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@Maníaco_da_garrafa said:
Can someone give me a reasonable argument for rat liver being basekit other than "i want to do feather tech and not get slowed down while also saving an addon slot"?
It's the same reason Pig's old Combat Straps were made essentially baseline.
The add-on's effect is essential enough that people will just use it every game, killing any and all build variety.
The same argument can be used for Trapper (needs baseline bags) and Wraith (needs baseline windstorm).
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The first one actually ruined the game for a short time, but they fixed it up decently enough and it was a fun event.
This... isn't even an event.
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Blight gets +1 token.
Pig doesn't have a special interaction per se, but she has access to ambush/dash while it's up and she can dash out of stealth.
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Buckle Up.
Upon picking another survivor up from the dying state, give them a 1997 Toyota Camry for 10/15/20 seconds or until they crash, allowing them to move at triple speed and stun the killer by crashing into them.
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@GodDamn_Angela said:
https://forum.deadbydaylight.com/en/discussion/comment/1702443#Comment_1702443
He still has power over you though.
- He is invisible at, basically, all times.
- He can teleport or fake teleport.
- He's a basic M1 Killer and if he hits you are already dead.
Nope.
- He's "invisible" if you're distant from him, meaning you're out of harms way and don't need to see him.
- He can teleport every, what, 45 seconds? And he can only target generators, so it's not exactly applicable in most chases.
- Being an M1 killer means you're just worthless. This is not Freddy "having power" over somebody.
- Getting put to sleep means you have no counterplay anymore, but you aren't "already dead". You're doomed, but it'll take him another 20-30 seconds to get a down, meaning you get tons of value.
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Freddy isn't OP, he's just easy.
If you play Freddy, are reasonably skilled, and are against a team that is possible to beat, you're going to beat them.
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But they're giving enough Iridescent Shards as daily login rewards that you'll be able to buy half of a cosmetic!
Gosh darnit there's just no pleasing these greedy players!
/s
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You just know at least one person is gonna say "but he got a 3k, so what is he complaining about?"
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Depends.
If it's just a solid team making solid plays, it's fine.
If they're ######### who are all running the most overpowered ######### they can muster and still have the audacity to bm at every pallet? ######### em.
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@TheButcher6641 said:
https://forum.deadbydaylight.com/en/discussion/comment/1686687#Comment_1686687
If my discussion is bait then why have you replied. If it is, then you have unwittingly given me another reply. I think you have a low quality brain. Oh and for your information, it was a genuine question and although it may seem like an obvious answer to your small-minded head, some people thought differently and you should respect that. If you don't then you are just another harmful and destructive person in the community and are contributing absolutely nothing positive to this discussion.
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Ash: No
Steve: Maybe
Nancy: S1 No, S3 Probably.
The Ash we know comes from Ash vs Evil Dead, set 30 years after the events of the original trilogy, meaning he is from 2011.
Stranger Things Season 1 was released in 2016, so Ash couldn't have possibly seen it.
Evil Dead released in 1981, two years before Stranger Things S1 is set.
Steve was a 15 y/o rebellious normie jock. He probably watched it to be cool, but probably didn't remember it.
Nancy was a 14 y/o goody two shoes. She wouldn't have watched an R-rated movie if you paid her.
Evil Dead 2 released in 1985, a few months before Stranger Things S3 is set.
Jonathan is definitely the type of person who would have watched it, and he probably would have egged Nancy into watching it with him. There's a good chance Steve would have tagged along.
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Whelp.
This aged like milk.
https://cdn.discordapp.com/attachments/477979314571313163/766514931062407168/5atqo1ahzat51.png
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Probably.
Not so much missing publicly available info as much as the publicly available info is likely full of holes.
Given how questionable the information from Dataminers has been as of late (how many times now have they said "Okay it's Candyman FOR SURE this time"?) there's probably some things we're missing.
I personally think it's unlikely that a Hallowed Blight event would release a "True Blight" cosmetic that is only purchasable by AC. It'd likely either be purchased through Serum (would require the Dataminers to miss a currency on the price tag, but they did that before when they missed the Iri Shard price tag for Blight and predicted him to be Candyman) or unlocked as a part of the Rift (same as the Hallowed Blight Nurse).
Either one of those would be acceptable, honestly.
If it's Serum, it's basically a free cosmetic that can be bought as AC at a later date if you pick something else.
If it's Rift, it's not free, but if you've already bought a prior Rift it's damn good value, since every Rift contains about 4 skins that I care about (which would likely go for about 5 bucks a pop in a game like League), this is Rift no. 4 (I think), and each time you buy a Rift and complete it you end up getting back all the shards you spent.
It also coincides with a sizable balance patch, which is nice.
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Pebble and Pebble.
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Rank means very little.
If a survivor is rank 9, it means they are somewhat active.
That's it.
Even rank 1 means little. Most good players are rank 1, since skill tends to correlate to time played, but there are a ton of rank 1's that are just dumbasses who played a lot this month.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1682223#Comment_1682223
Or, since the devs are now going for a main ability used with M2 and then also a special ability with Ctrl, they could make this a special ability. Hell, put it on Legion and give us the killer everyone thought we were going to get.
It'd be perfect for a Chucky power.
- His entire "goal" in the movies is to steal a human body. If you give him such a capability as a kind of end-game for his power, giving him the strength of a killer with the agility of a survivor, that'd do the trick.
- The biggest problem with Chucky is that animations with his tiny body would be weird, particularly carrying and hooking. If his power is designed such that Chucky would always be in a "human" body while he's doing those animations, the problem vanishes.
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The concept isn't as "Dead on Arrival" as it sounds on face value, but it absolutely cannot be the killer's main strength.
A killer whose power is to imitate a survivor would be terrible and shouldn't even be considered.
A killer whose power is something else entirely, and he just so happens to look like a survivor? That's doable.
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Clown has TONS of pressure.
With how fast the gas expands when released from the bottle, that's gotta be around 25, 30 psi.
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Spine Chill is definitely problematic.
- Even completely disregarding the informational aspect of the perk, the vault speed stacking with Resilience feels insanely good.
- The informational aspect just makes it impossible to play a stealth killer, especially Myers and Ghostface.
If you're undetectable, you should be immune to detection perks.
Period.
Buff Premo's CD to compensate for that, but don't compensate Spine Chill.
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@[Deleted User] said:
This isn't bad but I think she would be just Oni 2.0 and I don't like having to cleanse on the furthest fountain, especially when she can just spit on you for half a second to infect again. Also remember that rescuing infected survivors also infects you.
Imo 1% per fully infected survivor is also too much, she could potentially have a Corrupt Purge ready every 25 seconds.
Fully infecting a survivor takes time, and survivors are heavily incentivized to cleanse against this version of Plague.
It's possible to get a charge every 25 seconds, sure, but it's also possible for Bubba to one-shot the entire survivor team in one use of his ability, and we don't balance around that because it never really happens.
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Trapper doesn't need to hold six traps at once. That's a little much.
Three at the start and gathering the other three over time makes more sense to me.
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Doc used to be even better at facecamping.
By entering Treatment mode and spamming M1, you could guarantee a grab if somebody went for an unhook.
No reaction, no baiting, no guesswork, nothing.
Clown is better than you give it credit for. You can interrupt the unhook animation with a bottle throw. Most survivors will instinctively try again, and you will be able to get a grab when they do so.
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- Deathslinger is sneaky as hell, Huntress can be heard a mile away no matter what she runs.
- Huntress has a lengthy/noisy animation that telegraphs her throws, where Deathslinger can quickscope faster than any person could possibly react.
Both are fine, but Deathslinger is clearly more annoying.
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Myers needs a massive update. Not only is he just flat out bad, he's buggy, finicky, and helpless against spine chill or decent survivors. He's also annoying to fight since once he's known, he's a joke, so he has to rely on cheap jumpscare surprise hits, which is neither viable at a high level or enjoyable for survivors.
Bubba is fine.
Freddy does not exist in DBD as far as I'm concerned. There's a burn victim with a smoke machine. He's a dream demon who can attack people outside his dream. He's a reality warping entity whose "realty warping" is limited to... puddles? Wood Scraps?
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Nope. The add-ons are bad. 5% extra gen slow is bad.
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Dead Hard has no downside (other than lag) or counterplay (other than "run exhaustion add-ons").
This is not inherently unfair, as perks being a pure plus can be totally fine (botany, lightweight, or brutal strength for example).
The problem is that on top of being a pure plus, it's also a massive bonus, effectively +1 health state on every single chase as long as you aren't oneshot.
So... yeah. Open and shut case, completely unfair, but it's a survivor perk, so I expect to see nerfs some time between "avian pig independence day" and "the Hades Ice-skating tournament".
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@Saitamfed said:
My brother is main billy and he never overheats. Just because you need to modify a bit your playstyle doesn't mean it's bad. You can't go sprinting like a madman forever and ever without being punished in some way.
It shouldn't be punished.
Getting saws that travel long enough to be overall faster than just walking after accounting for revving/recovery takes a degree of skill, and knowing when you can/can't get away with using your saw is even worse.
This would be like if the devs added a stamina bar for survivors that reduced their movement speed if they ran for a certain period of time.
Even though it wasn't the end of the world, the Billy update was horrible from a game design perspective. I could see it being a decent risk/reward mechanic if Overheat had some nuance to it, but no, it doesn't.
The update took things away from Billy, a killer who was already balanced at base, with nothing in return.
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Not an issue to take up with BHVR.
Call up Valve if you're unhappy with their system.
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Something something "it hurts the horror feel".
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Gas Heaven has annoying car walls, a pallet ocean, and a main building that can spawn an unreasonably long wall on the back.
Dead Dawg has grass that is basically a smoke bomb, two gens that are basically completely safe, and a ton of breakable walls that serve no purpose other than to waste the killer's time doing rounds.
Yeah, ######### Dead Dawg.
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Lunge Spam was a dumb mechanic, through and through.
I'll say that missing an attack shouldn't cancel your power entirely, but the "0 cd on missed attacks" thing was stupid. Not OP, just stupid.
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@BitingSea said:
Letting them spam attacks would require a Frank Mixtape change, otherwise I wouldn't mind it
No it wouldn't.
Lunge spam only works for missed attacks or attacks that initially apply a Deep Wound.
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There are a couple good ones.
The bathroom staircase on Midwich and the School doors are good examples. Keeping them up is strong, but you have a real incentive to destroy them in the right situation.
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@MrRiingo said:
It really doesn't take long. I levelled up like 3 characters to 50+ in a few hours. Just play the game, do the challenges and use bps or similar.
Cool.
Now get all the killers to level ~200 to max our their perks.
For 21 killers, that's 4200 level-ups.
Not even including prestige or... well, the entire survivor side of the equation.
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- The most important mechanic to keep in mind with Traps is the "Camera Snap". When survivors trigger a trap (barring Rusted Shackle) their camera will point to the phantasm. The closer their camera's vector is to being tangential to the trap, the bigger the "snap" is, causing a sharp turn into the trap if they don't instantly react.
- Don't trap in front of basement hooks. You can do better. Trap in the corner of the basement, the one in the nook created between the stairs and the hooks. This takes advantage of the camera snap and usually delays a rescue by about a second, which is lethal.
- Don't run effective range add-ons. They make it easier to safely disarm traps, and can lead to them triggering through walls.
- If you're having trouble finding a valid spot to place a trap, put your back to the wall.
- Always keep an eye out for your trap count. If you have more than five, it's time to do some buildling.
- Don't be afraid to teleport and then immediately reset a trap.
- You will get into the habit of looking out for the Bloodpoint notification for when your traps trigger, but that often isn't the best way. If you trigger too many traps you'll cap out the BP you can earn for triggered Traps and stop getting those notifications. Learn to look for the Button popup.
- You can't teleport while you're in an action, so don't break a pallet if you expect one to pop.
- Teleporting isn't always the right call. If they run away from the trap and into your claws, it's just as good.
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@EuphoricBliss35 said:
So a strawman argument. Love these types of threads. Zzz
Literally one of the first responses to this was that "most SWF just want to play with their friends and aren't depip squads"
...
But sure, "Strawman".
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They're complaining because they don't know what they're talking about.
Skill checks can only come from four (formerly five) sources.
- Healing
- Repair
- Decisive Strike
- Killer Powers
- Sabotage (defunct as of Deathslinger's release)
Out of those...
- Healing still works
- Repair still works
- I don't know if DS worked before, but even if it did, how are you missing an easy skill check you had advance knowledge of?
- Killer powers that gave skill checks never interacted with Huntress Lullaby to begin with. Could you imagine how much people would have cried if the impossible Skill checks build
- Sabo doesn't even give skill checks anymore.
Literally the only way this could be a nerf is if the Devs added an entire new skill check action ("build breakable wall" or adding skill checks to exit gates) without adding that functionality to Huntress Lullaby.
Meanwhile, the much larger change being made is that Huntress Lullaby no longer notifies until you've gotten at least one token.
People, calm down with your crying about Lullaby nerfs. The changes are literally a net buff.
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Stalking is buggy as ######### and tier 1 is a ball & chain.
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@OBX said:
https://forum.deadbydaylight.com/en/discussion/comment/1659771#Comment_1659771
Imo what is insidiously killing this game is the horrific matchmaking and nonsense rank reset (needs to be the old rank reset). Both of these things are a huge reason why the bodies hit the floor.
can’t have an over abundance of potatoes in higher ranks due to current rank reset, or have a random group of a red/purple/brown/brown v. A red killer because of matchmaking. In the latter case, even if the red isn’t a potato, once the killer identifies the two weak (browns) and downs them the skilled surv has little chance. This will make all 4 survivors feel the game is unbalanced when in fact it’s just craptastic matchmaking. (I have no answer for rainbow swf as that is an entire other problem). Flip it to a brown or yellow killer v. Decent to good purple/red survivors and it’s the same effect.
I personally feel killers and survivors are in a pretty good place if paired with and against players of similar skill level.
edit forgot to add: until solo Q v. Swf is truly addressed by the devs, there can’t be balance. Killers are by themselves so their part of that equation is moot.
Solo vs SWF is an easy fix.
Add voice chat.
Such systems are native to basically every platform the game runs on.
The only ones where voice chat wouldn't work are platforms like Mobile, Switch, or Stadia, which barely even work as functioning copies of the game.
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It's a very good perk.
I've been running
- Self Care
- Botany
- Resilience
- Desperate Measures
With the +33% from Botany, +9% from resilience, and minimum of 14% from Desperate Measures (usually 28%, since if you are safe enough to heal, somebody else is probably being chased) you're basically powering through the Self Care -50% to hit healing at normal speeds, meaning it's virtually impossible for the killer to keep pressure on you via injury.
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Technician doesn't need to be viable.
It (as well as Zanshin Tactics, Visionary, & Windows of Opportunity while we're at it) should have their effects bound to general perks available to all survivors rather than teachable perks locked behind DLC.
It's fine for a perk to be bad if its only purpose is to help newbies learn, it's just that Newbies should have access to them.
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@Kind_Lemon said:
https://forum.deadbydaylight.com/en/discussion/comment/1659520#Comment_1659520
Ah, yeah, I thought the same thing about the first suggestion of mine (it's the most abuseable), but the post was made with the full intention of all three options being equal in brainstorming, and order from top to bottom had no influence on which was most important / most feasible. I'm personally a fan of the third choice (but wouldn't mind the second in substitution or addition).
Since your comment quoted my whole post, I assumed that that was your attitude toward everything I said. It appears that was not the case.
I don't know how to quote just a part of a post.
Idea 1 is just a bad design.
Idea 2 doesn't really do much, since OoO doesn't really work in chase and outside of chase they're most likely to sit still on a gen.
Idea 3 isn't an awful idea, but it's a downside that can be bypassed easily enough that it doesn't fix anything (just use OoO a second at a time to keep tabs on the killer).
"All at once" is right out.
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@Raptorrotas said:
Lul casual non competetive party games.
There were special rubber gloves being sold by nintendo for people who kept injuring their hands while playing mario party 1.
PEOPLE INJURED THEMSELVES TO WIN IN A CASUAL PARTY GAME.
Dbd is by definition competetive.
...what?
How does that even happen?
I mean, I hate Mario Party so I guess I don't really get it.
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@Kind_Lemon said:
https://forum.deadbydaylight.com/en/discussion/comment/1658010#Comment_1658010
As I said to the other person who responded to my comment, I thought that it was evident that like Spine Chill, all effects suggested are only present when OoO is active.
Why is my suggestion therefore a bad thing? The major issues with OoO come as a result of the survivor using it getting a big head start when the killer starts to come after him/her. The changes aim to either minimize that or make using OoO in situations that would be useful to have a great head start (i.e. working on generators across the map) less useful.
Because a survivor perk that gives the killer movement speed (and a hefty boost too, 7%) would be on par with a perk that forces No Mither onto your teammates.
A survivor perk that not only applies a buff to the killer, but does so by buffing the single most important stat in the game is absurd.
Object of Obsession should be a perk that gives you valuable information at the cost of vulnerability. I don't want to be matched with a sandbagging ######### who gives the killer a .28 m/s bonus (almost 1.5x the difference between Huntress and Trapper)
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/1658064#Comment_1658064
So you counter the perk by doing what it does before it does it itself?
You still have to waste time to go get your medkit. Not the mention that if you're solo changes are high a random passing survivor nabs it.
Not exactly.
Franklins wastes time by forcing somebody to run into the middle of bumfuck nowhere to collect their item and has the added threat of destroying it entirely.
Say you're on Rotten Fields. If you put your Medkit by Shack, you can access it quickly from basically anywhere on the map.
Hell, you can even just put it by the generator you're working on. If you get interrupted, your Medkit is waiting for you next to a generator. Go there after you lose the killer (or get unhooked) to heal and immediately start repairs again.
Sure it's possible for ######### to steal your items, but if the killer has Franklins it's not like you were carrying that out of the trial anyways.
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@CalamityJane said:
https://forum.deadbydaylight.com/en/discussion/comment/1658079#Comment_1658079
Undying is already an exception to totems. All other hexes alert you once you're affected by their drawback, and in this case it also actively hinders you from cleansing the totem to manually test whether the perk is in effect or not.
But not aura reading.
Retribution doesn't tell you if you're revealed, it only tells you if you're oblivious. Same for BBQ, Nurse's, Bitter Murmur...
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@FrootLoops said:
I feel like undying should at least give the survivors a notification that "surprise! You're on totem cam!" All other hexes give notification of their active effects, so why not undying?
Honestly, the whole "Ruin ain't gone yet" part is enough that you should know.
The aura reading having a warning would be a bad idea. Every aura reading perk in the game is a "surprise", and making Undying an exception sets a bad precedent.
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@gatsby said:
https://forum.deadbydaylight.com/en/discussion/comment/1658036#Comment_1658036
Franklins is actually a really good counter to med-kits because the Survivors are probably relying on them for healing, so they're pretty motivated to go across the map to get it, which creates slowdown. It's unlikely they'll have a perk like Bond, Self-Care, Blood Pact or Inner Strength if they're bringing a med-kit
I mean, yeah, but it's really easy to counter.
Drop the Medkit on the ground at some accessible. Go get it when you need to heal.
Failing that, have an ally in your SWF pick up/drop the item when you get hit to cancel the consumption.
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Deliverance is amazing as long as not everyone runs it. It's underrated, which plays into its power.
Pebble is memed on a lot, but it's genuinely good. If you get good at faking fast vaults or generator explosions with Pebble, you can make it damn convincing.
Autodidact... can work, but just doesn't much of the time.
