Bennett_They1Them
Bennett_They1Them
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@[Deleted User] said:
Yeah that was a lie NEW MORI , MAP & PERKS! | Dead By Daylight THE LEGION GAMEPLAY (PTB) - YouTube
People say this because their teaser trailer implied their power was going to be some sort of Spy TF2 kind of thing
There is no evidence to suggest their power was ever actually going to be like that though. I believe the trailer was much more in reference to the theme of the chapter.
O.K, thanks.
I was skeptical, but It would've been cool to see.
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@[Deleted User] said:
Not enough BP to compensate
I agree. DCing should give 2000 points to Survivor for every player who DCs (cumulative) and killer perks involving hooking should gain tokens (e.g, BBQ).
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@Marigoria said:
Literally, there is always a thread asking for this or that to be nerfed. When something gets nerfed, people start going down the list on what they want getting nerfed next....
If anything, there are a lot of perks that need a buff so they aren't dogshit and people can have more variety in their builds.
Same goes for killers, imo, no killer needs a nerf right now, but there are a lot of low tier killers that surely could get a little buff or at least some quality of life updates.
Can we stop asking for everything to get nerfed? One day everything will be dogshit and nothing will actually be worth playing as/using.
nerf this thread.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2648587#Comment_2648587
Watch Otz's recent streams with him. He's...rough. Relies heavily on addons (most of which are getting nerfed) and a gimmicky playstyle involving finding the box early using Lethal Protector. If this fails, he's only really good for crushing newbies.
His anti-loop tool is weak. Easy to dodge, often barely gains ground. Almost useless indoors.
He has to try and either find the box, or reclaim the box. Without hunts, he's bad.
wait, his power's supposed to be anti loop? I thought it was for preventing holding W...
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@HaunterofShadows said:
So here goes. In PTB Spirit has the directional sound but not the fart clouds. Do you think the directional sound gives enough counterplay?
I wish there was an addon that made it the sound was supressed so you could still go for jumpscares, though.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2648659#Comment_2648659
Well yeah it's a basic attack but it applies deep wound if they are healthy but despite it is still a basic attack unlike how most other powers work.
I think the deep wound is just from the chain, hence the deep wound when the chain breaks.
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@ColonGlock said:
https://forum.deadbydaylight.com/en/discussion/comment/2648417#Comment_2648417
Just so you know this is now on my Steam profile:
"Nothing I can do will alter the outcome of destiny. I am just helpless, a soon-to-be corpse; the killer's plaything. An instrument for their fun."
Thank you
nice!
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@Chilli_man2400 said:
Every time spirit is mentioned or meta perks Iron Will is always mentioned as a perk that needs to be nerfed. I ask why? Yes it’s strong as ######### against spirit but you can easily find them by looking at the floor to follow the marks and blood. Yes then there’s shadow step but that’s kinda situational to run into that. If I were to nerf Iron will here’s how it would be nerfed
Version 1
While injured grunts of pain are reduced by 100% for 100/110/120 seconds. When the timer runs out the perk is deactivated permanently. When healed back the timer resets back.
Version 2
While injured Iron Will suppress’s grunts of pain by
- 50/75/100% while standing still
- 25/50/75% while walking
- 0/25/50% while running
Tell me what version of the nerf you prefer Version 1 or Version 2 even though this isn’t a poll give me your votes
I like your idea.
alternatively, it could have a "hold breath" button on E. hold your breath for too long and you go into the dying state. :P
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@TapeKnot said:
That doesn't seem like a very interesting Iridescent idea to me. We already have so many iridescent add-ons that apply the exposed status effect to survivors.
yeah. good point.
I was just trying to base it on what's already in the game. assuming we live in a fantasy world where this comes true, having different types of traps would be really cool.
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@Grandpa_Crack_Pipe said:
Welcome again, survivors of the Fog. It's time for another developer update, this time with our most anticipated patch yet-- 5.5, the long-promised "Game Health" update. We know that you've been eager for us to look inside and focus on what's really important, and we're more than happy to deliver. There will be no killers this update, no survivors, no boons nor buffs, no perks nor even our legendary pristine cosmetics. We're here to help you really feel like Dead by Daylight.
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the exit gates
Ah, the exit gate. Part and parcel of every good match. The survivor's main objective is to power these glorious golden gates and leave through them, but as we've noticed, many people have issues with this. Not technical issues, of course, but worse-- moral issues.
Opened exit gates seem to create a feeling of safety for which bad manners seem inevitable, but we've taken several steps to ensure good manners and create a feeling of danger again.
- When all living survivors are gathered within the exit gate, the Endgame Collapse timer counts down 6 times faster, until only 5 seconds remain.
- Survivors within the Exit Gate are inflicted with the Incapacitated, Oblivious and Exposed status effects, and for 5 seconds after leaving the boundary.
- Survivors within the Exit Gate are unable to crouch, to prevent them from developing proper leg muscle with squats.
With these changes, we hope to bring just a little bit of civilization back to the Exit Gates and create a culture of mutual respect. And encourage people to just please get out.
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Slugging
We've said it time and again, and we'll say it some more; slugging is a fair and valid tactic. It's no less allowed than doing generators and hooking survivors. But we realized that players being essentially immobilized until further action by another player may cause issues, so we implemented the generous four minute bleed-out system to make sure things eventually end, assuming that this would be the end of the issue.
Unfortunately, we have severely doubted the power of some socially maladjusted individuals, for whom we gave an inch and were subsequently and violently robbed of every centimeter in our pockets.
Some players are unfortunately forced to wait the whole 4 minutes to bleed out for reasons we cannot possibly fathom, and so, we have taken steps to combat this.
- Should all players be downed with no possible way to recover (Unbreakable, No Mither, and Boon: Exponential are not in effect), after 30 seconds, players will have the option to bleed out 10 times faster, ensuring that no one is forced to wait more than a minute.
- All downed survivors' auras will be revealed at this point, to allow killers with the intention to hook easy ability to do so and end the game.
- The faster bleedout option will persist through pick-ups, and the wiggle counter will not decrease over time if the survivor is dropped, preventing killers from "dribbling" to keep survivors from bleeding out faster.
With these changes, we hope to severely reduce the number of players forced to bleed out, as well as take a little pride in taking something away from previously aforementioned genetic aberrations.
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Hide and seek
We make no bones about it-- Dead by Daylight can be scary sometimes. We've all been there, hiding from the killer under shadowed tree, hoping he doesn't see your ankle sticking out, heart pounding as you wonder if he'll look your way. Hiding can be an extremely fun and tense playstyle!
But as we all know, some people can take it too far. Some poor killer's games have gone on for up to 50 minutes, looking for survivors that know all too well how to exploit the AFK crow's spawn conditions. Survivors refusing to do generators and simply hiding away to stall for as long as possible reaches the level of thrill commonly found in waiting in line, so we've come up with good ways to prevent these scenarios.
- We have implemented a hard 20 minute cap on a game. After 20 minutes have passed, all survivors are sacrificed by the Entity. At this point, the game is fully over, and the "leave game" button will be replaced with "view results" to skip the animations and leave without consequence, if something prevents players from exiting.
- After 10 minutes, if a total of 10% of generator progress per living survivor hasn't been completed every minute, every Survivor will scream and reveal their location. If this persists the next minute, all survivors will have 3 AFK crows. If this persists one more time, all survivors will have their auras revealed. This persists until a survivor has been downed.
With these implementations, we hope to inject just the smallest bit of excitement back into the lives of those clearly needing the help.
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Body blocking
Every good Wraith's best friend. A Billy and Bubba who manage to corner survivors with this ingenious trick will find themselves greatly rewarded, but unfortunately, this is another unintentional feature with an unintentional side effect.
A survivor who finds themselves body blocked, especially by the killer, will find themselves completely at the mercy of outside forces to be able to exit the game normally, which could take any number of minutes between one and one hundred. A survivor misfortunate enough to be body blocked by a killer all alone would have absolutely no recourse, and could be kept there forever until the killer's bizarre, deviant desires are satisfied.
With the following change, we hope to completely eliminate sad situations like this and give all players an out other than the "leave game" button and a DC penalty;
Standing still for 15 seconds removes all collision with other players for one second.
You don't need to body block anyone for longer than 15 seconds. That one's firmly under wants and desires.
And finally..
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map offerings
We've removed them.
You're welcome.
Happy hunting!
just a heads up, currently, every way you can get "incapacitated" also results in you not being able to leave the trial (e.g, Victor, Ceno chains, etc)
so, this would be funny for five minutes and then get very frustrating for survivors since they can't leave.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2647248#Comment_2647248
Both sides have their throw challenges, and it’s tiring.
*laughs in "Self-Deprecating Joke"*
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I wouldn't use language as strong as that, but permanent haste could be hellish to deal with.
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@Blueberry said:
So much wrong with Eruption.
Firstly, 6% is trash. That is literally seconds of a survivors time. 4.8 seconds if you'd like the exact number. That is completely worthless.
Secondly, you have to kick every single gen you want to be affected by it. That is an extreme cost that cannot be overstated. That is a lot of wasted time and pressure for a maybe chance of it activating on it.
Third, we say maybe chance because many of the time it will even get popped after kicking it before you can trigger Eruption. So not only was that extremely costly to kick it for such a small reward but you may not even get anything at all for it.
Lastly, there's also a cooldown on it? Why?
The only thing this bad perk has going for it is the Incapacitated effect for survivors currently on the gen. Even then it's only 16 seconds.
-------------------------
-Bump it up to like 12% regression
-Automatically triggers when the gen reaches 99%
-Incapacitated is now 20 seconds
The automated triggering is the most important part here and is why we have left the cooldown on it. It may even still need more, but this is a start. People typically just don't realize how heavy of a cost it is to ask the killer to constantly be going out of his way to waste time kicking every gen. That loses him a lot of time and map pressure. The reward need to be measurable to that cost.
also, in the perk's description, it's a trap!
why would an intelligent parasite make a trap that doesn't go off?
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/2646696#Comment_2646696
I don't want them to slug more, so I would prefer if the no heal duration was 9-10 seconds to actually make downing with victor worth it.
ten seconds sounds good.
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@IlliterateGenocide said:
To counteract boons actually making this killer miserable. A slower healing speed when downed by Victor for 5-10 seconds would be nice.
I think other people have suggested basically having victor maul people and pin them to the ground.
maybe they stay broken on the ground for 30s after being downed by victor if the charlotte summoning thing isn't implemented?
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@Adjatha said:
https://forum.deadbydaylight.com/en/discussion/comment/2646570#Comment_2646570
"Bland" is a horrible aesthetic for a horror antagonist. They need to be distinctive. Not always frightening or disgusting or even scary, but they need to stand out enough that somebody can point at it and say "that's rad." Twins is anything bust. Regardless on how you feel about their gameplay, Twins is, by a wide margin, the worst graphic (and lore) design DbD has ever done.
I mean, I guess I can see that...
bias, sorry.
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@Adjatha said:
https://forum.deadbydaylight.com/en/discussion/comment/2646561#Comment_2646561
I mean, making them sad French peasants who don't want to kill people, barely do, and lack anything particularly supernatural or spooky until the Entity just gives them powers is pretty dumb too. Anything would be better.
Or hey, how about just covering up their eyes with dark voids? That's as small of an input as you can get and it goes a long ways towards making them look less pathetic.
I mean, I think part of their aesthetic is being bland and somewhat stealthy, but victor would be cooler with some shades, for sure.
maybe some skins related to fire? burned charlotte could be terrifying.
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@Adjatha said:
A skin that totally redoes their whole character models into something cool, grotesque, spooky, or literally anything.
maybe victor could be a spider or something?
wait, no, that'd be dumb.
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@McFlickzy said:
Where the flashlights have lights on them Pallets have light on them then when you stun the killer is makes a jingle noise and Christmas trees in stared of totems or like you consume the Christmas tree then h get a hat or outfit if u escape with it
they could play the theme using jingling bells.
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@CrowVortex said:
As a Twins player myself from time to time, i would implement these changes.
Victor:
- On successful pounce, Victor now causes that survivor to move erratically. (As if a killer was carrying a survivor and they were wiggling) An attempt to counter the hold W players and people who take him hostage. Reduced vaults to slow vaults while victor is attached.
- 3.5 second stun on successful pounce, 5 second on missed pounce. No longer kickable on successful pounces.
- Toy sound baseline.
- Spinning top baseline, it makes sense to me after key changes.
- Victor now automatically forces a switch after 2 successful pounces in a row that puts a survivor into the dying state within 60/90 seconds.
- Victor can now Shriek on demand to call Charlotte if she is more than 20-30m away, on a 1 minute cooldown.
- Victor now has a 15 second cooldown after being kicked.
- Victor can now leap through windows more easily.
Charlotte:
- More new addons designed and catered for her, or at least addons with effects for Charlotte and Victor in one.
- Secondary Power, when Victor is detached - Determination: Being in the presence of a survivor while in a chase for a set amount of time activates Coup De Grace. Essentially a build-up timer on that survivor's portrait, let's say 20-30 seconds. Being stunned or blinded shaves off 5 seconds off that survivor's portrait timer.
- Passive; Sibling Bond - Victor being hurt in any way boils your blood, gain 5% haste effect until you start a chase, where the effect ends, your next basic hit applies deep wounds.
- Anyone that approaches you in your dormant state will be hit for one health state. (Like Zombie AI hits)
- Recalling Victor now shows the aura of that survivor victor was recalled from for 5 seconds.
In General:
- Certain perks should work with Victor: Surge / Sloppy / on hit effects
- General aim for these suggested changes is to have a 50/50 ratio of Charlotte and Victor, essentially a tag team playstyle, rather than 90% Victor currently.
Love these ideas!
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@CashelP14 said:
Anyone get playing it? I avoided all the steamers playing it and played for a few hours today.
So who her has played it and how many bosses you face?
I'm excited as a recovering ds2 fan.
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@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/2646055#Comment_2646055
Still would be too strong, but knowing the devs if its an iri addon instant down its probably the survivor is exposed for 12 seconds (later buffed to 30 seconds) after taking a trap off their head so I guess I at least like the concept better
yeah...
I'm of the opinion that iri addons are meant to be slightly op and scary af.
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@Tr1nity said:
Remove Charrlote, very little twins players would notice a difference.
Who?
also, what do you mean "Twins" it's "Twin".
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@Zachcjjj said:
ngl tinkerer should get nerfed in some way especially with ruin undying meta but i dont know what that nerf should be what do you guys think?
nah.
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@Chilli_man2400 said:
My changes to Twins would be
Victor changes
- Make Toy sword base kit
- reduce Victors stun on successful attacks to 3.5 seconds
- make it so you can’t be kicked when downing someone successfully
- make it so Victor can interact with more stuff like generators, Vaulting windows
- when Victor latches onto a survivor the survivors controls are inverted
- if Victor is within 8 meters of a hooked survivor while idle he will be destroyed instantly
- as Victor if you press the action button, Charlotte will teleport to your exact location
CHarlotte changes
- You can recall Victor at anytime
- When you don’t have Victor your movement speed is increased to 120% and your terror radius is reduced to 16 meters
- reduce the wake up time to 2.5 seconds and removed the heavy slowdown Charlotte receives when waking up
- increase the cooldown for Victor to regrow to 10 seconds
These are all my changes to the twins it eliminates All problems survivors have with them while also making them more fun and strong to play as
love these ideas!
they may be a bit strong, but percentages can be changed.
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@blue4zion said:
Honestly I don't know what to do with them to feel better playing, since almost anything with it's current state will make survivors have a worse time.
Maybe a rework, along the lines of ultimately reducing Victor's lethality but give Charlette something. She needs some kind of personal power because she's useless without him. I have zero clue what this could be though.
I think making victor less spammable would be good, while reducing the cool-down slugginess after using him.
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@Mazoobi said:
https://forum.deadbydaylight.com/en/discussion/comment/2646260#Comment_2646260
Same! My down-ratio leans toward Charlotte more than Victor.
There's just something when playing her and hearing that chaotic violin in the back of their chase theme is just... *muaw
https://forum.deadbydaylight.com/en/discussion/comment/2646262#Comment_2646262
Charlotte the race car. VROOM VROOM
I'm calling this the answer to the question.
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@gentacle said:
Toy sword base kit.
Victor downing someone has him mauling them for 10 seconds to let Charlotte secure the pickup.
Less clunky transitions.
Charlotte getting either lowered TR or complete undetectability or enduring/spirit fury/brutal strength type buffs when Victor is taken hostage (she's mad that her brother has been taken away).
those are awesome ideas!
maybe the time before you can recall victor off someone's back could be reduced, and then you'd actually have a reason to leave him attached.
maybe a reduced terror radius and some sort of buff to action speeds based on how many times victor's been killed/how long he's been attached?
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@Ume_Ito said:
Seriously, there's no real point in a DC penalty on the player to discourage such behavior when they can just kill themselves first hook and throw the game anyway. I've noticed a constant trend of this, survivors go down too fast on their first chase, go against a killer they don't like, etc, and just immediately burn their three chances and let the second phase take them ASAP.
It's really infuriating to not even have a chance because of selfish survivors just any%'ing their sacrifice on the first hook.
I mean, I only ever do that when real life gets in the way.
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@Mazoobi said:
https://forum.deadbydaylight.com/en/discussion/comment/2646236#Comment_2646236
Yeah, 5% would be fine.
Anything to help Charlotte would be appreciated so much. Poor baby :(
also, 5% would make pwyf hilarious to run.
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@Mazoobi said:
https://forum.deadbydaylight.com/en/discussion/comment/2646236#Comment_2646236
Yeah, 5% would be fine.
Anything to help Charlotte would be appreciated so much. Poor baby :(
I too am a charlotte gamer.
(I love going for stealth plays.)
obviously, I use victor, but my downs are probably 60/40 between them. maybe even more charlotte sided.
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@syain said:
Maybe even a buffed version of it without any drawbacks. For a killer whose power is completely reliant on RNG, Pig's game slowdown is massively underwhelming. I see no reason why it would be broken for this addon to become basekit, and get buffed in the process, taking something like 15s out of the timer instead of 10 for example. That way the survivors would actually have to consider before completing generators as it could mean the difference between the life and death of a teammate. Again, it's still gonna be reliant on luck so it's not like it's going to be overpowered. I just think it would be nice if that addon slot could be used for something else.
sounds fun.
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@BaschFonRonsenburg said:
Perks like brutal strength, shadowborn, unrelenting. I feel like there are plenty of QoL perks that I’m not seeing any killers use. Are people that committed to the 4K they feel the need to run the same build over and over? Do you feel the current survivor meta doesn’t allow for non gen regression perks?
I play fun, impactful perks.
I'll run qol perks, sure, but normally, I like using unexpected non-meta perks, like hoarder and trail of torment.
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@Nos37 said:
When it comes to killers who hard camp, I would recommend Kinship, but in solo matches, it sucks, really bad.
The survivors don't know the killer's camping until they get off their gens and get close to the hook, where they crouch and wait for the killer to leave. Since the killer's terror radius is usually bigger than Kinship's 16m radius, the perk never gets activated. Meanwhile, you have 2 or 3 survivors crouching behind rocks instead of doing gens.
Kindred could help, but instead causes 1 of 2 outcomes, both wasting the Kinship perk. Either they see the killer face camping and never bother to come within 16m of the hook to activate Kinship (but at least they're doing gens. Maybe.), or they try to hook bomb with Borrowed Time and hope for a Decisive Strike play, which means that Kinship pauses the Struggle phase for a whopping 2 (out of the 34) seconds. 🤦♂️
----
Kinship needs to benefit other survivors while hooked! That way it can have a shared perk icon and get more value when other survivors know to trigger it and buy the team time.
Making other survivors' repair speeds faster seems like the first obvious choice, but I would rather it show all survivors the auras of all remaining dull totems while hooked (not just while Kinship is actively pausing the timer; not just while in the Struggle phase; but simply while hooked, so that survivors have time to cleanse the totems).
This should help survivors prevent NOED, so that the killer can't simply face camp one sacrifice and get a free sacrifice from NOED after.
I think it should also regress your hook timer by a few seconds when you get hit, for memes.
honestly, I had trouble getting this perk to work in a SWF. (granted, two of the players were super new)
side note: why does unhooking grant so many more BP than the "safe unhook" part???
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@Mazoobi said:
I've always thought that balancing the twins to an equal level of power would be the best fitting. Victor is very oppressive in a chase if he doesn't get kicked, but Charlotte is just... a killer with no power.
I've had ideas a while back:
While Victor is NOT on Charlotte,
- She receives a 1% haste effect
- Her terror radius is dropped to 24m (from 32m)
This may help Charlotte be more aggressive without fully relying on her brother. In some cases, it's smarter to use her instead of Victor, but she gets looped incredibly easily.
As for Victor:
- Survivors can no longer run while ATTEMPTING to remove him
- Increases the time to remove Victor from 8 to 10 seconds
- Increases the time it takes to re-grow on Charlotte from 6 to 12 seconds (nerf)
These may help encourage players to use Victor to stall on survivors (in conjunction with the buffs I suggested for Charlotte) instead of relying on slugging too often while giving survivors more breathing room between Victor plays.
totally agree.
Maybe an even bigger speed boost. how would 5% sound? I mean, she always feels sluggish after switching back form victor and while going to pick up a Victor down, and I mean, Victor must be pretty heavy.
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@syain said:
I'd drastically increase the time it takes for Victor to respawn after being kicked.
how's that supposed to speed up the pace of the game?
just wondering.
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@Munqaxus said:
Skins for Victor
oh, yeah, that goes without saying.
if he doesn't get shades next patch, we riot.
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@themoobs1984 said:
https://forum.deadbydaylight.com/en/discussion/comment/2646184#Comment_2646184
I don't have any specific builds. I use character specific perks on the killer they were meant for and for the fourth perk I'll use one that makes sense lore wise.
Oh, O.K.
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@themoobs1984 said:
Yep. That's all I use on killers it what makes sense lore wise.
wanna share any builds?
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@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/2646166#Comment_2646166
you dont have to apologize!
if you like them, thats great for you. its just that i dont like them - very strongly so.
that's fair.
thanks for being understanding!
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@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/2646154#Comment_2646154
yeah i like their concept, but the execution of this concept is so incredibly bad it angers me.
they could have done so much with Victor, but in the end all they boil down to in a chase is "get someone injured (either by having Victor jump on them or by normally hitting them), then spam Victor until they die" - and their ability to camp is also just horrid.
I guess that's true...
darn.
sorry, bias.
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@Mister_xD said:
a complete rework.
there is no way in hell some QoL changes are going to fix this mess of a Killer.
I mean, I like them...
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@[Deleted User] said:
Trust no one not even dbd forum users
what about me?
I swear I'm not running deception.
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@GoshJosh said:
I agree with some better add-ons, hiding Victor in places like lockers, chests, etc., and recalling Victor any time. I'd also reward them with downing survivors with Victor being a three second cooldown (down from five), and him not being crushable during a successful attack cooldown. He should only able to be crushed and suffer the longer cooldown after missing.
I think it would also be neat and logical if Charlotte got a small speed buff, maybe 2%, while Victor is detached. Since she's technically not carrying his weight around, make her something more than a basic M1 killer while Vic does his thing!
I really like the speed boost idea!
I'm not sure about reducing victor's attack cooldown though, but I haven't played Twins pre-nerf.
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@bm33 said:
https://forum.deadbydaylight.com/en/discussion/comment/2646129#Comment_2646129
Weird. Maybe it's because I'm on mobile but if I start discussion while in the section it automatically sets to be posted in that section, I don't need to choose a section.
bizarre.
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@chargernick85 said:
The reason they are known for slugging is because of how much time would be lost switching back and forth for hooks. Game is not built for time consuming killer powers right now
So a way to recall/have Charlotte move somehow would be best for game health.
having charlotte burst out of the ground or reform around victor could be cool! :)
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@bm33 said:
Just curious - why do you put all your polls in the Off Topic section instead of the Polls section of the forums, or even General Discussion because they are game related and not Off Topic.
it's not an option for some reason. it's either lore or off topic. general discussion is greyed out.
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@ColonGlock said:
By far the most annoying part of playing as Twins is the long delay switching between them. I am not sure how to balance that but it feels terrible.
maybe the devs could try halving it or something for a ptb, and see if that affects their kill rate and examine that in comparison to player fun. (I'm honestly shocked there aren't post game surveys for the ptb)
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@[Deleted User] said:
This was already addressed with the pallet validation. If the server says you didn't get a grab you automatically swing. Unfortunately it doesn't work that well because it messes up grabbing a survivor who is unhooking or if your window grab gets validated you swing and sometimes hit the window. The change is mostly to fix the scenario where you would be frozen whilst grabbing and nothing happens, but idk.
I get stuck constantly. what?
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@bjorksnas said:
Its like giving a pig a old bubba chainsaw all that happens is you back rev it and get instadowns when survivors are in the open its a straight upgrade since her normal power isn't really that useful unless you have something like save the best for last, but instadowns would be very unfun especially since you can facecamp crouched and instadown people who try and save
a cooldown maybe?
maybe it wouldn't work against players with traps?