BattleCast
BattleCast
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- Username
- BattleCast
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Comments
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I just want the bps offerings to be buffed in some way.
Brown = 100% bonus bps in selected category
Yellow = 200% bonus bps in selected category
Green = 300% bonus bps in selected category
Escape Cake and Party Streamers remain the same.
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Not me. Mobile games are horrible. I am happy that they have a seperate team for mobile. I would flip ######### if mobile DbD delayed updates for the GOOD version of DbD.
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Bubba because he has an insta-down ability. Clown's ability only helps him get m1's, and sucks at even doing that.
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Hopefully more Killer reworks will be announced.
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Survivor: Balanced Landing
Killer: Save The Best For Last
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@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/1193147#Comment_1193147
Even better you unhook someone and they run away from you to heal themselves, I’m not talking away from the hook to safety or a pallet... I’m talking so far away that you could have finished healing them before they even start self care
That is SOOOOOOOOOOOO annoying. I now just don't heal people that decide to leave the hook because it's a massive waste of time to chase them down.
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Seeing a person self-care in a corner of the map against sloppy butcher and thana will actually make you go insane.
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The game doesn't give me an error when it ends.
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This looks cool, I hope they do this one day.
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Freddy is fine imo.
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@HealsBadMan said:
https://forum.deadbydaylight.com/en/discussion/comment/1191572#Comment_1191572
This sounds like what Freddy can do with Snares and Pallets. Some of Clown's less useful or bad addons can be replaced to offer alternate Tonics with different effects, and the cloud's color can change depending on what Tonic it is (similar to Plague's Vile vs Corrupt Purges).
@Dabihwow said:
https://forum.deadbydaylight.com/en/discussion/comment/1191572#Comment_1191572
Yeah thats what should be done something that could balance him out.
There was a thread in the Feedback and Suggestions sub section that goes in depth about a secondary tonic idea. Here is the thread link if you are interested: https://forum.deadbydaylight.com/en/discussion/140928/another-idea-to-help-buff-the-clown
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@Eye66 said:
https://forum.deadbydaylight.com/en/discussion/comment/1191589#Comment_1191589
She nailed every other blink I saw that game, when I heard the sound I'd duck behid something to block line of sight and she'd get stopped by the object and stunned or hit it instead. She stopped chasing me after a long while, it was pretty epic. She also doesn't lunge fully after blinking anymorr and misses much more often. If you were greaf with nurse pre nerf you might be ok, if you try picking her up post nerf don't bother wasting the time. I'm speaking for console since a lot of things vary from pc (timing, controller response etc)
I see, console Nurse is a nightmare and not for the Survivors. She is also plagued by many bugs like blinks failing to pass through certain objects. Console Nurse can definitely be at the level of Clown and Bubba because controllers can hinder your ability to move your camera. I have also heard console has a lower frame rate which could make her blinks look horrible.
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@Eye66 said:
https://forum.deadbydaylight.com/en/discussion/comment/1191562#Comment_1191562
I outran a good nurse for 5 full minutes by runing in a straight line and ducking behind an object when they blinked; i can't do that with anyone else. Her 30 second cooldown, unreliability/inconsistency of the blink and low movement speed is the counterplay. I can't infinite other killers by running around trees on open ground.
That Nurse was probably inexperienced then. A good Nurse can end a chase quickly and close the gap at an incredible speed. The trick with Nurse is to land such a precise blink that no matter how the Survivor reacts they will always get hit, and the only way to avoid getting hit is to use something like Dead Hard.
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I would like to see Clown have more than one Tonic. In the lore it always talks about Clown experimenting, and making more than one tonic. The Afterpiece Tonic was just his favorite, so he could have a secondary Tonic that he also likes but not as much as The Afterpiece Tonic.
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@Eye66 said:
I'd argue nurse, learning her is aggressively unfun and not rewarding as she's very easy to punk after her nerf and totally addon dependent. Now you put in 300 hours of practice to get little payoff as a functional killer
Nurse and Spirit are some of the best Killers because their power eliminates any potential counterplay. How could Nurse ever be at the same level as something like Clown or Bubba?
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Clown. At least Legion gets a free first hit.
Clown is a basic 115% Killer that is countered by just not looping and throwing down pallets. You’d be lucky to even get a single hook as Clown against optimal Survivors on something like Ormond.
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@Luigifan64 said:
Here's a much simpler idea, you can use it on both hook states (you still need a survivor to come near you), but it also has a secondary ability. If you go to save someone, THEIR hook timer will also be paused for half of the time your perk tier is (so at tier 3 they'd get a 17-second delay). This way you could prevent going second state (or death) for both you AND your team. Personally I would run this perk a lot if it got changed like that, because the amount of times I go barely go second phase is aggravating (or the amount of times people run the killer around you, killing you in the process).
For reference here's how the perk would read:
Life has taught you the importance of friendship which has given you strength.
While you are on the hook or nearby a hooked survivor Camaraderie activates.
If another Survivor is within 16 meters of your Hook while Camaraderie is activated, the Struggle Phase timer is paused for 26/30/34 seconds. If you are within 16 meters of a hooked survivor, their Struggle Phase timer is paused for 13/15/17 seconds.
"So, remember once you get in there... pretend like you don't care. There you go, you're learning my friend. You're learning." — Steve Harrington
eh, the main issue with Camaraderie is that pausing the hook timer is a weak effect. Personally I think that Camaraderie needs a complete overhaul.
Pausing the hook timer is cool in theory, but in game it's just bad and weak.
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Idk, we'll have to see how loop-able it is. The boxes that force you to take the turn wide are also gone.
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@Alify said:
https://forum.deadbydaylight.com/en/discussion/comment/1191029#Comment_1191029
Thanks!
I don’t know how to make developers see my post, but I hope they see it at least sometime
You just gotta hope they see it. Devs are likely busy and don't have time to review every post made on the forums. I hope they do see it though as you seem to have a lot of great ideas.
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All of these seem like reasonable good changes. I really like your new and improved Babysitter, and I agree that Steve's perks need buffs.
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I REALLY like your suggestion. If this was how Camaraderie worked then it would definitely have a place in my perk builds. I also don't see anything wrong or abuse-able about your version of Camaraderie which is a nice bonus!
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@elvangulley said:
He fine but they wont be happy until him nurse freddy and huntress get the nurse treatment
They definitely won't change Freddy. If they were going to change Freddy, then they would have done it by now.
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Hill Billy is probably the most balanced Killer in the entire game in my humble opinion. Hill Billy is powerful in the right hands but not unbeatable which is extremely important.
I'd like to see all Killers brought to the level of Hill Billy. Especially Clown since hes my main, and he has a lot of potential to be a fun Killer similar to Huntress.
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@CasualConsolePlayer said:
Better idea for hope:
After every generator completed (you don't need to be one who repaired it) you gain 5% speed for 20/25/30s. Has cooldown which it's also a duration.
This would be finally something what I'd try in builds.
That would be terrible on the Killers side though. Just imagine getting robbed from a hit because they get a random speed boost during a chase.
I like the idea of getting a speed boost after a generator is completed, but you need to be the one who completed it.
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I agree with all of these changes. Buffing weaker perks encourages variety which this game desperately needs right now. Every single game is just DS, BT, Unbreakable, Iron Will, Sprint Burst, and Dead Hard.
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Genuinely curious aswell. Saw it in an old Noob3 video, and made me question its disappearance. I wouldn't be surprised if they removed it to slightly nerf Ormond because that map is hell for Killers.
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Atmosphere improvements would be amazing!
I'm down for map specific events as long as they aren't random. The blizzard could happen once the last generator has been completed OR after a set amount of generators have been completed, and will remain for a couple of minutes. This will allow both sides to prepare for the storm. Map specific events sound REALLY cool though, and they can definitely fix the stale gameplay loop.
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I really like all of these changes! I love the Hangover Tonic idea. If this was how Clown worked I would definitely play him more.
Kerosene Can's effect is pretty bad though. With this new Clown I think Kerosene Can should regress generators in the gas of the Hangover Tonic. That would be really cool and fun imo. Additionally, you should be able to throw the Hangover Tonic much further than the Afterpiece Tonic. This would allow Clown to have INSANE tracking ability if they are good at throwing bottles.
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Cigar Box + Solvent Jug Clown. Direct hits make them blind, and they can't use their exhaustion perks.
Class Photo + Paint Thinner Freddy with Nemesis, Make Your Choice, Furtive Chase, and Dead Mans Switch.
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80 seconds is fine. It shouldn't take a Killer 30 seconds to traverse the map though.
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Clown. He has such an interesting power, I just wish they did more with it. Allow him to regress gens by tossing a bottle at the gen, and make his bottles more lethal. More fun addons would be nice too. I'm tired of the "slightly reduces _______". That is not an add-on; it's a power buff on a price tag.
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Match making is really testing my limits with my past few teammates. Boosted monkeys definitely exist in red ranks on both sides.
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You can take everything away from me, but the op green med-kit with double charge addons and Botany Knowledge stays.
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It took me a second ngl.
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@PrettyFaceKate said:
DWM: good change, I like it.
WoO: I think a simpler buff would be to reveal Illusion and Dream Pallets. It would still not be remotely meta or OP, but it would be in a spot similar to Small Game.
Boil Over: again, I think it's simpler to add an effect that reduces the wiggle timer, which is what anybody assumed the perk would do when it was released, only to be disappointed. Same as above, still not meta or OP, but a nice small buff to give it some usefulness.
Definitely agree with the WoO change that allows it to differentiate fake pallets from real ones. I thought this is how it worked originally, but I was disappointed when I found out it doesn't work like that.
On the other hand though, I don't want Boil Over to be the Iron Grasp but for Survivors because that's just extremely boring and we already have Breakout which has a similar effect. That's just my opinion though.
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@gatsby said:
https://forum.deadbydaylight.com/en/discussion/comment/1187629#Comment_1187629
How about making it like aftercare?
Safe Unhooks/Heals give you tokens. Each token pauses the hook for 20 seconds when you're hooked. Max of 3 tokens. Use all tokens when hooked
I still think this would be incredibly weak. I should have said that pausing the hook timer IN GENERAL is weak. There is no use for a perk that extends the time you could be hooked because it is ALWAYS possible to save someone within 60 seconds. Unless they are a face camping bubba/billy in which case you should be on a gen to punish him for camping instead of applying pressure. I haven't gotten a face camper in a LONG time since im rank 1 24/7 and you rarely see those kinds of Killers at red ranks.
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@gatsby said:
https://forum.deadbydaylight.com/en/discussion/comment/1187615#Comment_1187615
Yeah. If it activates every time you're hooked and the timer stays paused even when teammates leave the 16m range. Then it could be good, which is what im suggesting
That wouldn't even be good though. The problem with Camaraderie is that pausing the hook timer when a teammate comes near your hook is only useful once in a blue moon. IMO the perk needs to be changed completely.
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@gatsby said:
https://forum.deadbydaylight.com/en/discussion/comment/1187604#Comment_1187604
I've used it on Adept Steve before. It only activates once per match and stops when someone leaves im pretty sure (not that it activates that often anyway)
they must've changed it then because I remember using it and it wouldn't deactivate if someone left the 16 meter range. I honestly wish they would change this perk because it's such a cool concept that just fell flat in the end.
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It does work like that.
The problem with Camaraderie is that pausing the hook timer is useless.
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The Game is actually insane. Most pallets are EXTREMELY safe, and mind gaming them is almost impossible. A good Survivor can run you around for minutes easily. I have ran Killers around for 2-3 minutes on The Game with a good setup and plan.
If The Game wasn't so small, then it would easily be the most Survivor sided map. The Game has the safe pallets of Ormond, but it doesn't have the size of Ormond.
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double pallets loops and vacuum pallets were pretty insane and im glad they are gone.
And this is from a Survivors prospective, and I honestly can't imagine being robbed from a hit because Survivors can teleport to the other side of the pallet.
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That really sucks, I hope you reported the 3 Survivors for sandbagging you and working with the Killer against you.
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Yup. Nothing else to be said.
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DS is fine if it is used as intended, but the problem arises when players realize they can abuse that 60 seconds of immunity. At the very least, DS should deactivate once you touch a gen/hook rescue someone else.
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They also need to buff the blood point offerings.
Browns offer a 1k in the best case scenario
yellows 2k
and greens 3k
WHAT????
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There are many ways as a Survivor that you can still escape through the doors after the hatch was closed. If you prep the door before the first light goes on then the killer wont know you've started the door. Then just wait until they come back to check the door and its basically a guaranteed escape. Wake Up and Spine Chill + Resilence makes it even easier.
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1) Spirits existance.
2) Some perks/addons being complete jokes.
3) Slow pace of updates. It feels like nothing will ever get fixed.
4) This game became a race to the finish line instead of a horror experience.
Those are my complaints on the game atm.
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Billy. Both fun and fair.
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@Marcus said:
https://forum.deadbydaylight.com/en/discussion/comment/1180892#Comment_1180892
Huntress and Deathslinger barely stop any loops. And gen pressure indeed matters, especially on big maps.
Gen pressure matters. hooks create gen pressure. Huntress and Deathslinger get hooks fast. More hooks means less people on gens and more people healing/making saves.
Huntress and Deathslinger do stop loops. Huntress can hit over the loop. Deathslinger can drag you to himself in short/medium loops and can stop window loops.
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Nurse is still easily top tier. If you want a powerful ability that has potential to end chases in 20 seconds then you should be punished heavily for using it incorrectly. Plus other Killers are in a much more dire state than Nurse. Just look at Clown, like am I supposed to laugh or be scared of him I simply don't know.