increased as compensation for the number of searches being standardized to four.
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- Add some pre-generator gameplay to occupy survivors in the first 30-45 seconds while the killer is trying to get his first chase going.
- A higher pace of balance changes. As is obvious from the time it took to nerf DS, the small patch every six weeks doesn't cut it. Either make those 6-week cycle patches massive, or pump out these tiny patches every two weeks.
- Major updates to the "design failures" in the killer roster. In order of increasing terribleness (ranging from "Desperately needed QOL" to "Why do you even exist?"), Pig, Demo, Twins, Pyramid, Freddy, Doctor, and Legion.
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@Sup3rCatTree said:
I don't think it's perks, it's mostly SWF's. SWF's cause 88% of my stress
It's both.
A coordinated SWF is a nightmare to deal with, but so is a group of four competent solo survivors that all have three health states per chase because they're running Dead Hard.
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Just keep whittling away at second chance perks until the game is in a healthy state.
If Exhaustion perks were balanced the same way as DS, Unbreakable, and Deliverance the game would feel so much nicer.
"Oh, she isn't a bad player and she's running Dead Hard. Well, guess I can't chase her this game" is not a line of thought a PLAYER should ever find yourself going down.
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@gatsby said:
Personally, I think Cigar Box is super strong to actually incentivize Clown players to use the mostly useless bottle so they remember clown got reworked
Piss bottles aren't useless.
Clown moves at 5.06 m/s under the effects of a piss bottle, and the effect has a minimum duration of 5 seconds after you leave the cloud.
This means that over that 5 second duration, you close a distance of 5.3 meters, when you would normally only close 3 meters.
So, at base, you can secure yourself a bonus 2.3 meters per piss bottle.
By this metric, the a bottle of piss is actually slightly better than a tonic bottle. Those have a 2.5 second minimum duration, which I'll bump up to three since the survivor is gonna spend at least some time in the Cloud.
A slowed survivor moves at 3.4 m/s, meaning you close a distance of 3.6 meters over those three seconds, which is 1.8 meters more than normal.
So... yeah. Measured per-bottle, Piss is 27.78% more effective at closing distances. Now, they're worse when measured per second, but that's the trade off you make.
When you take into account how you can use both of these effects at once (Feather add-ons are just the best), it's great.
Also, piss bottles are MUCH better than tonic bottles for visual obstruction. VHS Porn seems like a meme add-on, but the yellow gas being nearly opaque makes it incredibly useful with that add-on.
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Poisonous animals have bright colors to ward off predators.
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@[Deleted User] said:
Clown at A tier? Seriously? He's literally Bloodlust turned into a killer, his power has 0 creativity.
He bakes in aim, resource/time management, baiting (faking a reload), and zoning into his kit in a way that has a high skill ceiling (knowing what ceilings bottles can phase through, what holes you can throw through, when to use piss vs gas, and how to land artillery bottles) without letting him ignore survivor's defenses.
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I like bing bong boi.
There's nothing wrong with anything that's there, it's just that he feels too simplified.
If he could tap into his uncloak haste more easily in chases, he'd probably be third or fourth.
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So it's "Bug abuse" when Blight players figure out how to use his bugged-to-hell power to their advantage...
...but it's totally fine for survivors to camp Dead Zones against nurse, play in 4-man Breakdown squads (or Wake Up back in the day), or turn on Stretched Rez?
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@glitchboi said:
I'm surprised Billy isn't higher.
Despite me disagreeing with a lot of these, this is a really great take. Well done!
Billy has a lot of room for skill expression, but right now there's no reward for that skill expression, and you're just repeatedly punished for picking him over Bubba.
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@Gay_Police_Dept said:
https://forum.deadbydaylight.com/en/discussion/comment/2137595#Comment_2137595
Easy, the number of hooks left to be done per each character wasn't a thing before and kill rates were doing fine already.
LAST BUT NOT LEAST, survivors need to play as a team in order to be succesful, while killers don't need to rely on anyone else.
You're either replying to the wrong comment or you had a stroke.
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@Gay_Police_Dept said:
https://forum.deadbydaylight.com/en/discussion/comment/2137580#Comment_2137580
If it's not that hard and been doing that for years then why do you complain?
Oh right, this is the forums, complaining is a must here. Sorry.
How would you feel if the number of generators left to complete wasn't tracked on the HUD?
The information is available to everybody since you can just count the dings, so why do you need to be able to see it?
Just because you don't need to see something doesn't mean hiding it is a good idea. It serves NO PURPOSE other than to be annoying.
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@Yords said:
I'm sorry? How is Oni at base total dog? His base kit is one of the strongest out of the whole cast.
Spirit belongs on the lowest, and Pyramid head belongs on at least B tier. Pyramid head's trails are most certainly not useless either.
Base Oni is an M1 killer with no power other than enhanced blood tracking.
The only thing worse than base Oni is T1 Micheal.
Spirit and Pyramid are plenty strong, but that isn't what I'm ranking. Both of them are HORRIBLY designed.
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@Gay_Police_Dept said:
https://forum.deadbydaylight.com/en/discussion/comment/2137565#Comment_2137565
"The location of generators is intentionally hidden"
So is the number of hooks per survivor.
Are survivors able to see where the other gens are after finding them? No, right? Same goes for killers.
No.
The number of hooks per survivor is not hidden from the killer. Not at all.
The killer is the one who hooked the survivor. They can just count how many times they hooked each player. It's not hard, and we've literally been doing it for years.
The fact that this information is not reflected on the HUD doesn't mean the killer doesn't have it, it merely makes it more cumbersome to keep track of.
The random locations of generators, on the other hand, are hidden. Survivors have no way of knowing where the random gens spawn at the beginning of the match.
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@Gay_Police_Dept said:
https://forum.deadbydaylight.com/en/discussion/comment/2137435#Comment_2137435
That's a funny way to miss the point.
That's because your point is invalid.
The location of generators is intentionally hidden from survivors at the start of the match.
The information of "who has already been hooked?" is not hidden from killers. They already can track it manually, it's just left off their HUD for no real reason.
A more comparable point would be the ability to see the perk loadouts of allies, since a SWF can just know right off the bat and you could theoretically get that information out of your solo queue teammates in the lobby, it's just cumbersome to do so.
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@glitchboi said:
https://forum.deadbydaylight.com/en/discussion/comment/2132555#Comment_2132555
Damn it, I love Retribution. Alright, fine...
Survivors cleansing a Dull Totem suffer from the
ObliviousExhausted Status Effect for 35/40/45 seconds.After cleansing a Hex Totem, the Auras of all Survivors are revealed to you for 10 seconds. The cleanser's aura is not revealed.
Let's do one related to this perk. The Deathslinger.
Buff: Reeled injured survivors are now considered valid targets for a Grab if they are in range for a quick attack.
Nerf: Power no longer applies Deep Wounds.
Next up, Hag's Granma's Heart.
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I hope it isn't a single killer, but a Zombie Horde.
Have, like, fifteen slow-moving biters walking around mindlessly, maybe pursuing survivors directly in their line of sight, and let the player jump between which one to control.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/2132446#Comment_2132446
... you have a playstyle that doesn't involve hitting people?
Hag doesn't chase people, so she doesn't mind.
Legion, Twins, and Plague have easy to land, non-committal damage that quickly burns through Lucky Break.
One-shot killers can bypass it somewhat.
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@chieften333 said:
Not quite how I would put it... but yeah. I ain't exactly leaving, but I feel you.
Any human can only have a limited amount of patience.
Leave.
This game, particularly these devs, are not worth your patience.
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If somebody last second swaps, I'm leaving.
If that ######### doesn't actually want to play DBD, they can wait another 15 minutes.
######### em.
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Also, the lack of proper rank/matchmaking makes this data completely unusable.
- Because there's no matchmaking, most games will have a random skill distribution, meaning that the odds of having high level matches without at least one 15 hour Dwight in it is impossible.
- Because there's no ranking, it isn't even feasibly possible to go in and purge data from low-skill matches after the fact, since there is no way of sorting for skill.
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Nope. Undying will be useless after that change, offering little more than a placebo.
With the current Undying, the worst case scenario for the perk is:
- Undying gets cleansed
- Other perk gets cleansed
In this situation, Undying didn't trigger a single time. It acted as a tiny shield, but didn't get any respawns.
With the updated Undying, the old "worst case scenario" is now the only way the perk can play out.
New undying... dies. That's all it does.
It's genuinely worse than Thrill of the Hunt.