Beaburd
Beaburd
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- Beaburd
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If it's not Spirit or Bubba, it's not a bad time for me.
I do admit to disliking Twins just because their power enables slug/camping tactics, but I still enjoy facing them more than the two mentioned above.
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I just posted this in another thread, but I really want this so I'll advertise it some more.
Give Trickster the ability to throw a single knife by tapping M2 during a chase without a movement penalty (~2 second cooldown or so).
This would let him:
- Capitalize on small openings better
- Make him stronger in a controllable way (altered by cooldown adjustments)
- Make looping him around large rocks and obstacles less oppressive
- Let you stack laceration in preparation for your knife flurry on big openings (better down potential)
- Increase add-on diversity for him (replace raw stat upgrade add-ons for common power alteration add-ons, like ricochet on M2 tap knives only)
- Increase his skill-cap
- Make him a more unique killer (what other killer can actively chip away at you during a chase? He'd be different from huntress/DS rather than being the current worse copy of them that he is now)
- Arguably make him funner overall
I legitimately only see positives from what should be a fairly simple change.
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All I want for him is the ability to tap M2 during a chase to fire a single knife with no movement penalties (cooldown of 2 seconds or so).
This way he can more reliably capitalize on openings in chases, and have laceration stacks applied when a large window opens for him to hold M2 for his knife flurry.
Not only would he be stronger, more unique of a killer, higher skill-cap, and funner, but he could have more diversified add-on options based on the M2 tap mechanic rather than the simple raw stat upgrades (+movement speed, +main event duration, +main event charging, or +fire rate) that he currently has. Imagine being able to have ricochet on your M2 tap knives as a common add-on - you could actually use this (and other) awesome power alteration more often without it being overbearing.
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Well, you see, 4 + 3 + 2 + 1 = 10. You're rank 12.
Close enough, really.
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Just kidding, yeah, matchmaking has been terrible for a good long while.
The MMR system is being hailed as a potential solution, but who knows when/if that'll happen. Just enjoy the mayhem in the meanwhile.
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@Brokenbones said:
With the introduction of AI (Zombies) it's feasible we might see a legion rework in the next...Century ish
Jokes aside, it'd be cool if they incorporated the other legion members somehow, make them feel a bit more unique than their current state
Not that I hate current legion or anything, I just wish there was more to them
I would actually love this.
Have the other legion members wandering the map, swapping between running/walking animations to make it look like the killer. Or, have the other members look like a survivor wandering around the map with an agro range. If another survivor comes to them (expecting heals or something), it runs after them.
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@Bropie said:
https://forum.deadbydaylight.com/en/discussion/comment/2244259#Comment_2244259
Ty but how would you know he will be perfect for me haha kinda creepy but ty for the answer
Nemesis punches people, and using the perk Mad Grit (makes your attack while holding someone have no cooldown), it looks like you're just permanently bro-fisting people.
When I saw your name, I couldn't resist lol sorry
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It depends really.
Are you the type of person who prefers getting intimate with others - gazing into their loving eyes? Or maybe you like to hit up Tinder with a couple of selfies?
Whatever you do, just make sure you know what you really want in a partner before you choose.
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Just wait out for Nemesis, he'd be perfect you - especially if you run Mad Grip.
Brofists from the Bropie.
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As someone who has had 2-3 year blocks maining each side and keeps swapping between them, I feel like I'm less susceptible to being biased in my decisions.
As such, the players that tend to be the most entitled are:
Whichever side I'm not on at the moment.
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I feel like they're stuck in this weird funk where the average perk is incredibly niche and borderline useless, so they kind of stick with balancing around that to keep things easy to handle and avoid power creep.
But then they also have perks that give a new ability entirely, rather than enhancing current abilities (DS, DH, Unbreakable, Ruin, etc.) and the usefulness those new abilities give just blatantly outshine the sheer lackluster stat adjustments that the other perks give. Because of their desire to keep most perks as a niche upgrade, but another desire to enhance gameplay through introduction of additional mechanics, they inadvertently create a stale meta where almost no one wants the former perks, and everyone wants the latter.
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@PureDoctorMain said:
https://forum.deadbydaylight.com/en/discussion/comment/2241395#Comment_2241395
Yes yes yes I agree the rocket launcher should only be used by dwight. Now the real question can I kill the claudette hiding in the bush near my locker with the weapons I find in the locker?
That's a tough one, but I think the only fair answer is:
Yes, Dwight should be able to kill his teammates on a whim.
You might think I'm crazy, but you have to remember that these buffs, however slight, are still survivor-favored. Therefore, we have to even things out by enabling Dwights to kill their teammates so as to lower the overall efficiency of the team itself. This will benefit killers by giving them more time with generators.
If this change becomes too killer favored in the long run however, we can always let Dwight kill the killers later on too.
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Dwight:
- Crows no longer land on your locker when you've been inside it too long (instead, they hop in with you)
- Killers can no longer grab you out of a locker (instead, they are forced respect your privacy and wait for you to leave voluntarily)
- Dwight now has Quick 'n' Quiet, Inner Strength and Head-on perks in his base kit
- If in a locker for over 30 seconds, Dwight becomes capable of using whatever knives/hatchets he finds in the locker for the rest of the game
- If in a locker for over 5 minutes, Dwight instead finds Nemesis missing Rocket Launcher and can use it with unlimited ammunition.
Also:
- Add some rocket-powered flip-flops for Dwight to use as a free cosmetic
These flip-flops should obvious allow you to use Sprint Burst on demand when used, and permanently burn/injure the killer if they're in close proximity when used.
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These are just some modest ideas that I think are needed to improve the quality of life of Dwight players. I'm personally debating if the rocket launcher is too much, but it's important to remember that this game needs one and Dwight is the worthiest of recipients to use it.
Other than that, I don't see any issue with the above recommendations.
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This.
Must.
Happen.
I will not rest until Scooby-Doo skins/survivors are added to the game.
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Yes.
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On a dying survivor, healing is calculated as follows:
Healing a full health state without either perk = 16 seconds (16 / 1)
Healing a full health state with one of those perks = 8 seconds (16 / 2)
Healing a full health state with both of those perks = 5.33 seconds (16 / 3)
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Skin prices are fine.
Are they expensive? Heck yes! But that kind of pricing model eases their financial burden and allows content that's more relevant to the actual game itself to be priced better. That's much better than twisting your arm with every DLC or make you feel like you're missing out otherwise.
I love and hope they never change their pricing model.
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That's actually a decent point, and I wondered that myself for a bit.
Wraith's stealth is way better than Pigs, Wraiths pallet play is way better than Pigs, Wraiths map control is way better than Pigs, and Wraiths find and chase potential are way better than Pigs.
Sure, Pig has RNG traps, but I do ask myself if those alone are really worth being inferior in every other way to Wraith. The answer to myself is typically no since I rank Wraith much higher than her however.
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Normally I wouldn't make buff/nerf propositions just because one killer is weaker than one other; however their play-styles are so similar and yet so different in power level at the moment that I begin to wonder.
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One is stuck inside his sister's breast, the other has a little boy inside her breast.
I don't think either of them think they're in a good spot.
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@Michi said:
https://forum.deadbydaylight.com/en/discussion/comment/2231388#Comment_2231388
It behaves exactly like the zombies with 3 differences:
- it moves way faster and has a different skin
-it gets a speed increase when someone touches a Totem + it moves quickly to that location (keep in mind that it would be probably as fast as a survivor walking at Max speed)
-it will vanish as soon as that hex is cleansed
Alright, so if it takes away health states like a zombie how do you cleanse vs them?
Currently zombies move at 1m/s, and totems take 14 seconds to cleanse. You would then need to walk a regular zombie 16+ meters away, which would take about ~16-20 seconds just to be able to run back and cleanse it before a zombie gets back. That could be up to 35 seconds to cleanse a single totem. This totem guardian, who runs faster, may take even more time to lead away to get enough time to do it - especially if it returns faster.
I'd also imagine the guardians need to have a leash around the totem so it doesn't wander and become a better zombie influencing the game elsewhere, but that might make cleansing impossible since you'd need to leash it at least 20m away from the totem to have enough time to cleanse it since it's faster.
Pallets are limited, meaning it will be impossible to use them around the totem if you used them earlier in the game before you knew it was there. The only other option I can think to counter them would be flashlights or perks, but is punishing survivors to never be able to cleanse if they don't randomly take Head-On or a flashlight a good idea?
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I like the ideas and the possibilities that A.I. bring, but I feel like they need more counter-play if we make them a more general threat like this.
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This is kinda really cool to hear about. I love that those niche perks have more use, even if it's just against a single killer.
You can probably proc MoM with zombies if you have an injured teammate nearby, I know bear traps can at least.
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Pretty much all of the above.
Add to the fact that you either hate or love the developers because of their direct and open involvement in the game, and there's not many feeling in-between.
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Like my old teacher used to say:
"Hate me or love me, it's easier to reach people who are emotionally invested one way or the other - it's the indifferent ones I worry most about."
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I'd say he's near the top of the pyramid.
However there are a couple of girls sitting on top of him.
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I'm not sure how I feel about increasing directed passive pressure like this, but I'm all for adding additional objectives and/or obstacles in the game in general.
How does it chase people off totems (hitting them for a health state?) and how do survivors cleanse totems vs them if they guard them?
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I didn't know Trickster had a sister, impressive.
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Oh, this is kind of fun.
If I had to relate perks to my life and personal traits, I'd probably say these fit me best:
In general (I feel like a lucky guy, what can I say?):
- Ace in the Hole
- Lucky Break
Outside:
- Fixated (I walk fast)
- Balanced Landing (I can trip at times, but I never fall)
- Calm Spirit (I feel at ease in nature, and the animals in my area are very trusting)
- Off the Record (I don't carry any electronics when I go out, I like the solitude)
Indoors:
- Leader (I often engage and get people working together and on tasks in group projects)
- Prove Thyself (I also have a chip on my shoulder to always stand out and be better in whatever I do)
- Spine Chill (I can get paranoid when something bad is going to happen - especially if I play horror games or expect something)
- Technician (I love working with computers)
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@Saltjar34 said:
Lesser rarity Ricochet sounds nice
Hemorrhage and Blincness add-ons, not so much. They're generic and offer no real benefit.
Also, one of the worst things about spamming knives is the recoil. What idea do you propose for that?
My main concerns with this change are two-fold:
- Create a more unique and fun play-style
- Increase effectiveness of his power in an active chase
I didn't want to touch or make suggestions to anything else in his kit (such as recoil), as I worried doing that in conjunction with my suggestion might be too strong. Being able to stack knives during a chase with a single knife periodically would already reduce the burden of having both an opening large enough to use your knife flurry ability effectively, as well as to hit all those knives when you have one. Changing any other stats related to him in addition to this was too much effort for the scopes of this suggestion.
The ability to have more interesting and flexible add-on choices based on this change is also a bonus. Though I admit I haven't given this aspect as much consideration as I could have, and mangled/blindness were a bit lazy in that respect. More serious add-on recommendations would require a bit of thought, but some relevant examples could be:
- Every consecutive M2 tap you hit in a chase would add a stack when you next hold M2 to release your flurry of knives (allows faster access to high rates of fire during flurry, based on skill and chase length, with a stack cap based on add-on rarity).
- Every consecutive M2 tap you hit in a chase would reduce recoil by X amount when you next hold M2 to release your flurry of knives.
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Edit:
Another add-on idea would be:
- Double/Triple the amount that M2 tap knives contribute to powering up Main Event
This would actually allow an easier time access main event when you actually want it in a chase, without actually making it available on demand. At the moment, you typically get Main Event when you're already in the middle of throwing a flurry of knives and it's not worth using it. With this add-on, it'll be easier to power it up mid-chase and have its window-of-use open when you actually want it.
If it were too easy to proc on demand with this add-on, you could always change it to only power up main event faster after the second M2 tap in a chase. This way you can't just proc it easily as a hook camper with a single M2 tap, you'd have to wait for the CD to M2 tap again.
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Now that the Hysteria for the chapter has died down a bit, I can be honest and say it's brought a Resurgence of interest to the game for me. As such, I'll probably Bite the Bullet and buy it.
Some Pursue with Lethal force that their favorite characters weren't included, but I'm sure there will be an Eruption of joy if they add Legendary skins to include them. That's my Counterforce to their concerns anyway, as it would be like stepping on a Blast Mine for Behaviour not to consider doing it.
Maybe optimism has blinded my viewpoint more than a Flashbang, but I've got that Rookie Spirit feeling from when I first started playing this game. Especially with the introduction of Zombies, which makes me think they're going to consider other environmental obstacles or other objectives in the future.
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What do you call a man who mains Feng Min?
At min, I'd hope you call him a fung guy.
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Bah, you're just Plagued by your own play-time.
You've Clowned around so much that you're starting to become one. I can't blame you though, do anything too long and you'll be more worn out more than an old Hag - what a Nightmare, eh? You'd become your own Executioner when playing this game. Maybe pull a rabbit from your hat and hatchet away your inner Onis, or really Pig out and settle down with the Hillbilly and his moonshine. Just take a break, try something new, and get yourself back into Shape before you become a Wraith of your former self - Doctor's orders!
Last thing you want to do is become your own Nemesis, and eventually become a Blight to the community. I'm sure that's how some join the Legion of toxicity. What a can-a-bull, to become what you hate just by playing what you love too much, am I right?
If that happens to you though, don't worry, I've been before (we'd basically be Twins). You can always Nurse yourself back by pulling up your britches and Slinging something other than Death - maybe by cracking puns like some sort of Trickster? I'd Demo what I mean, but I fear a Gorgon that would smite me for being so corny.
Anyway, I hope you take my advice in good Spirit while I make like a Ghost and save some Face before I go too far.
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I don't know how short the match was exactly, but it was a disgustingly short match with equal parts comedy.
Me and two other survivors ran together on Lery's to find a generator to do. We were nearly done it when Scratched Mirror Meyers came out of nowhere and grabbed the person beside me. Me and the third guy wanted the generator, so we committed and didn't realize Meyers had Starstruck, Agitation, and Mad Grit.
He downed all of us as we finished the generator, then found and killed the fourth guy as he was hooking all of us.
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Couldn't stop laughing when I realized he had Starstruck and we got insta wiped by T1 Meyers at the start of the game.
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@ASurvkillivorer said:
https://forum.deadbydaylight.com/en/discussion/comment/2226664#Comment_2226664
give an example please
I think by diminishing returns they mean the following (speed buffs are additive):
Base healing speed = (16 / 1) = 16 seconds
+50% healing speed = (16 / 1.5) = 10.67 seconds
+100% healing speed = (16 / 2) = 8 seconds
+150% healing speed = (16 / 2.5) = 6.4 seconds
+200% healing speed = (16 / 3) = 5.3 seconds
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Note that the first 50% speed boost reduces heal time by 5.33 seconds. Another 50% boost reduces it by 2.67 seconds, and a third 50% boost by 1.6 seconds. The more speed boosts you stack, the less effective they are from a flat time saved perspective.
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I would love if survivors spawned in guaranteed groups of 2, 3, or 4.
Then I guarantee my co-op points on a generator at the start of the game and do other things (like totem cleansing) without worrying about my already-almost-capped objective point category.
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Tough call, but I prefer Deathslinger I think.
I just can't tolerate some of the wonky hits associated with Huntress' beachball hatchets. Sure, Deathslinger can insta-shoot you at any moment, but at least his hitbox seems reasonable.
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I'm just gonna pop this in again:
https://www.youtube.com/watch?v=jZ6nF6JKtRcSeriously, is there a clip more comically relevant to these forums?
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What you get for killing four people over three:
- 2,500 devious points (Score Event - No One Escaped)
- 700 sacrifice points
- 2 devout emblem points
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Unless you really care about those points (whose categories you can max without it, except maybe sacrifice), and/or the emblem points (won't matter if you're max rank), there's no other reason to 4k other than personal satisfaction.
I personally never think it's worth prolonging a game to ruin my own and others player experience to force such meager rewards - especially when I know I've already won. I'd much rather just end things quickly and coin-flip if they get hatch or not. I never understand people who slug for it, and assume they just really need the ego boost from the satisfaction of killing four.
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First memory? Being looped around the groaning storehouse and cow tree in 2016, thinking "this is kinda bullshit."
Then remembering the developers response to infinites: "It takes SOO much skill to do anything even RESEMBLING an infinite."
Those were some dark days.
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That said, here's some of the first screenshots I've ever taken:
Chainsaw Nurse.jpg Floating Dwight.jpg Invisible Nurse.jpg Possessed Dwight.jpgBrownie points if you can remember any of these bugs (yes, these and more all happened in one game).
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Edit:
Holy crap, I just realized I've been a Small Game + Bond gamer since 2016.
Some things never change.
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@Xeticus said:
https://forum.deadbydaylight.com/en/discussion/comment/2219552#Comment_2219552
I'm beginning to think that Trickster is just not viable for me. I want him to either be faster or for his knives to drop people sooner. He feels just too weak for me to play.
Yeah, I know the feeling.
I love his aesthetics and concept, but his power is so lackluster and unrewarding at the moment. Currently I'm obsessed with the idea of the player being able to tap M2 during a chase to throw a single knife with a second or two cool-down (no movement penalty). He'd be able to drop people slightly sooner in a chase without really raising his power creep, especially since hits on that or other survivor with M1 basically reset his laceration stacks at the moment.
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https://www.youtube.com/watch?v=jZ6nF6JKtRc
Good, good.
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@whycantIwin said:
https://forum.deadbydaylight.com/en/discussion/comment/2220145#Comment_2220145
https://us.v-cdn.net/6030815/uploads/SKZWG0N5IINE/image.png
https://us.v-cdn.net/6030815/uploads/BET4JPX8ARXV/image.png
https://us.v-cdn.net/6030815/uploads/6L12YWTRCTBW/image.png
https://us.v-cdn.net/6030815/uploads/A4Z8GVA0118V/image.png
https://us.v-cdn.net/6030815/uploads/CSIVSRF3AIYN/image.png
https://us.v-cdn.net/6030815/uploads/XMR27XOXUZ21/image.png
you sure about what you said?
Considering I was giving recognition to the newer spots in old and new maps that have been introduced lately, but still acknowledged that some spots still sucked...
Yeah, I think I'm pretty confident in my words.
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@Mr_K said:
Then they waste a lot of time cleaning house.
More totem spots and better locations is the fix.
Am I alone in thinking they're doing a good job with totem spots lately?
Even in old maps, they seem to have added new spots that are kinda crazy.
Here's one that blew my mind in particular:
Dat Totem though.jpgThough some spots do suck still, I admit that.
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More on-topic, I wouldn't if killers chose the spot too much. Don't know how it would work but I can't think of a reason why I'd mind yet, as long as it was from a list of pre-determined spawns so they didn't try to bug it.
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@Marik13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2220075#Comment_2220075
Ohhh ok, and my bad I thought the perk tracked the nearest and not the farthest. But even then wouldn't the ability to cleanse the totems quicker with each cleanse be very powerful on its own, especially if you did mix it with other perks and add-ons to hunt down the active totem?
The totem cleanse speed is only relevant if you're being contested on the hex totem you want to cleanse. If the killer isn't around to stop you, it doesn't matter. However if the killer tries to contest you enough for it to matter, you're typically better off threatening to break the totem rather than actually breaking it since they lose pressure everywhere else on the map as a result and will potentially lose the game.
In addition to that, you only get a significant amount of cleanse speed by cleansing other totems first. But if you stop and take the time to cleanse those totems, you actually waste more time doing so as opposed to skipping them and gunning for the hex totem itself.
These above scenarios apply the same whether you're running Counterforce by itself, or with other totem-related perks (like Small Game). I honestly wouldn't recommend stacking totem perks for these reasons because there's just not much benefit to be derived - especially when compared to running nearly anything else.
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At most, I predict Counterforce will only be decent in a totem meme build or as an alternative to Small Game (of which Small Game will probably still be better, but I'd argue they're close enough).
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@Marik13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2219986#Comment_2219986
No worries it's cool. I do have a question though, I think I may have missed something on that new perk. So are they not able to see if the totems are active or not? I'd think that them being able to cleanse totems quicker after each cleansing, and being able to see the nearest totem location would be useful in helping pinpoint the killer's active hex especially if they have one of the more common/devastating hexes like Ruin or DH?
No, it's just a brief and general 4 second aura akin to what you'd see with Detective's Hunch from what I've seen. This aura is also for the totem furthest away from you, not the nearest. So you'll spend a considerable amount of time finding hex perks with this since you have to go across the map every time you cleanse one, pray you remembered and can translate roughly where it was, cleanse what you saw, and then repeat the process until you find the hex perk.
Meanwhile with Small Game, I just rotate around the map and taking the shortest route between each totem, always knowing where they are, and skipping over anything that's not an active totem. It's just so much better for tracking down hex perks than Counterforce (hey, I remembered the new perks name).
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That also, again, all depends on someone else not cleansing the totem you saw and went to painstaking lengths to find and cleanse. If they did, you don't have a perk until you find a completely new totem on your own.
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The chat filter is fine, you **** ***** ******.
Weird, I only said "friendly forum poster"
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You may have a point.
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@Orion said:
When I saw one in the distance, I swear, I thought it was Dwight. So call one of them Dwight as far as I'm concerned. Dwombie? Zombight?
I actually do think they look kinda like deformed versions of Dwight and Meg.
Meg-zie and Zomb-Dwight?
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@Marik13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2219921#Comment_2219921
I was just asking a question...don't know what's with the sarcasm. I just figured that because SWF teams can actually communicate they can better coordinate things if someone has the perk and wanted to go off on a totem cleansing adventure.
Sorry, I love going on random tangents and creating nonsensical posts with a purpose. When I saw a free opportunity to create a short story to explain my outlook on the issue, I took it.
My main point was just to say that it doesn't really provide significant benefit to SWFs to use it in that way.
You won't know if the totem is dull or a hex, nor its actually location (especially relative to a teammates), and even if you do somehow communicate that, you'd then lose out on the totem-aura and cleansing benefits of the perk itself.
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@DwarvenTavern said:
https://forum.deadbydaylight.com/en/discussion/comment/2219880#Comment_2219880
Honestly, just run both. That's what scares me. (Killer main fear post) I Honestly think that perk is the strongest out of the whole bunch, even Leon's healing perk doesn't seem to strike as OP compared to this. Now, I could be 100% wrong and reading it on paper makes it scary compared to practicality. But, it just seems like combining the two perks with a swf completely nulls a mechanic for killers. Grant it, I'm not able to play the PTB, but from what I experienced in red ranks and the likes, it definitely seems like that combo can shut off things completely. Either that or Detective's Hunch with super totem cleanser. Apologies if this seems like a rant, it's not supposed to be. But, to me that's the only thing that seems pretty worrisome.
Nah, I get the fear. Totem perks are already pretty RNG based whether or not you get value from them, so I get the general concern about totem health after it's added.
That said, if it's any comfort, as a frequent Small Game user (almost all of my games), I assure you that I find and destroy your hex totems immediately anyway. If I used this new totem perk in addition to small game, it would only save this amount of time:
- First cleanse: 2.3 seconds
- Second cleanse: 4 seconds
- Third cleanse: 5.3 seconds
- Fourth cleanse: 6.2 seconds
- Fifth cleanse: 7 seconds
In total, that's a potential 25 seconds saved on totem cleansing if I use both Small Game and... whatever this new perk was called. That isn't bad, but it's also the maximum effect you can get in a match and goes down every time someone else cleanses a totem. If the first totem I cleanse is your totem perk (ruin/devour), then I'm only realistically saving 2.3 seconds worth of time. That's only actually relevant if you're hard camping that totem, but then you lose pressure on generators and have other problems.
I can also assure you that when there's a totem perk in play, I'm gunning it down instead of wasting time to cleanse each dull totem on the way.
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Edit:
Although theoretically, if I did use both totem perks for this, I'd probably actually justify cleansing each dull totem I found before the hex totem just so I could cleanse it faster when I found it. But at that point I'm wasting more time cleansing other totems than I'm saving cleansing the main totem itself, which kinda balances itself out I'd think.
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@Marik13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2219880#Comment_2219880
But then you can better coordinate with your teammates if you're in a SWF. You can then afford to have that one person go off on their totem cleansing adventure.
It's okay, I imagine a SWF conversation using the new totem perk to go something like this:
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Bea: "Hey Marik!"
Marik: "Wazzzzuuupp!?"
Bea: "There's a totem on the other side of the map from me. Go get it"
Marik: "The heck does that mean - where are you?"
Bea: "Killer shack"
Marik: "So... you want me to find something on the opposite side of the map of the killer shack."
Bea: "Yeah, I think you're closer. It looks to be around that giant barn you said you're at"
Marik: "Oh okay. Is it a hex totem? Where exactly is it?"
Bea: "I dunno, hard to describe too"
Marik: "So... you want me to hunt for a potentially worthless totem using a vague description that you barely got from across the map in hopes that I find it and cleanse it for some reason?"
Bea: "Yeah, now shuddap and go"
Marik: "Ignoring the fact it could just be a useless dull totem, wont your perk also be useless then since you can't see any other totems? "
Bea: "I SAID SHUDDAP AND GO"
Marik: "..."
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The new totem perk, while nice, won't kill off totems more than Small Game will. It's just a new perk to do the same thing.
You can argue that it increases totem cleansing speeds, and shows the aura of the furthest totem to promote clearing. But you have to remember that you still need to go through the following steps to make use of it:
- Step 1: find that first totem (time waste)
- Step 2: run across the map for the next totem (time waste)
- Step 3: look in the general area where you saw the totem from across the map to actually find it (time waste).
This is all assuming that no one cleanses the totem you see either, in which case you still waste time on step 2/3 before realizing it's gone and going back to step 1.
The amount of additional time wasted to use this perk should offset the improved cleansing speed it provides.
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In contrast, Small Game is much easier to use.
Every map has totems spawn in different quadrants of the map. Simply go to each quadrant in sequence, and use the indicator to find it - done. You also know when some/all totems are cleansed, and when each quadrant is cleared.
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Solo survivor can be irritating, especially when matchmaking isn't over-performing.
That said, I do find the role funner than killer lately simply because I like being a team-oriented individual so doing the role swap made sense to me in that regard.
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Just call them chest balls, problem solved.
Edit: Wait, chesticles is even better.
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No, they're all masochists who live to be abused.
Yell at and degrade one, and they'll just scream: "Yessss demean me more, Daddy! What a turn on!"
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Nah, kind words are great.
But I can't help but wonder what a toxic survivor would do if a killer did respond like that.