BenihimeWrath
BenihimeWrath
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Hex:Plaything clogs up totems for 90 seconds, and forces players without boons to break the spawns and those with them to take 24 seconds to keep the totem.
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Just git gud so the killer won't bother chasing you during the match and you get one hooked at the end after they've tunneled your team to death
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2614566#Comment_2614566
Problem is that it doesn't stop existing boons and you would have to be really lucky to snuff it, hook someone and spawn plaything over it.
I really don't count Plaything as a counter against boon totems, if anything Plaything got worse because of boon totems.
Well its pretty easy if you snuff the boon and all 4 other totems are already lit or broken.
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Make killers 5% faster (except for nurse), baseline kick naturally deals 5% gen regression and regression after that is now the same as tier 1 ruin minimum.
These changes are mostly aimed at:
- Dealing with how safe some pallets are as equally as possible for all killers
- Dealing with larger maps
- Creating a better back and forth over gens naturally
- Make gen tapping a more strategic choice instead of always the best choice (because the perks that are meant to punish gen tapping are so laughably garbage, looking at you overcharge.)
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If you are upset with camping/tunneling, then you should be upset with the things that force killers to play that way. Like gen speeds, poor map design, poor power design, generally weak low tier killers, terribly garbage perks that are hamfistedly restricted for no good apparent reason.
The more fair the game is the more people that are willing to play fair.
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2612792#Comment_2612792
Not good, Plaything can't spawn over boons.
Plaything blocks up totems for 90 seconds though, and also forces teammates that don't have boons to destroy them.
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The worst part is when you are trying to be a good teammate and swoop in to take a random hit because someone was near you, only for the other 3 to be a SWF and the killer assumes you are a whole 4 man and YOU are the one that gets tunneled despite being the solo.
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Hex: Plaything and Retribution?
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The amount of survivors that don't boop the snoot is depressing.
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@KeiOrtem said:
https://forum.deadbydaylight.com/en/discussion/comment/2610426#Comment_2610426
That actually cant be done anymore as either this patch or the previous patch one of the fixes that was listed was that you could no longer feel hatch while it was invisable.
In that case you'd have to be a killer that could bump into it with their power like blight or bubba I guess.
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More distance, no iframes.
Exhaustion in general makes survivors 25% louder. (Additively, to overcome iron will.)
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If I'm not mistaken, the hatch is still a physical prop in the trial from the beginning. It is just invisible. So you should, after some practice, be able to find the hatch by running over it and finding the indention where it spawned.
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Engineer's fang should be baseline because his actual active power should be worth using more than focusing on his passive power in the box.
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When I ran the killer for 10 minutes and finally get downed to no gens having popped and none being worked on.
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I believe what you are describing may be moments that are slightly on the other side of the validation, you just aren't getting the incorrect feedback 'bug' for it.
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I mean, in fairness, killers have their own throw the game challenges.
Like getting X hooks in basement which makes me face camp the basement to force trades.
Or, get 10 M1 hits as huntress with no hatchets in one trial.
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Personally I believe the change to built to last is the precursor to a generator overhaul. Having the tools in place before hand is probably a good idea, it just doesn't really change how terrible it feels at the moment.
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I would say the first thing to do is practice using your chainsaw charges so that you get the most out of them without crunching any of the run time. The next would probably be taking the time to learn object hitboxes so you can loop tightly without colliding during a chainsaw sprint.
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If using the smartface cosmetic is blackface, isn't playing claudette, adam, or elodie just as blackface and racist as well? Your argument makes no sense.
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@RemoveBubbaBlack said:
https://forum.deadbydaylight.com/en/discussion/comment/2602810#Comment_2602810
Bubba isn’t, the people using it are. Massive difference that seems challenging for people on here to grasp
So your argument is that everyone is portraying a caricature of claudette and by extension black people, as a chainsaw wielding cannibal, by using the smartface cosmetic? I have to say, that sounds completely, laughably ridiculous.
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Its not blackface, blackface is using make up to portray a caricature of a black person.
Just because Bubba wears Claudette's skin doesn't mean hes trying to be a caricature of her.
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@jokere98 said:
https://forum.deadbydaylight.com/en/discussion/comment/2602750#Comment_2602750
didn't they remove it? where you can "touch" the hatch when it isn't spawned yet
As far as I know no changes have been made in that regard and you can still find it.
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Technically the hatch is a physical object in the game that can be found by knowing where hatches spawn in any given trial and walking over it to find the small rise where it is. Some killers can also bump into it, bubba and blight for example.
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The perk hasn't even been enabled a full week, people are still mass using it out of novelty.
In my experience using the perk, if you don't find a totem and get it up at the beginning of the match then you'll probably spend 90% of the match with it down because you can't find an unbroken totem.
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I'd probably make all killers 5% faster
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For the 10 billionth time, since everyone has the same brilliant idea.
- Devs already did this.
- Survivors abused the crap out of it.
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Getting the fast vault is one of the few avenues of player skill available to survivors.
Doing objectives? Hold M1.
Getting chased? Hold W.
So unironically the answer to this thread is git gud.
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@hazzzard said:
https://us.v-cdn.net/6030815/uploads/OWPPMCSU45DJ/20211030183012-1.jpg
Happened early in the match. He had no reason to camp.
The reason he had to camp is because there were survivors alive in the trial, on haddonfield.
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Its because exp equals iridescent shards and they wouldn't want the grind to be any shorter.
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I always take WoO over exhaustion perks, the efficiency you gain by knowing where to route next is far outweighed by a single use of an exhaustion perk during chase.
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NOED is fine, its a reasonable second chance perk against genrushing.
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Honestly I feel like dead hard needs its own wind up sound like the grunt when huntress fully winds back her hatchets, or the metallic ring when deathslinger full aims down his sights.
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I'm pretty sure the datamined information pointed out that everyone starts out at a 1100~ baseline with a soft cap of 1900 and a hard cap of 3000.
So in those cases if you are 1900~ and theres a group of 1100 newbies, and a group of 800 'bad' survivors, you at 1900 are going to get the 1100 group because they are closer to your rating. Even though technically the lower rank survivors know how to play the game 'better' than the 1100 group, they just never escape or don't care about escaping.
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@Pulsar said:
This has been tried and it failed because Survivors abused it
I think he means when the killer is within a certain radius of the survivor, not another survivor
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This would just allow a killer to hold someone hostage, especially if they were an instant down killer like Bubba.
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I'm pretty sure its because there are only like 4 windows in the whole map, and 2 of them are unsafe
- Window at the exit
- Window in the fridge room
- 2 windows in the 1 TL spawn in the map.
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All spirit has is speed, so no.
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I've been having a lot of fun playing as spirit with BBQ, Plaything, Retribution, and Make Your Choice. Plaything clogging up totems for 90 + 24 seconds really puts a monkey wrench into survivors plans especially when people that don't have boon totem perks just destroy the bones, leaving only suboptimal spawns.
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I would like to point out that the first hexes ever to be introduced included ruin and devour hope, which still remain to this day the most powerful of all hex perks, arguably. So I wouldn't panic too much, the perks will find their place and as the newness wears off they'll appear infrequently as people return to the builds they are used to and familiar with.
Effects aside, I appreciate what they do for the blood point economy. A recyclable 1500 boldness, 300 survival points for anyone on the team, and 500 deviousness. So stamping out 5 boons negates losing the 4k bonus, making it less punishing not getting it. And dying as survivor doesn't hurt as much when you can get a decent brick of survival points now with great skill checks.
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POV: You are on basement hook and trapper finished setting up
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@Labrac said:
Also Legion. Let's be real people only play them to express their inner edgy teenager.
I like Legion because their anniversary crowns are the least intrusive to other cosmetics of any killer.
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If I don't get hatch, nobody gets hatch thems the rules.
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Their effects aside, I actually like what boon totems do for point gain.
Recyclable 1500 boldness, 300 survival points for self healing, 500 deviousness for killers when they stamp them out.
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Huntress
Infantry Belt, Glowing Concoction
BBQ, Deerstalker, Nurse's Calling, Bitter Murmur
Lullaby? No problem, just orbital strike auras from across the map.
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It depends on which survivor has annoyed me more during the match. If its the person being sandbagged then no mercy, but if its the sandbagger I'll just go out of my way to tunnel them and farm with the rest of the team.
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Meanwhile here I am with my desperate measures, circle of healing, BT, and WoO.
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Honestly, the game needs to move into a place of circular imbalance. Yeah there are really, incredibly powerful perks on both sides. But this counters that, that counters the other, the other counters this. I think if they moved away from trying to balance the game perfectly for both sides and instead just allowed things to be fun and feel impactful that it would overall increase the enjoyment factor of the game.
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Flick your camera up to fake lunge and bait the dead hard. You have to put survivors into a situation where they WILL panic.
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@SAégis said:
https://forum.deadbydaylight.com/en/discussion/comment/2593112#Comment_2593112
oh yeah forced to take perk to deal with 1 survivor perk when they can have 16 good idea and yeah blindness when they can just see the blue effect on the map or just remember where the totem is
Well I mean, killers are usually forced to take some sort of gen defense anyway. Its not really any different. As the meta shifts so too does the answer to the meta.
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Just add some lethality to your perk builds to bypass the ability for them to run off and heal.
Perks like Make Your Choice, Starstruck, Haunted Ground
Alternatively you could just apply blindness, theoretically that should obstruct the aura of the boon totem from the survivors vision. (And if it doesn't work that way it probably should.)